STGT'11 Week 2: Daioh
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drunkninja24
- Posts: 1802
- Joined: Thu Oct 01, 2009 3:27 am
- Location: MO
Re: STGT'11 Week 2: Daioh
drunkninja24 - 1,085,170 - 4 - MAME
Is it just me or does bullet speed just go nuts in Stage 4?
Is it just me or does bullet speed just go nuts in Stage 4?
Re: STGT'11 Week 2: Daioh
trap15 - 1,203,220 - 4 - MAME
Whoo, getting better
Whoo, getting better
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: STGT'11 Week 2: Daioh
szycag - 1,294,400 - 4 - MAME
checkpoint ass random extend ass booty ass game
checkpoint ass random extend ass booty ass game
That is Galactic Dancing
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burgerkingdiamond
- Posts: 1568
- Joined: Wed Oct 06, 2010 9:56 pm
- Location: Virginia, USA
Re: STGT'11 Week 2: Daioh
burgerkingdiamond - 1155470 - 4 - MAME
slowly improving. After many runs lasting only to the 2nd level I've learned to get over my usual shame at bombing. The game gives you so many anyway. Now I just let em rip.
slowly improving. After many runs lasting only to the 2nd level I've learned to get over my usual shame at bombing. The game gives you so many anyway. Now I just let em rip.
Let's Ass Kick Together!
1CCs : Donpachi (PCB - 1st loop) Dodonpachi (PCB - 1st loop) Battle Bakraid (PCB) Armed Police Batrider (PCB) Mushihimesama Futari 1.5 (360 - Original) Mushihimesama Futari BL (PCB - Original)
1CCs : Donpachi (PCB - 1st loop) Dodonpachi (PCB - 1st loop) Battle Bakraid (PCB) Armed Police Batrider (PCB) Mushihimesama Futari 1.5 (360 - Original) Mushihimesama Futari BL (PCB - Original)
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tinotormed
- Posts: 1069
- Joined: Mon May 24, 2010 10:08 pm
- Location: Philippines
- Contact:
Re: STGT'11 Week 2: Daioh
tinotormed - 1,774,270 - 5 - ShmupMAME v2.0
http://twitpic.com/606ko2
Looks like I am getting in the hang of this game.
http://twitpic.com/606ko2
Looks like I am getting in the hang of this game.
Re: STGT'11 Week 2: Daioh
Oh yeah, game that was refined into Shienryu/Gekioh. I thought it seemed familiar, just hadn't played it more than 5 minutes before. Amusingly my first game was one of the 281K, second game was the 730K, then the rest were all relatively crap again.
Hobie-wan - 730,910 - 3 - MAME
Hobie-wan - 730,910 - 3 - MAME
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dunpeal2064
- Posts: 1781
- Joined: Tue Nov 23, 2010 9:14 pm
- Location: CA
Re: STGT'11 Week 2: Daioh
dunpeal2064 - 740,280 - 3 - MAME
This game is pretty damn fun. Only had time for about 4 runs tonight and managed to get this far, so I hope to see improvement.
Re: STGT'11 Week 2: Daioh
Hiki - 1,286,050 - 5 - MAME
Re: STGT'11 Week 2: Daioh
hwl - 1,155,020 - 4 - MAME
The game is quite easy in stages 1-3 just to kick your ass in stage 4, regardless how hard you tried to control rank.
It's not just you.drunkninja24 wrote:Is it just me or does bullet speed just go nuts in Stage 4?
The game is quite easy in stages 1-3 just to kick your ass in stage 4, regardless how hard you tried to control rank.
Last edited by hwl on Wed Aug 03, 2011 10:06 am, edited 1 time in total.
Re: STGT'11 Week 2: Daioh
Slackwood - 1,042,270- 4 - ShmupMAME
dont know if its level 3 or 4.. sorry, can check but will post another score soon anyway. Is it a big deal?
dont know if its level 3 or 4.. sorry, can check but will post another score soon anyway. Is it a big deal?
Re: STGT'11 Week 2: Daioh
atsumu - 1,785,060 - 5 - MAME
Died on Stage 3 with 10 bombs in stock
Died on Stage 3 with 10 bombs in stock
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- Posts: 1304
- Joined: Thu Jan 06, 2011 7:12 pm
Re: STGT'11 Week 2: Daioh
I'm done. Screw this stupid game. I just can't stand playing it.
Chaos Phoenixma- 1,027,010 - 3 - MAME
Chaos Phoenixma- 1,027,010 - 3 - MAME
Re: STGT'11 Week 2: Daioh
Updated.
My thingamahjing now draws a half-baked 'statistical' image of the dispersion of scores, dynamically, of course.
Here's the one for week1:
That is quite a gap.
My thingamahjing now draws a half-baked 'statistical' image of the dispersion of scores, dynamically, of course.
Here's the one for week1:
That is quite a gap.
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charlieton
- Posts: 83
- Joined: Mon Jul 28, 2008 1:13 pm
Re: STGT'11 Week 2: Daioh
Super happy fun times!
charlieton - 1,105,810 - 4 - MAME
charlieton - 1,105,810 - 4 - MAME
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- Posts: 218
- Joined: Sun Jul 27, 2008 6:40 pm
Re: STGT'11 Week 2: Daioh
So close to 5mil. This game is a lot of fun though. Stage 6 was a bitch until I realised that the S powerup made the ship move faster and didn't have a noticable effect on rank. I R SMRT! ._.
ShadowWraith - 4,960,890 - 10 - MAME
ShadowWraith - 4,960,890 - 10 - MAME
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:::Redsun:::
- Posts: 42
- Joined: Sun Dec 06, 2009 5:24 pm
Re: STGT'11 Week 2: Daioh
Incredible as the difficulty increases with the phases
But one has to give the score improved
REDSUN - 1.396.260 - 5 - MAME
Uploaded with ImageShack.us
But one has to give the score improved
REDSUN - 1.396.260 - 5 - MAME
Uploaded with ImageShack.us
Re: STGT'11 Week 2: Daioh
Aguraki- 1,236,160 - stage 4 - shmupmame 3.0
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Battletoad
- Posts: 901
- Joined: Thu Apr 30, 2009 1:22 pm
- Location: Germany (Dresden)
- Contact:
Re: STGT'11 Week 2: Daioh
Battletoad - 1,372,350 - 5 - MAME
Too little time, too slow progress...
Too little time, too slow progress...
Re: STGT'11 Week 2: Daioh
edit -
msm - 1,479,230 - 5 - MAME
msm - 1,479,230 - 5 - MAME
Last edited by msm on Thu Aug 04, 2011 12:11 am, edited 1 time in total.
Re: STGT'11 Week 2: Daioh
A modest improvement - I hope to do much better this weekend, but posting now just in case:
Culdad78 - 833,740 - 3 - shmupmame
Culdad78 - 833,740 - 3 - shmupmame
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- Posts: 42
- Joined: Wed Jul 06, 2011 10:42 pm
Re: STGT'11 Week 2: Daioh
Mimeslayer - 941,660 - 4 - shmupmame
I should have 1m by now wtf is wrong with me.
I should have 1m by now wtf is wrong with me.
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- Posts: 14
- Joined: Sat Aug 28, 2010 11:51 pm
Re: STGT'11 Week 2: Daioh
holydiver42 - 634,120 - 3 - MAME
Re: STGT'11 Week 2: Daioh
Zaarock - 1,448,490 - 5 - MAME
So close to extends haven't played much yet so pretty happy with this. Sadly wont be able to play anymore after tomorrow, going to try and raise it to 2mil before that.
Re: STGT'11 Week 2: Daioh
Getting pissed off trying to record an inp since shmupmame will freeze eventually in stage 5 for some reason. Anyways though here's a minor improvement from me.
Basically I got a 2up in this run, died partway through stage 5 and stage 6 once each, and when I got to the 7th boss I figured I'd "milk" the boss out of his two shoulders-->nearly kill him with lightning-->suicide in order to drop the rank a bit before looping since I had some spare lives. Unfortunately I kept screwing up against him and couldn't kill him before I ran out of lives. I also figured out that getting an extend actually raises the rank so by the time I noticed his bullets actually speeding up after my extends, I was already short on lives.
Needless to say though if you keep suiciding on him like I did its actually worth a BOATload of points, so it might be something to try if you're willing to spare a few lives before the loop, or if you're lazy to try the 2nd loop which is where I sit closer to. Sad part is that if I just calmed down I would've had 5.5 Mil going into the 2nd loop, but only two lives...not like it would matter though cause the "getting sniped in the ass by everything below you" phase begins and I'd probably be dead to a side/rear snipe or an unexpected closeup shot many times over.
ResumeDPosition - 4,539,310 - 7 - MAME
Basically I got a 2up in this run, died partway through stage 5 and stage 6 once each, and when I got to the 7th boss I figured I'd "milk" the boss out of his two shoulders-->nearly kill him with lightning-->suicide in order to drop the rank a bit before looping since I had some spare lives. Unfortunately I kept screwing up against him and couldn't kill him before I ran out of lives. I also figured out that getting an extend actually raises the rank so by the time I noticed his bullets actually speeding up after my extends, I was already short on lives.
Needless to say though if you keep suiciding on him like I did its actually worth a BOATload of points, so it might be something to try if you're willing to spare a few lives before the loop, or if you're lazy to try the 2nd loop which is where I sit closer to. Sad part is that if I just calmed down I would've had 5.5 Mil going into the 2nd loop, but only two lives...not like it would matter though cause the "getting sniped in the ass by everything below you" phase begins and I'd probably be dead to a side/rear snipe or an unexpected closeup shot many times over.
ResumeDPosition - 4,539,310 - 7 - MAME
Re: STGT'11 Week 2: Daioh
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Last edited by Chirpy13 on Thu Aug 30, 2012 12:57 am, edited 1 time in total.
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tinotormed
- Posts: 1069
- Joined: Mon May 24, 2010 10:08 pm
- Location: Philippines
- Contact:
Re: STGT'11 Week 2: Daioh
tinotormed - 2,071,530 - 6 - MAME (Shmupmame v2.0)
http://twitpic.com/60mzuz
...improved today. I have a video ready as well.
http://twitpic.com/60mzuz
...improved today. I have a video ready as well.
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burgerkingdiamond
- Posts: 1568
- Joined: Wed Oct 06, 2010 9:56 pm
- Location: Virginia, USA
Re: STGT'11 Week 2: Daioh
Nothing like the game freezing up for no fucking reason!!!!
I have to say the autofire turns this into a completely different game. I didn't try it at first because it didn't seem like it would make a difference since you can hold down fire by default. But autofire makes bosses go down WAY quicker. I actually think it's probably not fair to allow, but I'm assuming that the top scorer's are using it, so I have to try* to compete.
I have to say the autofire turns this into a completely different game. I didn't try it at first because it didn't seem like it would make a difference since you can hold down fire by default. But autofire makes bosses go down WAY quicker. I actually think it's probably not fair to allow, but I'm assuming that the top scorer's are using it, so I have to try* to compete.
Let's Ass Kick Together!
1CCs : Donpachi (PCB - 1st loop) Dodonpachi (PCB - 1st loop) Battle Bakraid (PCB) Armed Police Batrider (PCB) Mushihimesama Futari 1.5 (360 - Original) Mushihimesama Futari BL (PCB - Original)
1CCs : Donpachi (PCB - 1st loop) Dodonpachi (PCB - 1st loop) Battle Bakraid (PCB) Armed Police Batrider (PCB) Mushihimesama Futari 1.5 (360 - Original) Mushihimesama Futari BL (PCB - Original)
Re: STGT'11 Week 2: Daioh
I 2nd that freezing notion. All I want to do is record a decent inp but it always freezes for me after I blow up the 1up carrier for some reason(shmupmame v2.2).burgerkingdiamond wrote:Nothing like the game freezing up for no fucking reason!!!!
I have to say the autofire turns this into a completely different game. I didn't try it at first because it didn't seem like it would make a difference since you can hold down fire by default. But autofire makes bosses go down WAY quicker. I actually think it's probably not fair to allow, but I'm assuming that the top scorer's are using it, so I have to try* to compete.
And I actually had no idea autofire did anything extra since the game already has it's own autofire going on, I figured no amount of mashing, inhumanly possible or not, would allow you to point blank things any faster. I'm gonna try it out tomorrow and see if anything happens cause I'd enjoy getting rid of a pesky boss part just that tad bit quicker...