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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Thu Mar 03, 2016 5:41 am 


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Nice arcade score!

I think a Toaplan interview on blackoak's shmuplations site mentions the boss glitch thing but I can't remember. It weirds me out even though it's harmless (another programming flub: being sent back to a previous checkpoint if you died right at the start of one). I don't recall too many differences between bullets in the versions, but I bet you some idiosyncratic junk was tweaked solely to drive Despatche crazy. :wink:
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sun Mar 06, 2016 1:47 pm 


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EmperorIng wrote:
Nice arcade score!

Got something substantially better!

Twin Cobra, Arcade, Normal difficulty

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Perikles - 4,047,190 - 516 - Yes - 1P - Shmupmame v4.2

It's still not great, but I most certainly take it. I never can get through the first loop without dying, by no later than 1-8 I die a horrific death somewhere. I also have a nasty tendency to get myself killed in the most stupid ways in the first level of subsequent loops or when I finally manage to get a five-way spread shot. But I can't really complain, for every daft death there's at least one insanely lucky dodge in that run. :lol: Will upload the video soon!

EmperorIng wrote:
[...] (another programming flub: being sent back to a previous checkpoint if you died right at the start of one).

I always thought that was by intention. :o I used that to my advantage when playing the MD port of Tatsujin, some checkpoints are so tough in the final stage that I intentionally killed myself twice in rapid succession to start at a more lenient place. And since most of the other MD Toaplan games incorporate this system as well I was sure they put that in there for a specific reason.

Edit: finally got the run up: https://www.youtube.com/watch?v=aFmcKSP4Kwc
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sun Mar 06, 2016 9:34 pm 


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Perikles wrote:
EmperorIng wrote:
[...] (another programming flub: being sent back to a previous checkpoint if you died right at the start of one).

I always thought that was by intention. :o I used that to my advantage when playing the MD port of Tatsujin, some checkpoints are so tough in the final stage that I intentionally killed myself twice in rapid succession to start at a more lenient place. And since most of the other MD Toaplan games incorporate this system as well I was sure they put that in there for a specific reason.


There's an official commentary on this at shmuplations, here (CTRL+F "endpoint").

Offhand, sounds quite similar to the origins of Ninja Gaiden's much-loved Boss Rush Cockslap™. :mrgreen:
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Mon Mar 07, 2016 8:13 am 


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Thanks for letting me know the FC version actually ends. It's just the one loop? Strange.

Perikles wrote:
Also one question regarding the arcade Kyuukyoku Tiger: I know about the checkpoints, but is the game different aside from that? Faster bullets mayhap?

Most world versions of Toaplan games do something to make the game easier, usually simply decreasing the difficulty slightly (enemies shoot less and bullets are slower). Some games lower the extend settings. Some add co-op. Twin Cobra does all three.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Mon Mar 07, 2016 8:55 am 


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In Kyukyoku Tiger the player ship is gray and moves slower. The game's style of play would eventually become an inspiration for games such as Raiden.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Mar 18, 2016 5:08 am 


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I've heard a friend mention a difference in the effectiveness of point-blanking between the two versions. Never played the JP version so don't know which is which.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Mar 18, 2016 5:16 am 


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Yeah, Twin Cobra has only 3 shots on screen allowed, Kyuukyoku Tiger allows 4. So you can be slightly farther away to do the same damage.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Mar 18, 2016 5:32 pm 


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Oh right, it has that too. Fire Shark also does that. I don't know what Toaplan or Taito or whoever were thinking with half these changes, I really don't.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sun Mar 20, 2016 12:20 pm 


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Despatche wrote:
Oh right, it has that too. Fire Shark also does that. I don't know what Toaplan or Taito or whoever were thinking with half these changes, I really don't.


Because the World version has two players simultaneously. Less sprites on screen at a time = less chance of slowdowns?
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sun Mar 20, 2016 2:59 pm 


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I guess so. That might be why it's only in specific games, too.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Aug 03, 2016 4:44 pm 


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Not mine, but I think this is the current WR:

23,301,060
9-7
7:12:55
IMKKKK
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Aug 03, 2016 8:56 pm 


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I'm amazed someone actually tracked any game beyond 10,000,000. That's quite the marathon.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Fri Aug 05, 2016 1:18 am 


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I've also got a 6-hour Fire Shark counterstop and a 7-loop Tatsujin Oh monstrosity in my shmups YT playlist. The best parts are the recovery sections.


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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Thu Oct 20, 2016 10:50 am 


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I don't have a new score, but I'm sure someone might be interested to know that the PCE port (abruptly) ends after two loops. If you want to get a picture of your achievement you'd better pause after beating the final boss, there's no way to see the score ever again after the final landing sequence. I was really surprised the game ends like that, although I suppose it would've been difficult to increase the bullet speed further without it getting frustrating. My score was lower than my 2-10 result, though, due to the lack of (inadvertent) checkpoint milking.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Fri Oct 28, 2016 8:46 am 


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Kyuukyoku Tiger - Arcade

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Perikles - 4,265,250 - 419 - Yes - shmupMAME v4.2

Video


Great first loop (only one death), started to crumble at 2-4 (and the second boss was almost done for...). Was surprised I could somehow limp myself all the way to 2-8, looks like I overestimated the difficulty of the checkpoints.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Fri Nov 18, 2016 8:55 am 


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Kyukyoku Tiger
KoopaTGR - 1,382,260 - 164 - Yes - ShmupMAME v4.2
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Sat Nov 26, 2016 7:56 am 


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Arcade Twin Cobra (Normal)
KoopaTGR - 1,722,220 - 215 - Yes - 1P - ShmupMAME v4.2
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sun Nov 27, 2016 7:57 am 


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Despatche wrote:
Oh right, it has that too. Fire Shark also does that. I don't know what Toaplan or Taito or whoever were thinking with half these changes, I really don't.


Could the 3/4 bullets onscreen thing be due to the addition of two player? I'm not a programmer so this could be totally off but it could be some kind of optimization so two player doesn't get excessive slowdown.


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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Tue Nov 29, 2016 12:09 am 


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That makes sense. There's one obvious way to find out.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Fri Dec 09, 2016 4:12 am 


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wow I should read the thread before commenting, another dude suggested the exact same thing


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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Fri Dec 09, 2016 4:47 am 


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might as well post my kusoscore, I just got this board today

Twin Cobra, arcade
d0s - 680,050 - 117 - Yes - PCB

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Tue Jan 24, 2017 3:48 am 



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Arcade Twin Cobra (Normal)
Vludi - 2,099,940 - 311 - No - 1P - MAME

Played a couple clueless credits and got a clear.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Tue Jan 24, 2017 3:01 pm 


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Kyukyoku Tiger - Arcade
Ruldra - 1,743,150 - 189 - Yes - 1P - ShmupMAME v4.2

I remember playing Twin Cobra years ago and took me only a few attempts to clear the loop. But Kyukyoku Tiger is a whole different story. Super slow ship + checkpoints makes things a lot harder. In this particular run I lost all my lives in the final checkpoint of stage 8.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Mon Jan 30, 2017 4:33 am 


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On the bright side, you don't have the brutal three-bullet limitation that Twin Cobra has...

Updated.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Thu Mar 29, 2018 3:45 am 


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Square_Air - 1,744,260 - 190 - Yes - ShmupMAME v4.2

Slowly slogging through this.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Sat Mar 31, 2018 2:55 am 


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Very good first score.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra
PostPosted: Sun Apr 01, 2018 7:06 am 


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Thanks. I was hoping to have a clear be the first thing I post here, but Kyukyoku Tiger is proving to be more challenging than I originally expected. I can no miss up to stage 7, but around there or stage 8 I always stumble and get fatally trapped in a chain death cycle. I still have no idea if anyone can recover on the last stage and still clear, the only technique I know for getting past the last boss is obtaining the 5-way spread and abusing the safespot.
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