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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Sun Jan 26, 2014 11:08 pm 


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Joined: 27 Jul 2006
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Location: CASINO!
Twin Cobra
CHI - 2,799,800 - 324 - No - shmupmame


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Such a good run, no miss till 1-7, 1-9 is nasty and managed to no miss 1-10 :mrgreen:

trap15 wrote:
Huh, that's surprising :o
I'll have to see...

Stage 5 boss, area 120
Stage 10 boss, area 240
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Mon Jan 27, 2014 8:15 am 


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Good CHI 8)
You must have used that safe spot on the ST10 Last Boss.
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Mon Jan 27, 2014 1:41 pm 


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DEL wrote:
Good CHI 8)
You must have used that safe spot on the ST10 Last Boss.


http://youtu.be/QB52G6DUUAM :mrgreen:
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Mon Jan 27, 2014 4:40 pm 


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CHIsus Christ! Nice leap forward there! Got your eye on DEL's score have you CHI? :wink:
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Tue Jan 28, 2014 8:00 am 


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CHIsus will prevail !
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Mon Feb 03, 2014 9:00 pm 


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Kyuukyoku Tiger
CHI - 1,652,000 - 176 - No - shmupmame


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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Wed Feb 05, 2014 7:09 am 



Joined: 18 Nov 2008
Posts: 937
Arcade - Twin Cobra
jepjepjep - 984,340 - 159 - Yes - PCB

Some great music in this one, reminds me a lot of Outzone.

Edit:

Arcade - Twin Cobra
jepjepjep - 1,261,160 - 189 - No - PCB


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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Sun Feb 09, 2014 11:10 am 


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Twin Cobra
chum - 2,850,420 - 360 - Yes - Shmupmame 4.2

Still not satisfied with the JPN score. 1st place or bust.
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 Post subject: Re: Kyuukyoku Tiger/Twin Cobra [Arcade/Conversions]
PostPosted: Fri Mar 14, 2014 7:16 pm 


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I'm having a lot of fun with these old school Toaplan titles. Plus they are much cheaper to get than the later ones.

Kyuukyoku Tiger
Frenetic - 606,620 - Area 85 - Autofire: Yes - PCB
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sat Mar 29, 2014 5:49 pm 


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Arcade - Kyukyoku Tiger
Despatche - 835,850 - 104 - Yes - ShmupMAME v3.0b

no miss is best miss
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Apr 04, 2014 4:07 pm 


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The tension and pressure in these older shmups created by a slower ship and sniper shots...SO GOOD. I'd recommend this to anybody who wants something classic. You can really feel the spirit of the designers and the game.

究極タイガー, Kyūkyoku Taigā
Frenetic - 659,130 - 92 - Autofire Yes - PCB

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Apr 09, 2014 7:27 pm 


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Had a breakthrough! I've been playing a credit or two of this, then Tetris the Grandmaster 1, and finishing off with some Street Fighter IV: AE 2012 before I leave for work. So happy to crack the top 10 on this Toaplan classic.

究極タイガー, Kyūkyoku Taigā
Frenetic - 788,610 - Area 112 - Autofire Yes - PCB
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Last edited by Frenetic on Wed Apr 09, 2014 7:29 pm, edited 1 time in total.

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Apr 09, 2014 7:28 pm 


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Joined: 31 Aug 2009
Posts: 7359
Location: San Jose, California, USA
Oh man you're so close to the loop! You can do it, F-man! :)
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Thu Apr 10, 2014 10:29 pm 


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Thanks for the encouragement trap15! I almost got this tiger by the tail.

trap15 wrote:
Oh man you're so close to the loop! You can do it, F-man! :)

究極タイガー, Kyūkyoku Taigā
Frenetic - 831,270 - Area 120 - Autofire Yes - PCB

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Apr 11, 2014 7:07 am 


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Well, maybe I shouldn't say loop, since after the first loop you get an 'ura' loop :lol: Then it properly loops. Either way, you got this!
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sat Apr 12, 2014 3:58 pm 


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I keep on messing with the tiger and getting bit.

究極タイガー, Kyūkyoku Taigā
Frenetic - 896,310 - Area 120 - Autofire Yes - PCB
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sat Apr 19, 2014 2:26 pm 



Joined: 09 Jan 2011
Posts: 1121
Location: Finland
Why is the Japanese version board so empty?

Arcade - Kyukyoku Tiger
Erppo - 3,381,740 - 348 - Yes - Shmupmame 4.2
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Input.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Mon Apr 21, 2014 8:21 pm 


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Posts: 869
I'm keeping at it! I like that band Tiger Trap.

究極タイガー, Kyūkyoku Taigā
Frenetic - 946,460 - Area 120 - Autofire Yes - PCB

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sat May 10, 2014 4:02 pm 


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Yeahhhhhhh! Got past the boss of 1-5/Area 120. It has been my personal goal for a while and I got it just in time before TRP-STGT!

究極タイガー, Kyūkyoku Taigā
Frenetic - 1,209,610 - Area 140 - Autofire Yes - PCB

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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Thu Aug 14, 2014 10:46 pm 



Joined: 03 May 2012
Posts: 128
Location: Russia, Moscow
Kyukyoku Tiger
OmKol - 2,579,950 - 2-6 - NO - PCE

Replay video - http://www.youtube.com/watch?v=b9QNaimggbw
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Sat Sep 13, 2014 8:43 pm 



Joined: 03 May 2012
Posts: 128
Location: Russia, Moscow
I'm sorry I didn't posted which emulator I used. It's Ootake, version 2.61.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Mon Sep 15, 2014 6:22 am 


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Location: the black gate
thank you!
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Nov 26, 2014 12:03 pm 


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MD version

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Perikles – 4,780,140 – 3-4 – Yes – US cart

I wholeheartedly agree with Kollision about this particular port. It may seem like the MD equivalent of the botched PCE Image Fight at first when in reality this is a damn fine game in its own right. It takes a while to get used to it but it's very well worth it.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Nov 26, 2014 7:18 pm 


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pce image fight is fine and is more like pce tatsujin or something. the problem with md kyukyoku tiger is that everything about it "feels" wrong, like you're playing a crappy micronics port
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Nov 26, 2014 8:37 pm 


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Joined: 24 Nov 2014
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Location: Germany
PCE Image Fight looks and controls more than fine but the giant hit box of your ship gets uniquely aggravating at times. Quite a few of the strategies that work in the arcade version are no longer viable due to that one change (the safe spot on the third boss, for example). The sixth boss takes the cake though: since you are unable to move around the confined space you have to find the perfect blind spot in order to escape from the vertical laser beams. I do adore Irem games for their demanding nature. I honestly think, however, that PCE Image Fight is needlessly difficult. It almost seems like the programmers were not entirely convinced of their port either since they scrapped the second loop which would've been a real chore given the aforementioned circumstances. PCE Tatsujin works a lot better; the final stage in that version is even much easier than its MD counterpart, which is nice.

Regarding Micronics: while you are definitely correct about their "quality ports" I still am of the opinion that SFC Acrobat Mission is probably the greatest guilty shmup pleasure since SFC BlaZeon. :mrgreen:
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Thu Nov 27, 2014 6:30 am 


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removing the entire second loop like that is proof of their convinction, really

if that is at all true, it's only because acrobat mission is such a good game to begin with
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Fri Dec 12, 2014 8:06 pm 


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PCE version

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Perikles – 4,155,250 – 2-10 – PC Engine Duo-R

Funny how this version is technically easier than its MD counterpart but due to the unbalanced checkpoint recovery it ends up being harder in the long run. The last checkpoints before the final boss are plain horrible.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Mon Dec 15, 2014 9:53 am 


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Despatche wrote:
the problem with md kyukyoku tiger is that everything about it "feels" wrong, like you're playing a crappy micronics port


Yeah the MD port is squashed and doesn't feel right at all. PCE is much better.
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Thu Sep 17, 2015 5:09 am 


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Posts: 3183
Location: Chicago, IL
PCE Version:

EmperorIng - 2,645,850 - 2-4 - Yes - PC Engine DuoR

I don't have a picture for it, but I have my progress at the end of 1-10:

Image
Image

I am pretty pissed that this game doesn't at least display a high score, so I could actually show a pic.

I am impressed that I managed the clear, since as Perikles mentioned, the checkpoints in the PCE port downright suck at times, particularly before the bosses on 1-5 and 1-10. I actually had thought I 2ALL'd the game ( :oops: ) considering how things feel like they "looped" after five stages, ha. I wish it didn't take so long for the game to pick up the challenge (blue shot fully-powered means that you are cruising along until 1-4). What seems to me very strange, if not stupid, is how the game resets its difficulty upon the second loop. After 5 stages of pure hell, nothing bores you quite like being thrown back to the easy half of the game! This is where I lost interest and mostly suicide'd at 2-4. Does this reset happen in the arcade versions?
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 Post subject: Re: Kyukyoku Tiger/Twin Cobra [Arcade/Various]
PostPosted: Wed Mar 02, 2016 11:59 am 


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Joined: 24 Nov 2014
Posts: 1393
Location: Germany
Twin Cobra, Arcade, Normal difficulty

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Perikles - 2,374,710 - 297 - Yes - 1P - Shmupmame v4.2


Famicom version

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Perikles - 1,293,240 - ALL - Yes - AV Famicom


I actually recorded the arcade run, but I'd rather upload something better once I get it. :lol: Is it normal that the game skips the short intermission sequence between stages (which also results in the soundtrack not changing for the next stage) when you lose a life just when the boss times out? I've noticed this several times now.

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