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 Post subject: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Mon Jan 24, 2011 5:38 pm 


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THE LEGEND OF HEROES IN HELL
__________
3 lives, extends at every 500k (note that apparently you stop getting extends after the second one in the overseas version), Normal difficulty; feel free to turn on autofire. Do not use the Korean bootleg.
----------
Post scores in this format:
Code:
VERSION - CHARACTER
NAME - SCORE - STAGE - AUTOFIRE - DETAILS


DETAILS is for which console or emulator, which region release, etc. Beyond the two "main" versions, please note which actual region you used (and whether or not it was with the Taito byline, of course).
__________
Oriental versions
Code:
-H. Young-

-L. Pamela-

-GX-026-
1.  maximo      -   385,630 - 1-3 - ??? - MAME (Japan)

-C. Horn-
1.  maximo      - 3,057,820 - 2-7 - Yes - MAMEUIFX v0.168 (Japan)
2.  Perikles    - 2,214,210 - 2-4 - Yes - MAME Plus! v0.168 (Japan)
3.  saucykobold -   805,540 - 1-5 - ??? - MAME (Japan)

-Vistario-
1.  maximo      -   430,260 - 1-3 - ??? - MAME (Japan)

-H. Zigraghi-
1.  trap15      -   914,810 - 1-6 - Yes - PCB  (Korea)

-A. Bordeaux-
1.  maximo      -   482,750 - 1-4 - ??? - MAME (Japan)

-R. L'Angelo-
1.  maximo      -   553,290 - 1-4 - ??? - MAME (Japan)


Overseas versions
Code:
-H. Young-

-L. Pamela-

-GX-026-

-C. Horn-
1.  maximo      - 4,446,900 - 4-1 - Yes - MAMEUIFX v0.168 (Europe)
2.  saucykobold - 2,155,330 - 2-5 - ??? - MAME (Europe)
3.  Kino        - 1,406,080 - 1-7 - Yes - ShmupMAME v4.2 (Europe)

-Vistario-
1.  saucykobold - 1,248,890 - 2-1 - ??? - MAME (Europe)

-H. Zigraghi-
1.  Despatche   -   731.080 - 1-5 - Yes - MAME (Europe)

-A. Bordeaux-

-R. L'Angelo-
1.  saucykobold - 1,171,890 - 1-7 - ??? - MAME (Europe)
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Last edited by Despatche on Sun Nov 12, 2017 8:56 pm, edited 27 times in total.

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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Thu May 12, 2011 11:34 pm 


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Joined: 07 Feb 2009
Posts: 755
Location: A lucrative checkpoint
Overseas - C. Horn
saucykobold - 1,426,800 - Stage 9 - MAME

Overseas - R. L'Angelo
saucykobold - 1,171,890 - Stage 7 - MAME
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sat Jan 28, 2012 9:39 pm 


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Posts: 755
Location: A lucrative checkpoint
Japan - C. Horn
saucykobold - 805,540 - Stage 1-5 - MAME

Overseas - C. Horn
saucykobold - 2,155,330 - Stage 2-5 - MAME

Overseas - Vistario
saucykobold - 1,248,890 - Stage 2-1 - MAME
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Fri Feb 03, 2012 9:51 am 


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Joined: 30 Jun 2005
Posts: 4356
Location: Berlin, Germany
Wow, nice scores to get this thread started. :)

I have this game, but haven't put that much time in it yet, cuz the difficulty (compared with OutZone's) put me off initially. Do you happen to have a recorded play?


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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sat Feb 04, 2012 7:24 am 


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Location: A lucrative checkpoint
Thanks. The Japanese version is quite tough; I was able to loop the much easier European version just by free-styling and bombing with abandon. I haven't recorded anything but Youtube has two exceptional runs:

Cull
Lucy
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Wed Jan 29, 2014 6:12 pm 


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Joined: 31 Aug 2009
Posts: 7478
Location: San Jose, California, USA
Korea - H. Zigraghi
trap15 - 614,270 - 1-4 - PCB

Fuck this game is hard. Korean original, so should be the same as Japan.

EDIT:
Korea - H. Zigraghi
trap15 - 724,400 - 1-5 - PCB
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Thu Jan 30, 2014 8:09 am 


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Location: San Jose, California, USA
Korea - H. Zigraghi
trap15 - 830,850 - 1-5 - YES - PCB

Fuuuuck. I credit fed after this credit to see what I'm up against... stage 6 is another stupid motorbike stage, and stage 7 has lots of really annoying bits. And that loop, eek. It's only slightly different, but that single suicide bullet killed me way too often... :lol:
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@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.


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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sun Feb 09, 2014 5:46 am 


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Location: San Jose, California, USA
Korea - H. Zigraghi
trap15 - 914,810 - 1-6 - YES - PCB

Hurgh I'm getting there~
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@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.


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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Wed Jun 08, 2016 7:15 am 


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Overseas- C.Horn
maximo-1,084,430- Stage 1-7-MAME

wow, i know i can get to the last stage of the first loop in this version, but i keep making dumb mistakes.

Japan- C.Horn
maximo-527,150- Stage 1-4 MAME

after a few credits:
man, this version is way tougher than the eu version.
Edit: updated score
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sat Jun 11, 2016 7:33 pm 


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Overseas- C.Horn
maximo- 1,456,590- Stage 2-2- MAME

Well, getting to the second loop was actually really easy; still a lot of room for improvement.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Mon Jun 27, 2016 6:58 am 


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Location: SoCal
Oversas- C.Horn
maximo- 1,761,260- Stage 2-4- MAME

Second loop should be doable with some careful planning and a bigger stock of lives, since I made quite a few errors and wasted some of my bomb supply. On the other hand, this was my best run that I've had so far.

Vid proof: https://youtu.be/DJkzLadzLr8
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sat Jul 09, 2016 4:24 am 


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Posts: 293
Location: SoCal
Japan-C.Horn
maximo-1,264,560- Stage 1-7 MAME

Japan-R. L'Angelo
maximo-553,290- Stage 1-4 MAME

Japan-Vistario
maximo -430,260- Stage 1-3 MAME

So close to that second loop; japan's version is defenitely not easy compared to the euro version.
Notes:
Stage 5 is also weird where you can gain about 250k points from constantly killing those respawning walkers since the time limit is so long for the stage on both versions. This can also be done at that gate in Stage 2 by killing those spider enemies to get about 30k.
- Euro version only has two score based extends at 500k and 1mil, while Japan should be every 500k.
- There is quite a bit of rank, since bullets get pretty fast by stage 3/4 if you don't die. Bullet speed is much slower in the Euro version even w/ rank.
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Last edited by maximo310 on Sun Jul 10, 2016 1:22 am, edited 1 time in total.

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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sat Jul 09, 2016 10:30 pm 


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Interesting about the extends in the overseas version. I think this game might have Toaplan's weirdest region differences.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sun Jul 10, 2016 4:22 am 


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I think part of it is probably due to the fact that the Euro version is way easier than Japanese version, even compared to other Toaplan games. That's probably why they cap the amount of extends in the Euro version compared to the Japanese version ( although the 1up in stage 6 will always be there in each loop).

I think the most interesting thing is this game is how most of the bosses are relatively easy and don't take much time, especially compared to Truxton II or Dogyuun. When you play with C. Horn, his spread shot bomb weapon+ a bomb kills them pretty quickly, even in the Jap version. The only ones that I've trouble with w/o bombing were the stage 5/6 bosses due to the limited amount of space in the former, and getting the motorbike stuck in the latter. It's usually the fast bullet speed of regular enemies that usually get me, and that only gets worse as you clear more stages.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu [Arcade]
PostPosted: Sun Jul 17, 2016 3:56 am 


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Joined: 28 Nov 2014
Posts: 293
Location: SoCal
Japan-C.Horn
maximo-1,671,640- Stage 2-1 MAME

Japan-GX-026
maximo-385,630- Stage 1-3 MAME

Japan-Agatha
maximo-482,750- Stage 1-4 MAME

Overseas-C.Horn
maximo-2,774,180- Stage 2-6 MAME

Finally got a clear on the Japanese version w/ C. Horn! The last run ( euro one) just happened after I realized that i forgot about the built in autofire this whole time! I think I can still get a 2-ALL on the Euro version at least, and improve on the Japan score a bit more.

When doing my run of the Japanese version and Euro version, the stage 4 turret midboss self-destructed w/ no bomb item left behind, which was really odd. And for the euro run, I got an extend at 1.5 mil points, which hasn't happened on any of my other runs for that version so far; not sure why that happened.

Edit: This is from another personal run for proof of the Japan 1-All ( https://www.youtube.com/watch?v=z70fsfxr_wE), since I wasn't able to get a recording of my posted score.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Sun Jul 24, 2016 7:38 pm 


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Posts: 293
Location: SoCal
Japan-C.Horn
maximo-1,881,040- Stage 2-2 MAME


Overseas-C.Horn
maximo-3,690,810- Stage 3-3 MAME


Euro run: 1st loop was a no-miss, but didn't expect to get so far especially in a practice run.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Thu Dec 22, 2016 11:32 pm 


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Joined: 24 Nov 2014
Posts: 1442
Location: Germany
Oriental version - C. Horn

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Perikles - 2,214,210 - 2-4 - Yes - MAME Plus v0.168 (Japan)


Torn whether (and when) to return or not. Really enjoy the later stages and their existential threats, despise some of the scoring (especially that spot in stage 5 where you sit around for some eight minutes or so, watching the increase in score...). We'll see!
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Fri Dec 23, 2016 4:25 am 


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Perikles wrote:
Torn whether (and when) to return or not. Really enjoy the later stages and their existential threats, despise some of the scoring (especially that spot in stage 5 where you sit around for some eight minutes or so, watching the increase in score...). We'll see!


First of all, congrats on beating my score and giving me some competition!

Secondly, the score milking does take awhile, between the two spots in stage 2, the super long one in stage 5, and the one in stage 7, which I believe is how most Japanese players were able to get to the 10 million mark during loop 6. That seems like a pretty daunting prospect, given the fast suicide bullets. The good thing is that the Japanese version does give lots of extends.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Wed Jan 18, 2017 5:55 am 


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C.Horn- Japan version
maximo-2,274,950 - 2-4 - Yes - MAMEUI 0.172 (Japan)



Had a very good first loop ( with 1 death), but I'm falling apart with these 2nd loop suicide bullets in general. I'm probably gonna have to make some notes on changeups along with destructable terrain if I wanna get that 2-ALL.

From what I've seen from practice 2-5 is almost the same strategy as 1-5 since suicide bullets wont activate most of the time with the fixed shot. However, I can see some areas such as the 2-6 boss w/ the hoverbike and 2-7 being a monster with the increased loop difficulty.

There is also no 2 million extend; so I guess it should be noted that extends are 500k, 1 million, and 1.5 million in both the World+ Japan versions; the only additional 1ups after those are the one you get every time in stage 6 ( one for each loop).
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Wed Jan 18, 2017 11:20 am 


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Joined: 24 Nov 2014
Posts: 1442
Location: Germany
Excellent work, maximo310!

maximo310 wrote:
There is also no 2 million extend; so I guess it should be noted that extends are 500k, 1 million, and 1.5 million in both the World+ Japan versions; the only additional 1ups after those are the one you get every time in stage 6 ( one for each loop).

That's not quite correct - you do get an extend for every 500,000 points, but only in the first loop; if you want to get a fourth extend via score in FixEight, you will have to maximize the milking efforts. Same! Same! Same! and Out Zone are identical in that regard, only extra lives in the form of items will be granted after the first loop (which is to say none in the case of Out Zone).
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Wed Jan 18, 2017 6:37 pm 


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Perikles wrote:
That's not quite correct - you do get an extend for every 500,000 points, but only in the first loop; if you want to get a fourth extend via score in FixEight, you will have to maximize the milking efforts. Same! Same! Same! and Out Zone are identical in that regard, only extra lives in the form of items will be granted after the first loop (which is to say none in the case of Out Zone).


Thanks for letting me know about that! I think a 2 million+ score on the first loop would be possible with very minimal use of bombs along with the mentioned milking spots. Hopefully I can figure out some strategies on the loop 2 changes+suicide bullets and see if those are applicable for later loops.
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 Post subject: blind credit cuz y not lolz
PostPosted: Wed Aug 30, 2017 8:13 am 


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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Mon Sep 04, 2017 12:46 am 


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Last edited by Kino on Tue Sep 18, 2018 11:55 am, edited 1 time in total.

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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Tue Sep 05, 2017 9:47 pm 


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C.Horn- Euro version
maximo-4,446,900- 4-1- Yes- MAMEUIFX 0.168 ( Europe)

No-miss till 2-2, run went smoothly till 2-7 where I died twice. Spent the 3rd loop tryin to recover and barely beat the final boss on 3rd w/ no lives and bombs left. A 4-ALL of Eurio ver. is defintely possible, but I still wanna get a 2-ALL in the Jap version at some point.
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 Post subject: Re: Fixeight: Jigoku no Eiyuu Densetsu
PostPosted: Sun Nov 12, 2017 8:30 am 


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C.Horn- Japan version
maximo- 3,057,820-2-7-Yes-MAMEUIFX 0.168 ( Japan)

Fuggggggg......

No- miss 1st loop w/ better positioning and less bombs gave me a 1.8 mil first loop ( as I looked over replays after failing in a marathon lolol). I died 4 times in 2-2, which is probably what killed the run, w a death at the 2-3 sub-boss, 2-4 opening corridor, a 2-6 ball spawn ( from the first section), and finally by that 2-7 platform section with one big turret+ three small blue turrets. This could have easily been a 2-all w/o the poor 2-2 play cuz bombing aggressively really helps in the loops. Having to milk for quite a while doesn't really help runs either it seems. Not sure if I will keep pushing, or just take a break
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