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 Post subject: Silkworm [Arcade/Various]
PostPosted: Fri Sep 14, 2012 2:55 pm 


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Location: the black gate
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Arcade version: 3 lives, extends at 50000/200000/500000, difficulty 0.

Other versions are allowed, of course; just submit something and they'll get their own boards. This game has milking, so I demand counterstops.
__________
Post scores in this format:

Code:
VERSION - VEHICLE
NAME - SCORE - ROUND - AUTOFIRE - DETAILS


The "DETAILS" section should be used to note what you used to play the game; if it was a particular console or emulator (and its build/version number), or if it was a specific release/version of the game (unless there are known regional differences, in which case those versions may have their own boards).

With the arcade Silkworm, for example, you should note whether you used the "World" or the "Japan" version; in MAME versions prior to 0.143u4, these were just called "Set 1" and "Set 2" respectively.
__________
Arcade version
Code:
=Heli side=
=Jeep side=
1.  Perikles     - 3,179,200 - R-12 - Yes - MAME Plus 0.168 (World)
2.  emphatic     - 2,409,600 - R-12 - Yes - PCB (set 1)
3.  ShadowWraith - 1,159,800 - R-09 - Yes - ShmupMAME v3.0b (set 1)


Amiga version
Code:
=Heli side=
1.  ShadowWraith - 1,357,900 - ?-?? - Yes - Europe release+Amiga

=Jeep side=


Family Computer version "wtf just because the console was originally the famicom doesn't make every nes game a famicom game" "uh yes it does"
Code:
=Heli side=
=Jeep side=
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Last edited by Despatche on Thu Sep 27, 2018 1:50 pm, edited 10 times in total.

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 Post subject: Re: Silkworm [Arcade/Famicom]
PostPosted: Fri Sep 14, 2012 3:30 pm 



Joined: 27 Jul 2008
Posts: 218
Arcade, Jeep

ShadowWraith - 1,159,800 - 09 - YEP - ShmupMAME 3.0b, Set 1

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 Post subject: Re: Silkworm [Arcade/Famicom]
PostPosted: Fri Sep 14, 2012 3:41 pm 


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Joined: 18 Aug 2008
Posts: 7441
Location: Alingsås, Sweden
Awesome, time to rotate my screen and dig out the PCB I think. :)
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Fri Sep 14, 2012 11:09 pm 



Joined: 27 Jul 2008
Posts: 218
Amiga version waaaay different from Arcade.

Final boss appears to be infinitely milkable. Game loops, didn't bother trying with the second one though.

Amiga, Heli

ShadowWraith - 1,357,900 - ALL - Yes - PAL

No-miss. Autofire is really dangerous though as it overloads the sprite buffer and makes the enemy missiles flicker. No screenshot as it was on the computer and I don't have a camera.

You get a bonus based on how long you took for each level. Longer = bigger bonus. Can't milk the stage bosses as they time out. Final one either doesn't or takes longer than I took to kill it, and I was milking like a bastard. The free invincibility powerups you get can be chained.
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Sat Sep 15, 2012 7:14 pm 


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Joined: 18 Aug 2008
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Location: Alingsås, Sweden
ARCADE - JEEP
emphatic - 2,359,300 - A-11 - yes - PCB (World)

Image

Oh, never try to milk the bosses more than 20 seconds in the arcade version, they go insane and it's game over.
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Image | My games - http://www.emphatic.se | Custom shmup move strips! | Now featuring Storm Blade English move strip!
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Sun Sep 16, 2012 2:10 am 



Joined: 27 Jul 2008
Posts: 218
You can permanently milk the tank boss as the Heli. ._.

Autofire, stand in front of it, hold fire, move slightly whenever you hear it fire a piercing missile, move over it once it reaches the edge of the screen, wait for it to come back, repeat. Shame really.
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Sun Sep 16, 2012 7:53 am 


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You can? :( That sounds really boring though and as the boss can't be killed as it enters "I'm gonna kill you dead"-mode, you can't ever get past that stage. I wonder what the high score board would show...
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Image | My games - http://www.emphatic.se | Custom shmup move strips! | Now featuring Storm Blade English move strip!
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Sun Sep 16, 2012 3:35 pm 



Joined: 27 Jul 2008
Posts: 218
You can kill it if you pointblank it as it re-enters the screen. I had a credit that had 15 minutes at the end of wave 02 before I said screw it. It was boring. <_<
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Mon Sep 17, 2012 9:17 am 


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how many stages are there in this game
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Mon Sep 17, 2012 4:13 pm 



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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Thu Sep 20, 2012 4:00 pm 


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Joined: 18 Aug 2008
Posts: 7441
Location: Alingsås, Sweden
ARCADE - JEEP
emphatic - 2,409,600 - A-12 - yes - PCB (World)

Image

Two quick credits after work. The first one was a bit better, but I messed up the name input due to the autofire.
_________________
Image | My games - http://www.emphatic.se | Custom shmup move strips! | Now featuring Storm Blade English move strip!
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Wed Sep 19, 2018 4:50 pm 


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Joined: 24 Nov 2014
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Location: Germany
Arcade, Jeep

Image

Perikles - 3,179,200 - R-12 - Yes - MAME Plus 0.168 (World)

Video


Pretty sure that's R-(stage number), not A-(stage number). I would've submitted my Famicom score as well, you unfortunately don't see it after taking out the final boss, however, you need to get a picture at the result screen of the penultimate stage, and fast.
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 Post subject: Re: Silkworm [Arcade/Various]
PostPosted: Thu Sep 27, 2018 1:50 pm 


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Location: the black gate
Oooooops. That makes way more sense. Well, now I have no idea what to do with ShadowWraith's Amiga score...
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In 1990,The Picket Fence was also discoverd


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