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 Post subject: Fantasy Zone
PostPosted: Mon Nov 09, 2015 12:22 pm 


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Joined: 02 Dec 2010
Posts: 3635
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Previous thread: 1
__________
3 lives, extends with 5000 coins, Normal difficulty. The Saturn Sega Ages version should be equivalent to arcade. Other versions by request.
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Post scores in this format:
Code:
VERSION - AUTOFIRE
NAME - SCORE - STAGE - DETAILS


DETAILS is for what model of console and release of cart/disc, or what emulator and version, etc. There are three final versions and one prototype known so far; version 1 unprotected, version 1 protected (317-5000), and version 2 unprotected (the parent set in MAME).
__________
Arcade version
Standard play
Code:
=Without external autofire=
1.  Kaiser        -  8,480,600 - 3-3 - PS2
2.  HAN           -  5,839,780 - 2-5 - WolfMAME v0.178
3.  Vludi         -  2,658,240 - 2-5 - MAMEUI v0.161 (v2 un)
4.  Dumple        -  1 990 600 - 2-2 - MAME (v2 un)
5.  Sombetzki     -    138 060 - 1-6 - PCB
6.  Andi          -    137,900 - 1-6

=With external autofire=
1.  Perikles      - 12,896,200 - 3-2 - ShmupMAME v4.2 (v2 un)
2.  incognoscente - 12,880,700 - 3-2 - MAME (v2 un)
3.  saucykobold   - 11,516,660 - 3-3
4.  Kollision     -  6,350,020 - 2-3 - Saturn
5.  zinger        -  5,361,200 - 2-2
6.  jep           -  3,962,200 - 2-2
7.  GaijinPunch   -  3,533,780 - 2-1
8.  EmperorIng    -  2,803,500 - 2-3 - MAME Plus! (v1 un)
9.  RFP           -  1,720,280 - 2-2 - MAME
10. Andi          -  1,339,700 - 2-3


No Shop Challenge
Code:
=Without external autofire=
1.  incognoscente -    146,820 - 1-5 - MAME (v2 un)
2.  Skyline       -    124,450 - 1-4
3.  Andi          -    117,240 - 1-5
4.  Bloodreign    -     81,300 - 1-3
5.  Kagami HiME   -     74,980 - 1-3
6.  Ed Obscuro    -     69,480 - 1-3 - MAME (v2 un)

=With external autofire=
1.  saucykobold   -    255,720 - 1-8
2.  incognoscente -    163,080 - 1-6
3.  Kagami HiME   -    129,980 - 1-5
4.  RFP           -    109,980 - 1-4 - MAME


PC Engine version
Standard play
Code:
=With external autofire=
1.  Perikles      – 19,445,100 – 5-2


No Shop Challenge
Code:
=With external autofire=
1.  incognoscente -    399,900 - 1-8 - US dump+MagicEngine
2.  Sonic R       -    196,100 - 1-7
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In 1989,The Great Wall was discoverd
In 1990,The Picket Fence was also discoverd


Last edited by Despatche on Wed May 01, 2019 4:04 pm, edited 7 times in total.

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 Post subject: Re: Fantasy Zone
PostPosted: Thu Nov 19, 2015 3:54 am 


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Joined: 12 Nov 2006
Posts: 96
Location: San Diego
Dumple - 1990600 - round 10 - MAME (no auto-fire).
Revision A (ROM name fantzone)

I found a fairly reliable way to trick the last boss into crashing into a wall; it's around 15:45 here:
https://www.youtube.com/watch?v=s7QdCzKI9js
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 Post subject: Re: Fantasy Zone
PostPosted: Sat Jul 02, 2016 8:42 am 


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Joined: 24 Nov 2014
Posts: 1498
Location: Germany
Arcade version, standard play, with external autofire

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Perikles - 12,896,200 - 3-2 - shmupMAME v4.2 (v2 un)

Video

Man, the loops in this game are scary. I did the math beforehand and specifically bought the wide beam in 2-5 so that I could beat incognoscente's score at around the time I hit the third loop - lo and behold, it did work. :mrgreen: I missed a few too many coins for my taste and didn't dare to pick them up for safety reasons and wasn't sure if it would work out in the end. I'm still convinced that my method of dealing with the final boss is by far the safest and easiest one even though it costs a little money. I also find it noteworthy that the direction in which Opa-Opa faces during boss fights is only fixed during the regular encounters in the first loop, from the boss marathon in 1-8 onwards he'll always change directions when you move to the opposite side.
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 Post subject: Re: Fantasy Zone
PostPosted: Sat Jul 02, 2016 3:32 pm 



Joined: 23 Feb 2016
Posts: 398
Location: Chile
Nice run Perikles.
Didn't see the thread before so i'll post my score.

Arcade, standard, No auto
Vludi - 2,658,240 - 2-5 - Mameui 0.161 v2 un
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 Post subject: Re: Fantasy Zone
PostPosted: Sun Jul 03, 2016 7:11 am 


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Joined: 26 Jan 2005
Posts: 7203
Location: MD
I'm guessing Rev A/v2 is the version with the more lively rendition of Hot Snow?


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 Post subject: Re: Fantasy Zone
PostPosted: Tue Jul 05, 2016 5:20 pm 


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Joined: 02 Dec 2010
Posts: 3635
That would be correct.
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 Post subject: Re: Fantasy Zone
PostPosted: Sat Aug 27, 2016 1:45 am 


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Joined: 18 Jun 2012
Posts: 3572
Location: Chicago, IL
Got room for a kuso clear?

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Arcade Version, Standard Play
With Ext. Autofire

EmperorIng - 2,550,300 - 2-3 - Saturn

A short, easy, unique game. Just the way I like 'em (especially easy). Maybe autofire breaks the game, I don't know. But it was fun trying to see what weapon combinations worked best on the different stages (like the laser on 1-4, the Wide Beam is particularly useful against the snowman boss, etc.). Using the Ton weight to take out the final pod from your dad requires a bit more finesse and timing than I was led to believe: I flubbed it the first time, ruining my credit, and on the second attempt, I didn't kill it all the way, forcing a panicked dash around its bounding box to finish it off.

The semi-random nature of the enemy spawns, when combined with the short length of the levels, really make the game easy to replay, over and over. The second loop isn't something I got too far in (nor plan to!), but making the entire loop's boss encounters follow the boss rush rules is a cruel thing indeed: not being able to effortlessly lob bombs while rocking back and forth makes some encounters much more difficult.


Perikles wrote:
I also find it noteworthy that the direction in which Opa-Opa faces during boss fights is only fixed during the regular encounters in the first loop, from the boss marathon in 1-8 onwards he'll always change directions when you move to the opposite side.


This little change makes the game so, so much harder.
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 Post subject: Re: Fantasy Zone
PostPosted: Sat Jan 14, 2017 5:44 am 


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Joined: 27 Dec 2012
Posts: 172
Location: Chicagoland, IL
Standard play w/no autofire, played with wolfMAME .178

Image

HAN - 5,839,780 - 2-5 - wolfMAME .178

video:

https://www.youtube.com/watch?v=8VwaYk8nAMQ


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 Post subject: Re: Fantasy Zone
PostPosted: Sat Mar 02, 2019 10:29 pm 


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Joined: 24 Nov 2014
Posts: 1498
Location: Germany
PC Engine version
Standard play - External autofire

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Perikles - 19,445,100 - 5-2

Considerable improvement over my older attempt.
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 Post subject: Re: Fantasy Zone
PostPosted: Wed Apr 24, 2019 8:11 pm 


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Joined: 18 Jun 2012
Posts: 3572
Location: Chicago, IL
Back at it again, this time for shmup slam. Great fun!

Arcade Version, Standard Play
With Ext. Autofire

EmperorIng - 2,803,500 - 2-3 - MAMEplus (ver1 unprotected)
Video of the Run

I was hoping I could get farther than last time, but I choked, pretty hard by ramming into a bullet I saw was there. At the very least I did better, getting a much higher score (didn't move up on the ranking, though). I wonder what the point value at the end of the game is - I went from 28x,xxx to 2.7 million. Is gold a factor?
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 Post subject: Re: Fantasy Zone
PostPosted: Wed May 01, 2019 4:05 pm 


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Joined: 02 Dec 2010
Posts: 3635
Yep. The big points in this game are from bringing as much gold as possible to the end of a loop. I seem to remember there's also a lives bonus of some sort?
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In 1990,The Picket Fence was also discoverd


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 Post subject: Re: Fantasy Zone
PostPosted: Wed May 01, 2019 4:09 pm 


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Joined: 18 Jun 2012
Posts: 3572
Location: Chicago, IL
Looking around myself, apparently the end-of-game bonus is some calculation of your extra lives x remaining gold. This might also explain why you start loop 2 with only one life - the rest are 'cashed in.'

Needless to say, the name of the game is don't die and don't use the shop unless you have to. I might try for an improvement tonight now that I know how things work.
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