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 Post subject: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sat Aug 27, 2016 5:02 am 


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SOUKYUGURENTAI






ARCADE MODE (ST-V/SATURN/PS1)


WR: 39,692,451 - G'z-KYO - Swordfish
WR: 42,446,213 - Nakano Ryuuzou - Mackerel
WR: 44,904,599 - Nakano Ryuuzou - Scallop


GENERAL



S.O.Q.-004: "Swordfish"
Red ship; pilot: Kaoru / Kaori



S.O.Q.-010: "Mackerel"
Blue ship; pilot: Ryouta / Card



S.O.Q.-025: "Scallop"
Green ship; pilot: Rika / Rudy



PS1 SPECIAL MODE




POSTING SCORES

Please post scores in this format, for either arcade mode or the PS1's exclusive Special Mode:

Code:
ARCADE MODE

SHIP
Name & SCORE & STAGE  & SYSTEM*

*SS/USA, SS/JPN, PS1/USA, ST-V, etc.


Code:
PS1 SPECIAL MODE

Name & SCORE & STAGE & SHIP


The previous thread, manned by Enhasa, hasn't been updated in years, so I think the time is fresh for a new thread for Raizing's strange-yet-compelling one-off. RayForce, with rank shenanigans, Raizing-isms, and a truly epic scope... It's all there in Soukyugurentai!

DEFAULTS

Set the difficulty in the Saturn and PS1 port to 5(AC).
Extends should be set to 3,000,000 and 6,000,000.
Do NOT set the special option to allow the game to loop twice (see this thread). Keep the game one loop only.

The Default difficulty of the home ports are set to 4. To change the difficulty, go into the first options menu and turn the extra menu on. You will know if you did this if a fourth option is at the start menu with the big letters "ON" appear. From here you can change the difficulty, and IIRC, the extend rate.

As of this point I am not sure if there are differences between Souky and its western release, Terra Diver. Since so few people play Terra Diver, I won't worry about it too much.

Stage scores are listed 1-x. I don't know if that means there is a second loop. If there is, I do not know how to trigger the second loop, despite clearing the game myself. If someone can come forward with that information (whether it is in the options or not), I would be very much obliged. EDIT: This information has been provided in this thread and the one linked above.

Because the ships have different scoring capabilities, I will have a separate board for each. I will also have a conglomerate board of the top 8 scores regardless of ship. The PS1 Special board is being a little lazy, because looking at the previous thread, not enough people play it to go through the extra trouble. Its scoring is also apparently different, so it will not be included in the main board's tally.
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Last edited by EmperorIng on Thu Jul 30, 2020 5:34 pm, edited 27 times in total.

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 Post subject: Re: Soukyugurentai
PostPosted: Sat Aug 27, 2016 5:19 am 


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Arcade Mode

Swordfish

EmperorIng & 13,140,440 & 1ALL & SS/USA
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Last edited by EmperorIng on Sun May 24, 2020 4:51 am, edited 2 times in total.

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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sun May 10, 2020 11:42 am 


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R=DMC & 1ALL & 15,808,175 & SS/JPN

It's 2M short of my personal best, but that was 14 years ago. Happy to clear it again and get 5 big bomb bonuses by stage 3 boss. The last two stages were pure survival so need to practice them now. I know Javel got around 10M on the last stage alone.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sun May 10, 2020 5:41 pm 


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Great to see another post! Not only that you jump to the #2 spot. It's great to come back, eh? I played a few credits earlier this year but was too rusty to improve my ALL.

I'm assuming you used Swordfish? Or maybe Mackerel or Scallop? I'll put you on the Swordfish table for now.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sun May 24, 2020 4:02 am 


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Why didn't you use the scores from the last thread? There are a lot of good scores there.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sun May 24, 2020 4:49 am 


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No reason other than laziness; I've updated the thread with everything but the Saturn default scores (that'll come later).
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Wed May 27, 2020 2:01 am 


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Nice S2
I will put some scores up here!
Third_strike - 6,496,930 - SS/JP - Scallop
I feel like this game wanna kill me and stage 3 boss scares me so much. Really liked Scallop, but don't know how to play it. Would like watch any replay to this ship. Let me know if one can assist me.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Wed May 27, 2020 4:34 am 


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Nice! I think you forgot to mention what stage you reached though!

Scallop is the hardest ship to use, but thanks to its lock-on it has the highest scoring potential (an 8-target lock-on, vs. Swordfish's x6 and Mackerel's x7). I can't find any Scallop plays on youtube, I'll try digging around niconico to see if there are some there.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Tue Jun 02, 2020 12:23 am 


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Bomb, die, bomb, bomb, die,... This is my way in this game. At least now I am 7M
Third_strike - 7,810,570 - SS/JP - Stage 4 - Scallop


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Tue Jun 02, 2020 2:09 am 


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Keep it up on the improvements!

This stage has a lot of tricks to getcha, but the boss is at least easy. You really wanna speed-kill those large red enemies before they fire too much on screen.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Tue Jun 02, 2020 10:07 pm 


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My problem is stage 3 boss.
This guy never dies without eat all my bomb and live stock.
8,418,500-Stage 5


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Tue Jun 09, 2020 7:46 pm 


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This game's settings are mysterious...

The arcade version has eight difficulties like the ports. However, the default difficulty here is 4, not 5. I don't know if the eight difficulties here correspond to the eight difficulties in the port, though.

(Similarly to Ray Force, difficulty settings directly affect the initial rank of each stage, and you can modify each stage's initial rank. Difficulty 8 maxes everything out.)

There's also something called "Additional Mode" and it defaults to on (!). I assume this is a loop option, since the port uses similar language for its loop option, but I have no idea. Sokyu is not known to be a looping game, so I have no idea what this setting does. I don't see any apparent changes when I toggle it.

Should we also use the console defaults for Special Mode?
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Fri Jun 12, 2020 12:18 am 


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Despatche wrote:
This game's settings are mysterious...

The arcade version has eight difficulties like the ports. However, the default difficulty here is 4, not 5. I don't know if the eight difficulties here correspond to the eight difficulties in the port, though.

(Similarly to Ray Force, difficulty settings directly affect the initial rank of each stage, and you can modify each stage's initial rank. Difficulty 8 maxes everything out.)

There's also something called "Additional Mode" and it defaults to on (!). I assume this is a loop option, since the port uses similar language for its loop option, but I have no idea. Sokyu is not known to be a looping game, so I have no idea what this setting does. I don't see any apparent changes when I toggle it.

Should we also use the console defaults for Special Mode?

I really don't understand many of the options in this game because it's all in Japanese. I only play on difficulty 5, as requested.

10,088,200-Stage 5
Last digit finally!!! :mrgreen: :mrgreen: :mrgreen:


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Sun Jun 21, 2020 9:27 pm 


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Barely twelve! :|
Third_strike - 12,073,970 - SS/JP - Scallop
This game is live entidade and adapts very well to my improvements. The stronger I get, the more difficult it gets. In the end my revenue is zero.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jun 22, 2020 5:10 am 


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third_strike wrote:
Barely twelve! :|
Third_strike - 12,073,970 - SS/JP - Scallop
This game is live entidade and adapts very well to my improvements. The stronger I get, the more difficult it gets. In the end my revenue is zero.


Awesome work! You've broken on through to the General scoreboard as one of the top 8! You've made a lot of great progress with a tough-to-use ship. You're almost at my ALL score!!

You are right in that as you improve, the game's difficulty rises accordingly to match your newfound skill. It's a Raizing mainstay! You can help the rank by collecting less power-ups, but you probably know that already.

Pleeease remember to say what stage you made it to! I don't know what to put on this one.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jun 22, 2020 2:12 pm 


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Thaks and sorry it was stage 5


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jul 06, 2020 2:52 am 


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I was playing without bombing later days. Today I just bombed like crazy and got this.
Third_strike - 13,524,420 - Stage 6 - SS/JP - Scallop
Lost really fast in stage 6, since I Don't know much what do there.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jul 06, 2020 3:17 am 


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Wow, you really powered up through the ranks, third_strike! You've even beaten my ALL score! That's the power of that extra multiplier, I tell you. Much like you, I used a lot of bombs to punch through and get the ALL back in the day. As I recall, excess bomb bonus gets quite massive, which I think accounts for the WR scores that are triple what our best scores are.

That being said, stage 6 is a real doozy, isn't it? Those opening laser blasts can catch you off guard, but it's when those masses of ships clutter the screen with bullets when I have to bomb, or die.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jul 06, 2020 9:55 pm 


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Thanks!!!!
Third_strike - 16,155,612 - Stage 6 - SS/JP - Scallop
My first no miss no bomb to stage 4 and I am very very happy about this, because this game have been beating me so hard without a proper response from me. I don't even know if i can clear this game, it do some time which I don't fell this about a game.Make me have any hope. After stage 3 I just bombed like no tomorrow :mrgreen: :mrgreen: :mrgreen: .

I will keep learning and maybe someday it comes to me and I can fly.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Mon Jul 20, 2020 2:09 am 


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Third_strike - 16,395,880 - Stage 6 - SS/JP - Scallop

I have not bombing so much later then is benn harder improve score.
Btw, It seems that each ship is very hard in its weaknesses. Scallop is very slow, Mackerel is very weak and Swordfish can't lock so much enemmies.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Thu Jul 30, 2020 5:05 pm 


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Swordfish
R=DMC & 6 & 21,930,459 & SS/JPN

Finally beat Javel's great 10+ year old score. :D

I amounted to 19 bombs in total before I died my first life at stage 5. Then I died a lot, and unfortunately got game over at the onset of the last boss, before I could get the potential 4M from him. On the other hand, I was very lucky with the bomb bonuses and got most of the multipliers I usually get.

Stage 5 still owns me, and apparently stage 6 too.

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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Thu Jul 30, 2020 5:37 pm 


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WOW! I didn't think I'd be seeing 20+ million scores on this thread any time soon. Congratulations; I can only imagine how awesome it'll be when you manage to put together that same run and clear it, too!

I don't think I've ever had that many bombs at any one time. Maybe the most I've had was something like 8 or 9. Is there a max stock?

Stage 5 has always been a real sore spot for me, as well. I get too nervous and bomb everything. You have those really annoying green electric-orb bullets and those turret enemies that require two separate hits to kill. It just makes for a stressful time.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Thu Jul 30, 2020 5:53 pm 


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Thanks, EmperorIng!

I wouldn't be surprised if third_strike get a good 20M+ soon.

Quote:
I don't think I've ever had that many bombs at any one time. Maybe the most I've had was something like 8 or 9. Is there a max stock?

It's a really weird system. The max bomb stock, including bombs you can actually use, is 7.
But there is a hidden counter that counts up to 11, so when you get the 11th bomb you get something like 650,001 points (so the last digit in the score, crudely put, reflects how many such bomb bonuses you have collected).
Then after the 11th bomb every single Bomb icon gives you another 650,001 points. Thus, almost 6 millions of my score was due to bomb bonuses.

However, if you have a counter above 7 and you miss a bomb icon, it resets to 7,
if you use a bomb the counter resets to 6,
and if you die you have to start over at 2.

The key to getting lots of bombs is to spend as much time with the bosses as possible, right before they time out. And by not powering up your ship (as this triggers more power up/bomb carriers). Allegedly, shooting fewer enemies trigger more carriers too, but I try to shoot as many as possible as this gives higher end-of-stage bonus and multipliers.

Edit: so in essence, to get a good bomb bonus score, you have to no miss/no bomb some stages, spend a lot of time with the bosses, and avoid powering up your ship.
Usually I get my 11th bomb in the middle of stage 3, but this run I got the 11th bomb at the boss of stage 2.


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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Thu Jul 30, 2020 6:14 pm 


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I appreciate you explaining how Soukyugurentai's bomb bonus works. It makes the world record scores seem much more believable and achievable if you are getting 650K every bomb. I'll have to try this out and see if I can survive to my 11th bomb.
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 Post subject: Re: Soukyugurentai (Raizing, 1996/1997)
PostPosted: Wed Aug 05, 2020 2:35 am 


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Congrats DMC!
Nice score!
This make really happy and hope any day get scores like this!
I have been working 14 hours a day to my final exam in master's degree later days. For lucky this will end this week and I can return to play! I told to myself which I only will play after this hell end.


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