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 Post subject: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Aug 27, 2016 8:17 am 


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Joined: 24 Nov 2014
Posts: 1442
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Once more with Zach Keene's permission, I'll maintain the thread for this legendary (some might say: infamous) entry in the series from now on. The old one is located here.

Not as many changes for this game, I do have one modification, however - and a proposal. Please tell me what you think!

- I'm going to split by type once more whilst keeping overall tables. "Edit" and "Extra Edit" are going to be treated as one category respectively regardless of the actual set-up.

- I have to admit that I'm not entirely sure if it is necessary to split between the arcade version and the PS2 port. There's apparently a minor change regarding the moai columns in the fifth stage, but at least as I'm concerned it's basically irrelevant. We have so many threads around here where console ports that differ in much more drastic ways are treated as "arcade-perfect" that I doubt it's warranted to split tables for such a minuscule difference. For almost all intents and purposes, the PS2 port is the same deal as the arcade version. I'm going to create different boards for now, but I'm actually leaning towards merging the tables. Any opinions on that?


Please play the Japanese release of the arcade Gradius III if possible. The World version has been tinkered with when it comes to recoveries which doesn't help out in the long run at all, but screams "hack job" all over. Just lose your credit like a man if you die outside the crystal stage, thank you very much. 8)

Scores for the PSP release are going to be treated the same as scores for the PS2 version for now. If you happen to play that one: make sure the "Hit Size" is set to "Normal"!

As with the other Gradius thread I'd like to restrict the selection to the default settings (in case of the arcade game: normal difficulty, extends set to 20,000/every 70,000) but I'm not going to vehemently object if someone really wants to play with divergent settings. I suppose I would create a board for the three-stage beginner mode, too (arcade/PS2/PSP only) if there is demand for it.

Please post scores like so:

Platform
Name - Score - Stage - Type [- Details*]

*This is for the "Wait" setting on the PS2/PSP. I'm going to take a note for it in case you dare to play the game with the slowdown set to 0 so that everyone can see your heroic deed. I also found a video of Fleako's run, he used Type B, so I'm going to amend that.

For the SFC/SNES port, just count the type as you would in the other versions. The first one from the top is type A, the second type B, and so on.



Arcade

Overall table
Code:
    Name                         Score   Stage  Type
1.  Fleako                    2,388,270   4-5    B
2.  saucykobold               1,255,620   3-2    B
3.  stop                      1,180,760   3-1    D
4.  Seahawk                     636,100   2-1    B
5.  tviks                       602,600   2-1    B
6.  Perikles                    597,960   2-1    B
7.  Shepardus                   543,600   1-9    B
8.  OmKol                       539,880   2-1    B
9.  rjosal                      450,960   1-9    B
10. Ruldra                      405,710   1-8    B
11. Kagami HiME                 327,350   1-7    D
12. Enigma                      268,910   1-6    B
13. MSZ                         208,730   1-5    A
14. roadrunner                   17,200    ?     A


Type A
Code:
    Name                         Score   Stage 
1.  MSZ                         208,730   1-5   
2.  roadrunner                   17,200    ?     
3.
4.
5.


Type B
Code:
    Name                         Score   Stage 
1.  Fleako                    2,388,270   4-5   
2.  saucykobold               1,255,620   3-2   
3.  Seahawk                     636,100   2-1   
4.  tviks                       602,600   2-1   
5.  Perikles                    597,960   2-1   
6.  Shepardus                   543,600   1-9
7.  OmKol                       539,880   2-1
8.  rjosal                      450,960   1-9
9.  Ruldra                      405,710   1-8     
10. Enigma                      268,910   1-6   


Type C
Code:
   Name                         Score   Stage   
1.
2. 
3.
4.
5.


Type D
Code:
   Name                         Score   Stage   
1. stop                      1,180,760   3-1   
2. Kagami HiME                 327,350   1-7     
3.
4.
5.


Edit
Code:
   Name                         Score   Stage   
1. stop                        554,190   2-2
2. Shepardus                   364,210   1-7   
3.
4.
5.



SFC/SNES

Normal

Overall table
Code:
    Name                         Score   Stage  Type
1.  Perikles                  9,999,999  17-ALL Edit
2.  tviks                     8,712,200  16-1   Edit
3.  mathman                   2,005,200   4-1   Edit
4.  Galaxius                  1,692,700   3-10  Edit
5.  Chico                     1,546,900   3-7    ?
6.  Plasmo                    1,301,000   2-9    ?
7.  richter3456               1,121,300   2-10  Edit
8.  BLO                       1,101,600   3-1   Edit
9.  CIT                       1,086,600   2-10  Edit
10. Squirrel                  1,027,500   2-10  Edit
11. Ruldra                    1,022,200   3-1   Edit
12. bsidwell                    892,000   2-7   Edit
13. Super X Gamma               891,700   2-5   Edit
14. fogelmir                    874,800   2-6   Edit
15. mydyinghyde                 868,000   2-7   Edit
16. AmidstStorm                 859,100   2-7   Edit
17. Landshark                   733,100   2-5    ?
18. Kagami HiME                 694,300   2-3   Edit
19. tinotormed                  569,900   2-2   Edit
20. SAM                         560,200   2-2   Edit
21. Sebrex                      535,300   2-1   Edit
22. Weslord                     519,300   2-1   Edit
23. Carmen                      503,900   2-?   Edit
24. Megaman36                   483,100   2-1   Edit
25. Wlf                         117,400   1-3   Edit
26.


Type A
Code:
   Name                          Score   Stage   
1.
2. 
3.


Type B
Code:
   Name                          Score   Stage   
1.
2. 
3.


Type C
Code:
   Name                          Score   Stage 
1. BLO                          968,200   2-6   
2. 
3.


Type D
Code:
   Name                          Score   Stage   
1.
2. 
3.


Edit
Code:
    Name                         Score   Stage   
1.  Perikles                  9,999,999  17-ALL   
2.  tviks                     8,712,200  16-1
3.  mathman                   2,005,200   4-1 
4.  Galaxius                  1,692,700   3-10 
5.  richter3456               1,121,300   2-10
6.  BLO                       1,101,600   3-1
7.  CIT                       1,086,600   2-10 
8.  Squirrel                  1,027,500   2-10
9.  Ruldra                    1,022,200   3-1   
10. bsidwell                    892,000   2-7 
11. Super X Gamma               891,700   2-5   
12. fogelmir                    874,800   2-6   
13. mydyinghyde                 868,000   2-7 
14. AmidstStorm                 859,100   2-7   
15. Kagami HiME                 694,300   2-3 
16. tinotormed                  569,900   2-2   
17. SAM                         560,200   2-2   
18. Sebrex                      535,300   2-1   
19. Weslord                     519,300   2-1   
20. Carmen                      503,900   2-?   
21. Megaman36                   483,100   2-1   
22. Wlf                         117,400   1-3 
23.


Arcade (may add more tables for different types if there are more score submissions)

Overall table

Code:
    Name                         Score   Stage  Type
1.  BLO                         543,100   2-1    C
2.
3.


PS2/PSP

Overall table
Code:
    Name                         Score   Stage  Type          Details
1.  tviks                       918,130   2-6  Extra Edit
2.  pegboy                      682,080   2-1    B          Wait Level 0
3.  Kollision                   544,910   2-1    B          Wait Level 0
4.  Aquas                       508,700   1-9    B
5.  Megaman36                   361,820   1-6   Edit
6.  Zach Keene                  277,250   1-5  Extra Edit
7.  Shalashaska                 265,900   1-5  Extra Edit
8.  BLO                         256,140   1-3    A
9.  elbarto                     213,490   1-3    A
10. jpj                         101,050   1-3    A
11.


Type A
Code:
    Name                         Score   Stage    Details
1.  BLO                         256,140   1-3   
2.  elbarto                     213,490   1-3   
3.  jpj                         101,050   1-3   
4.
5.


Type B
Code:
    Name                         Score   Stage    Details
1.  pegboy                      682,080   2-1    Wait Level 0
2.  Kollision                   544,910   2-1    Wait Level 0
3.  Aquas                       508,700   1-9
4.
5.


Type C
Code:
    Name                         Score   Stage    Details
1.
2. 
3. 
4.
5.


Type D
Code:
    Name                         Score   Stage    Details
1.
2. 
3. 
4.
5.


Edit
Code:
    Name                         Score   Stage    Details
1.  Megaman36                   361,820   1-6   
2. 
3. 
4.
5.


Extra Edit
Code:
    Name                         Score   Stage    Details
1.  Zach Keene                  277,250   1-5 
2.  Shalashaska                 265,900   1-5 
3. 
4.
5.
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Last edited by Perikles on Sat May 18, 2019 5:46 pm, edited 18 times in total.

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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Wed Sep 07, 2016 4:38 am 



Joined: 01 Aug 2010
Posts: 14
For arcade version: time-out the Bubble boss for more points - 10k as opposed to 5k for killing it.

viewtopic.php?f=5&t=58249


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Thu Oct 06, 2016 10:09 pm 


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Posts: 1442
Location: Germany
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Perikles - 9,999,999 - 17-ALL - Edit

Sayonara, tviks! Truth be told, I'm still suspicious whether his scores are real or not (his Gradius IV score is definitely not possible), but even if this one is, it's not in first place anymore. I've earned myself a diabolical laughter for this one:

Image

I obviously did not play this in a single setting, 17 loops à ~40 minutes are a tad bit too much for one continuous round. Lost two lives in the first loop while getting warm, then I only lost lives in the tricky beginning of stage 1 from loop 4 onwards, finally I died once in 16-4 and several times in 17-10 because I got too excited. Counterstopped the game in 17-5. I love this port so much. Image
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Thu Oct 06, 2016 11:50 pm 


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Joined: 23 Dec 2005
Posts: 1855
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Perikles wrote:
Perikles - 9,999,999 - 17-ALL - Edit

Sayonara, tviks! Truth be told, I'm still suspicious whether his scores are real or not (his Gradius IV score is definitely not possible), but even if this one is, it's not in first place anymore.


Very nice score, a real endurance test. As for tviks, I believe some members here (I might remember Ghegs mentioning that, I could be wrong) have met in person and can attest to his credibility. He's among the greatest Gradius players of all time and with good reason. You besting that score is an accomplishment to be sure. If you haven't seen the couple videos he has posted online, here they are: https://www.youtube.com/user/tv1ks/vide ... =dd&view=0
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Last edited by Limbrooke on Fri Oct 07, 2016 2:50 am, edited 1 time in total.

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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Fri Oct 07, 2016 12:30 am 


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Posts: 1442
Location: Germany
Well, if someone can attest that he managed to get scores in this range I'm happy to stand corrected. However:

- The Gradius IV score is simply not possible. He claims that he got over 4.5m points by 3-9. I've watched some high level play of Gradius IV since that piqued my interest: the player there gets this score by 7-4 (see here and here)! And he's able to pull off the trick against the Rolling Core several times which massively boosts the score. He furthermore grants himself more lives from the start which is evidently another advantage. So either the score is wrong or the stage, both of which I find somewhat odd.

- I've indeed watched tviks' videos. That's honestly part of the problem. I'm familiar with all of those games, and I'll buy the Gradius II Gunwall video as well as the video of the first R-Type. The other two scream TAS all over, though. The Gradius III video is incredibly pretentious, no one would ever play like that. Not only does he play with way too many speed-ups, he also intentionally lets the turrets alive (there's no good reason to ever do that) and dodges those cubes which is a lot harder than it looks due to their absurd hit detection. Maybe he set a savestate and repeated this over and over until he got one successful attempt, but there's no practical use. The R-Type II video is even worse: you're not supposed to destroy the spores, you want to keep them for protection against the crawlers. He also picks up way too many speed-ups again, just for show. He merely flails all over the screen instead of taking out the crawlers in a methodical manner like everyone else would do, yet barely survives all the time.

Now, obviously those videos don't really matter even if they were TAS, that doesn't say anything about his actual runs. But I can't help but feel a bit uneasy since he never bothered to even take a picture of any of his scores (shouldn't be a hassle after hour-long credits I would think), he has one score that is simply not feasible and all the videos he uploaded don't represent in the slightest what you're actually supposed to do and look dubious as a result. I really don't want to accuse him (or anyone for that matter) and/or look like a sore loser, I'm just genuinely sceptic.
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Fri Oct 07, 2016 2:35 am 


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Location: Ontario, Canada
Perikles wrote:
Well, if someone can attest that he managed to get scores in this range I'm happy to stand corrected. However:

- The Gradius IV score is simply not possible. He claims that he got over 4.5m points by 3-9. I've watched some high level play of Gradius IV since that piqued my interest: the player there gets this score by 7-4 (see here and here)! And he's able to pull off the trick against the Rolling Core several times which massively boosts the score. He furthermore grants himself more lives from the start which is evidently another advantage. So either the score is wrong or the stage, both of which I find somewhat odd.

- I've indeed watched tviks' videos. That's honestly part of the problem. I'm familiar with all of those games, and I'll buy the Gradius II Gunwall video as well as the video of the first R-Type. The other two scream TAS all over, though. The Gradius III video is incredibly pretentious, no one would ever play like that. Not only does he play with way too many speed-ups, he also intentionally lets the turrets alive (there's no good reason to ever do that) and dodges those cubes which is a lot harder than it looks due to their absurd hit detection. Maybe he set a savestate and repeated this over and over until he got one successful attempt, but there's no practical use. The R-Type II video is even worse: you're not supposed to destroy the spores, you want to keep them for protection against the crawlers. He also picks up way too many speed-ups again, just for show. He merely flails all over the screen instead of taking out the crawlers in a methodical manner like everyone else would do, yet barely survives all the time.

Now, obviously those videos don't really matter even if they were TAS, that doesn't say anything about his actual runs. But I can't help but feel a bit uneasy since he never bothered to even take a picture of any of his scores (shouldn't be a hassle after hour-long credits I would think), he has one score that is simply not feasible and all the videos he uploaded don't represent in the slightest what you're actually supposed to do and look dubious as a result. I really don't want to accuse him (or anyone for that matter) and/or look like a sore loser, I'm just genuinely sceptic.


I don't doubt your concerns and skepticism is good to have. He has posted images of scores in the past (Gradius Rebirth as a recent example) but the images are long dead. I would also like verification although until recently its never been called out to quash legitimacy of his play (I recall Shatterhand questioning the TAS issue). It seems it take a long time to invalidate scores outside watching in person or overwhelming evidence. Now I don't bring up those clips and say they are definitely not tool assisted because I can't. I'd like tviks to come back and clear the record as I'm sure others would too, perhaps reaching out via PM would be a good place to start. There is this old topic with a replay (now dead): viewtopic.php?f=1&t=5576

I have similar concerns with ThunderForce 222 on Thunder Force 5 and 3. I've never seen proof, but it might exist although until then I choose not to believe until shown otherwise and you're valid to believe that too with what you've seen and examined so far. I have no issue with your play as you have shown plenty of supporting evidence, photograph and video wise.
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon Oct 10, 2016 5:23 pm 



Joined: 01 Mar 2005
Posts: 146
Location: Finland
Limbrooke wrote:
I'd like tviks to come back and clear the record as I'm sure others would too


Wow. It's been a very long time since I've been active on this forum. I've kind of moved on and even now I was reminded of this place only because I got a notification to my inbox that I've received a PM.

So first of all, about those videos on my Youtube channel which I've completely abandoned almost 10 years ago. Those were played on MAME, which I believe didn't even have TAS-properties back then. However, I did use a save state on each of those videos to retry the same part dozens of times (it really wasn't easy) until I finally got it right (luck definitely played at least some part). Those playaround-clips are definitely not part of any regular play or highscore run. I have made a single TAS-video of Gradius 3 in 2004 for TASvideos (I believe it was formerly NESvideos), which has been obsolete for years. Gradius V hadn't even come out yet. All my highscores are definitely legit but I don't really have any "hard proof" of anything besides my Gradius V prize items (crystal, poster and a t-shirt) which I won from Konami's official online competition. The Konami site for Gradius V rankings is now dead too, but I held all the top spots.

As for my Gradius IV score, it's been a very long time but if I remember right I used most of my lives to milk the Moai boss, because I knew the game will become too hard too quickly to get as much easy points on later loops. You can get a ton of points from that since you even get a few extra lives while milking. That's why the score is so high compared to the reached level.

Trust me, I'm no cheater. I have world records on some other games other than Gradius too, although I'm using another name. Gradius and R-type are long dead and I've not used this nickname since.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon Oct 10, 2016 5:46 pm 


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Many thanks for showing up here, tviks (and I'm going to assume for Limbrooke or whoever wrote you a PM?)! :) I hope you don't take it personal, it was not my intention to spatter your name or doubt your achievements, I was merely astonished at the combination of several things at once. Also thanks for your Gradius IV insights, that's definitely interesting and good to know!
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Tue Oct 11, 2016 7:40 pm 



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Posts: 712
Location: Washington
About Gradius IV, Tviks mentioned in the GIV hi-score thread that he played the game on the highest difficulty (8 instead of 4) which allows him to get more points than playing on normal. I'm not sure how that is achieved or why (maybe more enemies spawn on the higher settings?) but that is what he stated in that thread.

tviks wrote:
Improvement:

tviks / TVI / 4,569,200 / M / Virgo / 3-9 / G4A / FF / 8 / PS2

Played on the hardest difficulty this time since it is allowed in the rules and you can score more. Still didn't beat the damn 3rd loop though. :?


Just for the record his Gradius V scores are absolutely insane. I have the second highest scores for each type on this forum and his scores are like 3-4 times higher than mine. His type 4 score is especially insane, I'm not sure how the hell you are suppose to get past stage 8 on loop 3 and higher with that type. I really wish he had videos of those, they would be incredible to watch!
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Thu Mar 30, 2017 12:53 am 


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I finally got to the cube rush on the PCB, I think I will stop there for awhile. I did some practicing with mame, but the pcb feels different.

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rjosal 450,960 1-9 B (PCB)


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon May 08, 2017 9:35 am 


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Location: Ringing the bells of fortune
Arcade (MAMEPlus 0.160)
Shepardus - 316,320 - 1-7 - B

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I was inspired by Seahawk's recent video to change up some of my strategies, namely using tailgun a lot more. I didn't realize how useful tailgun is in stage 5 until I read through Perikles' notes earlier today. With that in mind I managed to get through stage 5 when previously I couldn't figure it out even with savestates, and I squeezed through stage 6 without dying too. My luck ended in typical Gradius III fashion when in stage 7 I ran into a lava fragment obscured by my spread bombs and I proceeded to lose all my lives at that checkpoint. :lol:

I quite like this game despite its flaws, though that may be because I haven't reached the cube rush yet. My biggest gripe is with the checkpoints, but even then I've been managing to recover from some checkpoints I previously thought to be nigh impossible. The bubble stage checkpoints can still go to hell, though. (At least that stage is early in the game and not very hard with sufficient upgrades)
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Tue May 30, 2017 12:39 am 


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Arcade (MAMEPlus 0.160)
Shepardus - 456,460 - 1-9 - B

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First time making it to the cube rush. Haven't practiced it at all, though.
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sun Aug 27, 2017 6:57 am 


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sorry, das ich es auf deutsch schreibe :-( Du kannst noch ein Table machen mit SFC Version Arcade Difficult.Hab noch video gefunden vom meinem ersten Loop, aber leider nicht mehr....

PlasmaBlooD 543,100 2-1 C

https://youtu.be/Kll9wO1xpkE?list=PL90BAC27DB89646FE
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sun Aug 27, 2017 9:43 am 


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Score from June that I neglected to post here:

Arcade (MAME)
Shepardus - 465,380 - 1-9 - B

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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon Sep 11, 2017 2:04 am 


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Arcade (MAME)
Shepardus - 527,680 - 1-9 - B

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Need to practice the crystal stage...

Arcade (MAME)
Shepardus - 364,210 - 1-7 - Edit

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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Oct 14, 2017 2:19 pm 


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Arcade
stop - 552,660 - 2-1 - Edit
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This game is quite the adventure.
If anyone cares, the edit set I used was Normal, Vertical, Twin Laser, Option, Force Field, and Speed Down.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Wed Oct 18, 2017 10:49 am 


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Arcade
stop - 554,190 - 2-2 - Edit

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Second loop bubbles are a fun time.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Oct 28, 2017 2:15 am 


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Arcade
stop - 904,010 - 2-3 - D
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Decided to play around with Type D. Edit is pretty easy to use, but its lack of firepower hurts when dealing with the beefed up sand dragons and bubbles in the second loop. Type D's photon missiles work nicely against them.
However, this brings me to a new problem: The rest of the second loop. And I don't think switching around weapon types is going to help much with that.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Oct 28, 2017 7:35 am 


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That's quite a high score for 2-3, were you intentionally checkpoint-milking?
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Oct 28, 2017 9:30 am 


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Shepardus wrote:
That's quite a high score for 2-3, were you intentionally checkpoint-milking?


Well, I do intend to die in stage 9, though I wouldn't say I have a choice in the matter. :P
My 2-3 deaths happened towards the end, so I also got the chance to farm that "digging" section with all the hatches.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon Oct 30, 2017 9:01 am 


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I got a (very slight) improvement over my previous PB:

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Shepardus - 543,600 - 1-9 - B

I keep dying in the crystal stage, and not even on the cube rush. The tight passages in the rest of the stage give me a hard time, such that I rarely even make it to the cube rush.

stop wrote:
Shepardus wrote:
That's quite a high score for 2-3, were you intentionally checkpoint-milking?


Well, I do intend to die in stage 9, though I wouldn't say I have a choice in the matter. :P
My 2-3 deaths happened towards the end, so I also got the chance to farm that "digging" section with all the hatches.


Ah, the end of stage 3 is quite the lucrative section.
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Mon Dec 04, 2017 12:29 am 


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Location: Gyeong-gi,KOR
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Score:2,388,270
date:2017.11.30
link:https://www.youtube.com/watch?v=LZ3avKs0KPM

community link is delete the movie so not available.
please change to the link.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Tue Dec 19, 2017 3:33 pm 


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Oh man, congrats Fleako. That's an incredible run.


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Arcade
stop - 1,173,130 - 2-10 - D

This run ended tragically. I died early in 2-10, had a chance to recover... then realized I had forgotten the recovery. :|
So many nasty recoveries in this game, it's hard to keep track of them all.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sun Jan 07, 2018 6:05 pm 


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Arcade
stop - 1,180,760 - 3-1 - D (Video)

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This time I have remembered how to recover, and have been rewarded with a brief glimpse into the depths of hell.


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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Jan 20, 2018 10:22 am 



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Posts: 150
Location: Russia, Moscow
My very first attempt to beat this game ended with a score:
Arcade
OmKol - 322,940 - 1-7 - B
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat Jan 20, 2018 8:11 pm 



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Posts: 150
Location: Russia, Moscow
Arcade
OmKol - 531,940 - 1-9 - B
Now I'm going to spend a week for more practice (fire stage, cube rush patterns, final stage) and then go for 1CC!
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sun Feb 04, 2018 8:42 pm 



Joined: 03 May 2012
Posts: 150
Location: Russia, Moscow
Arcade
OmKol - 539,880 - 2-1 - B
This is my final score, I'm done with this game

Screenshot - here
Video - soon
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat May 11, 2019 12:05 am 


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Alright, let's remake that post.

Someone removed all the slowdown in the SNES version. I feel that there need to be tables for this. I could make a separate thread, I suppose.

For what it's worth, I'm all for combining the arcade and PS2/PSP boards.
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 Post subject: Re: Gradius III [Arcade/SFC/SNES/PS2/PSP]
PostPosted: Sat May 18, 2019 2:54 pm 



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Posts: 24
Gradius 3 SFC Normal

BLO 1,101,600 3-1 Edit

Please delete my old Score as PlasmaBlooD

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