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PostPosted: Sun Jun 21, 2009 7:21 pm 


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Soukyugurentai(MAME) - bios mp17951a
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Terra Diver(MAME) - bios mp17952a
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These are both set to default and there is clearly different difficulty offset between the two versions/regions. Terra Diver being the easier of the two. I doubt this is a huge concern, especially emulation wise, since most players are likely to be using Soukyugurentai but it's worth noting this difference for any future score submissions.
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PostPosted: Thu Jun 25, 2009 6:23 am 


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Limbrooke sent me this great info in a PM. Rather than reformulate his work, I'm just going to copy this verbatim here. The ST board needs more love anyway.

Limbrooke wrote:
Rather than make a post in the ST about this, I figured it was worthwhile to send the current maintainer of the high-score board information I discovered while investigating Soukyugurentai's home versions.

Most of the attention is on the PS1 iteration, which doesn't see much action sadly, but it is still worth noting.

First of all, default PS1 game is slightly different from default Saturn game. The Saturn game, default difficulty aside, is very close to Soukyugurentai ST-V.

The default PS1 mode is Special mode and has slight differences in terms of scoring and difficulty. First and foremost it's easier, the enemies aren't as agressive/bullets aren't has fast+dense. The scoring is higher as I've seen, certain enemies on full web lock bonus award more points. Next, the default extend settings on PS1 are far less: First 2mil, then every 3mil. Quite the cry from the normal: First 3mil, then every 6mil. Thankfully, this can be changed for both Special and Arcade modes.

As for the slow-down in the PS1 game, this mostly occurs during lock-on phase and not much elsewhere, and as a result in my opinion I feel it doesn't effect the game too much in terms of challenge. When set-up at Level 5 on correct extends, PS1 Arcade mode feels pretty much the same as the Saturn game. Also, the new ship, Yellow as it is denoted, is not accessible in Arcade mode on PS1, making for good comparison. As such, Yellow is only available on Special mode and makes for easy note of which version is used.

Another way to tell Special apart from Arcade is the fact Special is accompanied by cut-scenes and a female narrator before and after each stage.

Having established this, it's really too bad many if not most people opt for Special on PS1 and or the Saturn game altogether.

Here are some images to go with these comments

PlayStation
ImageImageImageImageImageImage

Saturn
Image
The menus between original & Otokuyo versions are unchanged.
I did however just discover an interesting bonus menu while goofing around trying to test the extend range.

ImageImage
By going left or right on the d-pad either on the main menu or within this new menu chooses OFF or ON. Flipping to ON reveals more.
Image
In this first revealed option, there are 3 choices, the next 2 I'll show here:
ImageImage
My Japanese/Kanji isn't at the level to interpret this, perhaps someone else can? Anyway, although I didn't show it, the 7th ? ? ? option is revealed to be the sound-test for Mahou Daisakusen, Shippu Mahou Daisakusen, and Battle Garegga. As mentioned in the past, people were able to play these OSTs normally in a CD player, which makes the most sense, but now there is more explanation to why these OSTs were included. Apparently as a bonus no less. This works in both versions and I believe is based on how much progress is made (ie, how far one progresses in a run).

Actually, in testing the original Soukyu, I uncovered a couple more.

Button Config+
ImageImage
Even in here appears to be many unlockable options, I wonder what they could be.

Raizing Sound History
ImageImageImageImage

As I reveal the rest, I'll let you know. Also, there is some relevant material in here so feel free to post what is pertinent.
Adios
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PostPosted: Thu Jun 25, 2009 8:41 am 


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ImageImage

This option is about the amount of loops. In the first picture it says "game ends after second loop" and in the second "game starts at second loop".
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PostPosted: Thu Jun 25, 2009 10:55 am 


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Thanks for the info guys. I have to ad the new stuff and all of Rando's score calculations to the ST at some point, as well as flesh out some parts.
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PostPosted: Thu Jun 25, 2009 3:24 pm 



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So the game loops? Interesting.
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jun 26, 2009 1:32 am 


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no, it doesn't loop by default

it's just a strange quirk that you can make the game loop even if it doesn't by default; dimahoo, twinbee yahhoo, and sexy parodius also have this
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jun 26, 2009 3:27 pm 


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Does that mean there's no difference between the loops?


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jun 26, 2009 4:32 pm 


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Loops are obviously more difficult.
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jun 26, 2009 6:16 pm 


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lol, it's not obious to me.


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Tue Jun 30, 2009 2:54 pm 


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Does using bombs and keeping the stock around 3 lower rank too?
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Sat Jul 17, 2010 3:45 pm 


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*coughs from all of the dust*

Still working on a 1CC on this one. Everything falls apart in Stage 5 and it becomes a fight for survival. Manipulating the ranking system, as others have stated, doesn't really appear to help much. Bullets may fly faster as a result of stronger guns (more enemies to deal with, too), but this gives you a much larger tool kit when battling bosses.

Does anyone have a solid play through video? I have found a few godlike single level plays on youtube, but nothing that plays to the end.

I now have the Otokuyo version. This allows me to play the stage attack mode without the graphical glitching blocking the gameplay (playing on a US Saturn). However, the ranking is low enough that the difficulty doesn't come close to what it would be upon reaching the same stage in arcade mode. Practicing in this mode is pointless, IMO.


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Sat Jul 17, 2010 9:24 pm 


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Alamone has an ALL using the red ship up at http://www.super-play.co.uk - I don't know the game well enough to say how good his scoring is, but iirc he clears the game pretty confidently.
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Sun Jul 18, 2010 12:30 am 


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Thanks for the link! Time to study.


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Tue Dec 13, 2011 2:58 pm 


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ExitPlanetDust wrote:
Manipulating the ranking system, as others have stated, doesn't really appear to help much. Bullets may fly faster as a result of stronger guns (more enemies to deal with, too), but this gives you a much larger tool kit when battling bosses.


That's what I'm kind of finding, too. I think the blue ship's guns may be reasonably powerful when powered up, though the laser really may be too weak to cope with the later levels (any other opinions on this?)

One thing I find missing from this guide is a guide to the ships and their relative strengths and weaknesses. For example, if I'm not playing for score, is it ever really worthwhile to use the other ships? Are most rank control tricks mostly for playing for score (since certain ways of scoring increase rank)? What are the approximate strengths of the different webs and vulcans?
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Thu Feb 23, 2012 7:08 am 


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I noticed something very odd while playing Otokuyo tonight on my newly acquired Model 1 Japanese Saturn. I was playing on Arcade Difficulty (5) as I usually do on my Model 2 US Saturn and the game was noticeably more difficult. More enemies, the enemies were more aggressive, there were more bullets and the bullets were faster. Even bosses were starting patterns they normally don't unless I have the difficulty set to 6 or 7.

I erased any saved data from the Action Replay 4 in 1 menus and tried again with the Action Replay unplugged. I thought maybe I was experiencing some kind of cheat device deterrent. :twisted: But that wasn't the case. It was still much more difficult than what I had experienced when playing on AC difficulty in the past on my US Model 2 Saturn.

So I hooked up the Model 2, erased all saved data and started on AC difficulty. Just as I suspected, the game was quite a bit easier.

Can anyone else test this? Is it a difference between Japanese and other region systems, or a difference between Model 1 & 2 Saturns and not region specific at all? Is non-Otokuyo affected?

I have experienced little differences in loading and game play between Models 1 & 2 with other games in the past, but this is the first time I have seen differences this extreme.


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Sun Apr 15, 2012 1:18 am 


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hey guys, I know that hitting SELECT on the startup screen of the PS1 version brings you to an Options Menu, but I can't read it to figure out how to select Arcade Mode (or to find the arcade difficulty setting)... can somebody breakdown the PS1 options menu for me? Thanks!
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Sun Apr 15, 2012 2:05 am 


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noiseredux wrote:
hey guys, I know that hitting SELECT on the startup screen of the PS1 version brings you to an Options Menu, but I can't read it to figure out how to select Arcade Mode (or to find the arcade difficulty setting)... can somebody breakdown the PS1 options menu for me? Thanks!


Select the one that looks like this:
アーケードモード

and not this:
特殊モード
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jul 20, 2012 3:16 pm 



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I found an ALL on Nicovideo with the green ship (forgot its name) and the player uses an interesting strategy in it.

The green ship has two webs, Mu-sou (pinpoint web with homing lasers) and Random (pinpoint web from the Swordfish except it rotates in the opposite direction of movement). What he does is use Mu-sou but then switch to Random after getting lock-ons so the Random shots (which are more powerful) fire instead. Combine that with the fact that the green ship gets more lock-ons and a maximum multiplier of x6 and it makes for a good scoring run.
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Fri Jul 20, 2012 5:05 pm 


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Ahh, I use that technique sometimes with the red ship. It's good for catching enemies who have fallen outside lock on range.


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Mon Mar 11, 2013 8:12 pm 


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ExitPlanetDust wrote:
I noticed something very odd while playing Otokuyo tonight on my newly acquired Model 1 Japanese Saturn. I was playing on Arcade Difficulty (5) as I usually do on my Model 2 US Saturn and the game was noticeably more difficult. More enemies, the enemies were more aggressive, there were more bullets and the bullets were faster. Even bosses were starting patterns they normally don't unless I have the difficulty set to 6 or 7.

I erased any saved data from the Action Replay 4 in 1 menus and tried again with the Action Replay unplugged. I thought maybe I was experiencing some kind of cheat device deterrent. :twisted: But that wasn't the case. It was still much more difficult than what I had experienced when playing on AC difficulty in the past on my US Model 2 Saturn.

So I hooked up the Model 2, erased all saved data and started on AC difficulty. Just as I suspected, the game was quite a bit easier.

Can anyone else test this? Is it a difference between Japanese and other region systems, or a difference between Model 1 & 2 Saturns and not region specific at all? Is non-Otokuyo affected?

I have experienced little differences in loading and game play between Models 1 & 2 with other games in the past, but this is the first time I have seen differences this extreme.

I would like to revisit this. I don't think it's a Saturn Model 1 vs Model 2 difference at all. I finally got to try out the Playstation version of Soukyugurentai and difficulty 5 (arcade difficulty) is indeed more difficult than when I play the Saturn version on a US Saturn (Otokuyo or otherwise).

I don't have the hardware to test this anymore. If someone with a US and JP Saturn or a Saturn with a region mod could try the following:

Use an Action Replay 4 in 1 or ST-Key to allow you to boot the game while in US region mode. Set the game to AC difficulty (level 5) in the options menu and make a few play throughs in JP and then US region modes. Note the differences in difficulty.

Report!


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Wed Oct 07, 2020 11:01 pm 



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As I saw a recent renewal of interest on scoring this wonderful game, here's an enemy base value list that I wrote down a couple of years ago. It's part of an upcoming guide that I have been planning to do on the game. All enemy values have been at least triple-checked, but if you think some of them are wrong, feel free to point it out to me so I can correct them. All base values are given in new yen. It was sometimes hard to put names to enemies, so if you have better ideas, let me know so that I can modify them. Any information here can be shared on the shmup wiki or elsewhere ;)


Stage 1

Drones : 1 000
Green planes : 1 000
Red planes : 1 000
Floating tanks : 3 000

Mid-moss : Large floating tank

First part of the mid-boss : 5 000
Mid-bosse's sides (x2) : 5 000
Little machine gun ball : ?
*unlockable
Mid-boss : 10 000

Green carriers : 20 000

Boss : Stealth Bomber 黒瞥 (Kokubetsu/Gambiter)

Triple laser cannons (x2) : 10 000
Rocket launchers (x10): 10 000
Boss : 50 000

Stage 2

Circular drones : 1 000
Blue fighters : 1 000


Green Carriers
*This time they have additional parts that can be destroyed. Hitting the cockpit will do more damage than hitting the core.

Arms (x2) : 6 000
Turrets (x4): 10 000
Ramp : 1 000
Green carrier : 20 000

Laser canon flying platforms : 10 000
Vulcan turrets : 8 000
Mechanical four leg "spiders": 4 000
Green ships (firing either bullets or missiles) : 5 000


Boss : Attack Satellite 深閃 (Shinsen/Perildawn)
*Only boss in which none of its phases ever timeout, this can be exploited for both survival and scoring

Missile launchers (x2) : 10 000
Mine throwers (x2) : 0
Antennas (x4) : 20 000
*unlockable
Spinning drones (x16) : 5 000
Turrets (x 4) : 5 000
Pulse bullet hatches (x8) : 5 000
Boss : 10 000


Stage 3 :

Brown planes : 1 000
Green and yellow mid-size ships : 10 000
Flying drones (any colour) : 1 500
Flying fortresses : 40 000
Trucks : 2 000
Large brown speeders : 20 000
Green speeders : 2 000

Boss : Jumbo Tank 呑竜 (Donryu/Descenter)

Rear turrets (x2) : 10 000
Flamethrowers (x2) : 30 000
Missile hatch : 20 000
Gatling semi-automatic cannons (x2) : 50 000
*Berserk mode activates only if both cannons have been taken out
Boss : 100 000

Stage 4

Red floating tanks : 20 000
Yellow ships : 1 000
Green ships : 1 000

Boss : Tactical Combat Spacecraft 秋嵩 (Akitaka/Victimizer)

Boss : 300 000

Stage 5

Submarines : 30 000
Helicopters : 3 000
Little turrets : 2 000
Little turret’s berserk mode : 20 000
Walkers : 10 000

Boss : Seaplane 海鳳 (Kaihou/G-Omen)

Reactors (x 4) : 40 000
Missile baskets (x7): 5 000
Central gatling cannons (x4) : 30 000
Front cannons (x2) : 80 000
*Next to impossible to destroy without either bombing or dying
Missile hatches (x4) : 20 000
*Two on the first form, and two on the second form
Arms (x2) : 50 000
Rear plasma generators (x 2) : 50 000
Boss : 100 000

Stage 6

Sentries' first form : 30 000
Sentries' second form : 50 000
Blue mid-size ships : 10 000
Base turrets : 5 000

Mid-boss : Turett wall

Side turrets (x2) : 5 000
Front turrets (x4) : 10 000
Homing bullet turrets (x4) : 5 000
Mid-boss : 200 000

Boss : Battleship 爆懺 (Bakuzan/Zodian)

Central machine gun: 10 000
Cannons (x6) : 50 000
Turrets (x12) : 5 000
*Two of them can be skipped if the central machine gun is destroyed with the right timing
Back : 25 000
Reactors (x2) : 100 000
Rocket launchers hatches (x10) : 10 000
Bullet hatches underneath the head (x6) : 16 000
First part of the head : 200 000
Second and third parts of the head : 0
Boss : 800 000


Final boss : Stealth Bomber 黒瞥 (Kokubetsu/Gambiter)

Boss : 1 000 000


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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Thu Oct 08, 2020 5:05 am 


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Thanks a lot for posting these! :)

Drop a link to your guide here as well once you have finished it! Would love to read it (French OK!).
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 Post subject: Re: ST: Soukyugurentai (27.04.05 - guide opened)
PostPosted: Thu Oct 08, 2020 5:27 am 


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Awesome work for sure! I'm glad to see your expertise shared both here and in my score thread, Prickly!
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