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PostPosted: Thu Mar 19, 2009 1:08 pm 


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Is it just me or does this game take ages to get the hang of when compared with other Cave titles?
I've been playing 4-5 times a week for about a month and I'm making fuck all progress, I'm thinking of jacking it in and selling it tbh.

I've read GP's ace ST guide and watched vids etc. but my best score is only 137m which seems a pretty wank return for a month of fairly solid play.


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 Post subject:
PostPosted: Thu Mar 19, 2009 5:57 pm 



Joined: 31 Jan 2007
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I didn't get much beyond 200m, and then I sold it. Now I really miss the game and want it back. You have to admit it's fun though right? Even if you can't achieve a mammoth score. :)


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PostPosted: Thu Mar 19, 2009 7:34 pm 



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HAH I've had it for about 2 weeks now, and been putting in MAYBE 5-6 hours per week on it. I'm just barely breaking 30mil LOL

But that doesn't stop me! I'd never think of selling... too awesome of a game.


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PostPosted: Thu Mar 19, 2009 11:01 pm 


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It's fun to a point, I just get frustrated if I don't feel i'm getting any better. :x


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PostPosted: Fri Mar 20, 2009 12:28 am 


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SharkSkin-Man wrote:
It's fun to a point, I just get frustrated if I don't feel i'm getting any better. :x


I get stuck for months at a time on the same score range, then all of a sudden have some weird break through and increase my score exponentially. I'm currently stuck right now. :cry:
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sat Oct 17, 2009 11:25 am 


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Is there not a slight rank to this game based around how well you perform? It always seems that the better I do - especially if I manage to get an extend at the end of the first stage, the game seems ever so slightly tougher (quicker?) and I end up doing worse later on. :(
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sun Oct 18, 2009 10:28 pm 



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Not that I've ever noticed. I've made it to Shin Seseri before and the difficulty leading up to her seemed as normal as always.


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Oct 19, 2009 10:36 am 


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Gwyrgyn Blood wrote:
Not that I've ever noticed. I've made it to Shin Seseri before and the difficulty leading up to her seemed as normal as always.


Cool, thanks - must be in my head then. :o
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Oct 19, 2009 1:35 pm 



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ugh...this game really interests me, as opposed to the first game. but if the scoring is even /harder/ than the first, which i could NOT get the hang of, whatever i did, i wonder just how much fun i'm going to have simply by playing for a clear and then 1. selling the board or 2. letting the port sit on my shelf. now i'm honestly kind of hoping it's either localized or region-locked so i don't have to pay out the bum for a game i might not get as much out of >_>

(but it just looks like oceans of bullets, i can't go through life without playing it D:...)


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sat Feb 27, 2010 2:25 am 



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I guess I'll put these here. If GP wants to throw these into his OP he's welcome to.

Edit: Black Label edits below ...

Arrange Mode

- You can stock up to 1000 gems now. Gold still capped at 1000.
- Extends every 100m points.
- You start with 5 lives.

- There are more bullet colors now:
Blue = Cancel with Shot (turns into Gems)
Pink = Cancel with Laser (turns into Gems)
Purple = Can't be canceled with shot/laser. Can be canceled by killing the parent in Kakusei/Zesshikai. Fairly rare but respawned bullets are this color too.
Dark Purple = Can't be canceled with shot/laser. Blue/Pink change to this color in Kakusei/Zesshikai, and can be canceled just like Purple bullets.
Dark Red = Bullets change to this color in Over mode. Can be canceled with anything, turn into gold (which is just worth points it seems).

Normal Mode:
- Shot Cancels Blue Bullets, Laser Cancels Red Bullets. They turn into Gems.
- If your gems are maxed out, canceled bullets still turn into Gems (not Gold).
- Switching into Laser or back to Shot causes you to LOSE Gems! You lose 5% (rounded down) of your current stock.
- No Autobomb.
- If you try to activate Kakusei while completely out of gold/gems, you just get a barrier instead.

Kakusei Mode:
- Basically the same as normal. Multiplier still caps at 100x, all bullets cancel and turn into gold.

Zesshikai Mode:
- Basically the same as normal? Bullets will only respawn once though.
- Respawned bullets are light Purple in color but can be canceled as in the normal game.

Over Mode:
- Consumes Gold. All bullets turn Dark Red and can be canceled with Shot or Laser, they turn into gold bars when canceled but it isn't added to your gold meter. The size of the gold bars increases the longer you are in this mode, and they seem to be worth a lot of points at max value.
- If you run out of gold while in Over, you switch back to normal mode.


Omake Mode

- New 'Total' Counter at the top of the screen. Builds up over the course of the level. Seems to directly relate to scoring. Drains rapidly while fighting bosses.
- Grabbing gems or gold increases your total counter.
- When you grab a gem or gold, it displays your Total counter above your character, and below that it shows a small +counter. This +counter is the number of that item you have in stock currently (so if you have 400 gems, it shows +400).

- Gems seem to not have much value, but Gold is multiplied by your Total Counter?

- Extends at 15m and 35m as normal.
- You can get the extend in Stage 3 even if you have bombed. You just need Kakusei to do it.

- Some large enemies will play the 'almost dead' voice like bosses do.

Bomb:
- You can't activate bomb manually??
- You will always autobomb when hit. It only costs maybe 1/8th your meter? But you can choose to charge longer and use additional meter.
- Bombing bullets turns them into gems. They will not turn into gold even if your gems are full.
- Killing enemies with bombs still causes them to drop items.
- Getting 1000 Gold refills your bomb meter by 50%.

- Having full Bomb and Gold plays a unique sound. When here, you can activate a special Zesshikai mode?

Normal Mode:
- When bullets get close to you, they turn red and slow down. You can cancel these bullets somehow and they turn into gems. They will never turn into gold even if your gems are full.
- Killing enemies drops gems as normal, but if you are maxed on gems, they drop gold instead.
- If you kill a boss form in this mode, all of the bullets cancel into gems.

Kakusei Mode:
- Killing enemies makes the coin insert sound. :I
- Your circular meter is doing something weird. It has three colors (red/green/yellow) and drains rapidly. It fills back up when you kill stuff.
- Total counter drains slowly in this mode.
- Switching into or out of Kakusei mode causes all red bullets around you to cancel, but they don't turn into gems!

- If you switch out of Kakusei after killed a boss form, you may cause some of the bullets to turn into gems and some into gold.


Last edited by Gwyrgyn Blood on Thu Mar 04, 2010 3:54 pm, edited 10 times in total.

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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sat Feb 27, 2010 3:03 am 



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Gwyrgyn Blood wrote:
hot shit


Nice guide, Gwyrgyn.


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sun Feb 28, 2010 7:17 pm 



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Thanks Gwyrgyn. I played this today for the first time and I was very overwhelmed by the amount of modes and the differences between them all. Thanks for clearing that up for me and the rest of us! Hopefully some of the blanks will be filled in as time goes on and more people play it.

Original strategy post is extremely usefully as well. Thanks to you both!


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Mar 01, 2010 12:02 am 


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Added -- thanks!
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Mar 01, 2010 11:58 am 


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A few things to add for Black Label, from the in-game tutorials:
-In kakusei mode, Seseri's suicide bullets are faster, but she gets more gems out of enemies
-Killing enemies in kakusei gives gold

Regarding Kakusei Zetsushikai: (This is how it's romanized in-game, I suspect it's correct)
-Bullets that enter the circle around the character slow down
-While you have invincibility meter, killing enemies cancels their shots, and pays out with the multiplier (I'm not entirely sure about this one, need to check)
-When you enter zetsushikai as Seseri the invincibility doesn't activate until the effect on the screen clears. Ageha and Tateha activate immediately. Afterwards Seseri's gauge also drops faster



The combo gauge:
-The gauge drops slower when the multiplier is higher (pretty sure it was slower... anyway, multiplier has an effect)
-Using rapier also slows it down

-Cancelling bullets with the guard barrier turns them into gold
-When the gold counter is over 1000 enemies give more gold
-The invincibility gauge works during normal mode too, it slows down bullets and they cause a red mark as they push towards the character. I still get hit with it on though - not sure exactly how it works

That's as much as I got from the tutorials. Based on a replay and the flow chart in the manual, the procedure seems to be
-Build up bullets on screen. You can use kakusei suicide bullets for this, amongst other things
-Enter zetsushikai, use your invincibility to run around and multiply out the bullets as much as you can
-when it runs out, drop back to normal mode and cancel all the bullets for points
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Mar 01, 2010 3:17 pm 


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Gwyrgyn Blood wrote:
- When bullets get close to you, they turn red and slow down. You can cancel these bullets somehow and they turn into gems.

I THINK that close-range red bullets are cancelled into gems when you kill any enemy on the screen while in "normal" mode - if you do the same while in Kakusei, they cancel out, but don't turn into anything. The basic idea seems to be aggressive while in "normal," surrounding yourself with bullets before shooting enemies down, but backing off and picking off enemies from a distance to earn more gold in Kakusei. That's my best guess, anyways...also, is it even possible to enter Zesshikai in Omake mode? I hear the sound effect when all my meters are full (and seemingly again when Kakusei mode drains my gems by half or so), but even when I hold the button down I seem to only enter Kakusei, and my gold stays full.

Moreover, has anyone tried translating the game's instruction manual? I think it has pages devoted to each mode, it might help to fill in some of the ambiguous stuff we're trying to figure out here.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Mar 01, 2010 11:00 pm 


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The manual says nothing about zetsushikai for omake mode, it appears not to exist.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Mon Mar 01, 2010 11:12 pm 



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ReKleSS wrote:
The manual says nothing about zetsushikai for omake mode, it appears not to exist.


I was wondering about that. Kiken said something happens if you've got max gold/gems though. You can see it makes the 'boing' noise and the emblem shows up but I don't know if it does anything different or not.

Another addition for black Label:
- Gold Caps at 10000 in this mode.

GP, how do you want me to handle corrections/updates? Edit my old post or just post the changes to make?


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Tue Mar 02, 2010 3:13 pm 


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Gwyrgyn Blood wrote:
ReKleSS wrote:
The manual says nothing about zetsushikai for omake mode, it appears not to exist.


I was wondering about that. Kiken said something happens if you've got max gold/gems though. You can see it makes the 'boing' noise and the emblem shows up but I don't know if it does anything different or not.


Correct, Omake Mode has no Zesshikai, which is why I enlightened it to the first Galuda. Once you max out your Guard Barrier, Gold Count and Gem Count, you'll hear the zesshikai chime and the zesshikai reticle will appear around your character. At this point, enter Kakusei and try to get as much gold as possible (which will help bolster the multiplier). The main point of the mode seems to be: get everything maxed out quickly, don't get hit, and abuse kakusei heavily.

Regarding the use of Guard Barrier in Omake Mode... there is no Guard Barrier button, it automatically executes once you are hit. By default, 50% of your meter will be used. You can cancel out of using 50% if you tap kakusei as soon as your character starts charging. You can only maintain 1000 gold with a full Guard Barrier meter. If you are missing any Guard Barrier when you hit 1000 gold, you will instantly cash in that gold to refill up to 50% of the GB meter, thus reseting your Gold counter to 0.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Wed Mar 03, 2010 11:26 am 


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Ok, so my previous impression of BL mode was sort of out. It's based on time-limited chains, similar to DDP's get point system.

As usual, you want to collect gold at as high a multiplier as possible. As Gwyrgyn Blood described, the multiplier doesn't drop until the chain bar empties, at which point it resets to 1x. It seems to increase the usual way, 1x per gold. When the chain value is high or the rapier is held on an enemy it drops slower; in kakusei and zetsushikai it pauses. It also slows during boss fights.

Down the bottom right is the zetsumuteki (invincibility) meter. It's used for the normal bullet slowing (the red mark) and invincibility in zetsushikai. Collecting gold refills it, and it drops constantly during boss fights (very slowly). It also drops slowly when it's being used to push bullets around in normal mode.

In kakusei shikai, destroying enemies spawns suicide bullets and gives you small amounts of gold.

In kakusei zetsushikai the invincibility meter comes into play. You're completely invincible until it drains. Running into bullets in this mode will cause them to multiply. It also seems to be possible to do something to create bullets that turn into gems, but I haven't looked into this.

The actual scoring strategy is to get the multiplier to 1000x quickly and hold it there with the help of the kakusei modes. If you have enemies that spam bullets around and enough invincibility meter, use zetsushikai to run through the bullets to increase them, then kill the enemy in normal mode. If there are only zakos use shikai to kill a few for the suicide bullets, then kill something else to get the gold. The zetsushikai method seems to be the more profitable when it's usable, but either works to keep the chain going. Novice mode is good for getting a grip on the mechanics.

I didn't look into the over modes, and don't know if anything special needs to be done for boss fights.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Wed Mar 03, 2010 11:34 am 


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yo can any eggsperts enlighten me as to when/where i should be tyring to score on the 5th level of arcade mode?
i got mashed up by trying to zesshikai through the backwards section :evil: them bullets that appear seem REALLY random there and i especially hate the circle formations that spread outward in all directions :x
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Wed Mar 03, 2010 1:02 pm 


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There's a few spots. Getting the gems can be a bitch.

-The guys that shoot the multi-way bulets are good...especially the part where there's 4 of them.
-Refill gold on the big thing just before the backwards part.
-Backwards part go into zetsushikai (it's easier as well)
-The last part (sideways) is a good place to get points but it's fucking hard.
You'll want to fill up on gold at the blimp just before Seseri, and you'll want a lot of gems. You can ultimately score on all 3 of her patterns.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Wed Mar 03, 2010 5:39 pm 


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I had the right ideas then..just not enough skill :lol:
practise mode time!

thanks!
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Thu Mar 04, 2010 2:27 am 



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The first big spiral ship is a huge source of points too. You need to dodge through one set of it's patterns entirely so it clumps together with the multi-way guys, then you blast them all together and it's worth a crap ton of points. Kind of similar to Stage 2 of ESPG1 actually.


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Thu Mar 04, 2010 11:54 am 


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[arrange mode, stage 1]
How comes the guy playing the replay got MASSIVE patterns out of the middle size ship before the first cannon, where I only get lonely bullets ??? I think he's in Kakusei and so am I but, well... HE gets gold, I get shame ! :oops:

Can someone help ?


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Thu Mar 04, 2010 3:48 pm 



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Those are the big spirally ships I mentioned right in the post above. You have to do enough damage that their turrets pop off, but don't kill them.

Here is an updated guide for Black Label, let me know if it is getting too hard to read now. I can probably do a 'strategy' section once I actually figure it out better.

Black Label

- Extends at 100m and 200m?
- Stage 3 Extend requirements are the same as before.

- Gems still cap at 500, Gold now caps at 10,000.
- Dieing will reset your Gems to 0. :(

- There is much, much less slowdown than normal.
- Some patterns are much more fierce now (the big tanks in Stage 3 as an obvious example).

Characters:
- Asagi is replaced by Seseri.
- Tateha is now extremely strong in Kakusei Mode. Might be weaker in normal mode? Or the HP of certain enemies may be adjusted?

Seseri:
- Normal Shot is just a strait linear, in Kakusei it has trailing options that seem to slightly arc with your movement and shoot blueish bullets. Seems pretty similar to Asagi.
- Normal Laser is just a strait forward set of small lasers. You can control their formation width by moving backwards. Kakusei Laser has 'aimable' shots kind of like Sakyura, they aim in the opposite way you are going, like Trace formation from Garegga.
- Her Invincibility in Zestushikai takes longer to activate but the meter begins draining later.
- She earns more gems from enemies, but suicide bullets are faster.


Invincibility Bar & Bullet Shield:
- New 'Invincibility' bar that is used in Zetsushikai mode, it replaces the Player 2 bomb meter. It builds up from canceling bullets.
- While using Zetsushikai, you are fully invincible until the Invincibility bar drains.
- The Invincibility Bar drains slowly during boss fights.
- New 'Bullet Shield' mechanic. When bullets approach you now, they will slow down. This causes the Invincibility bar to drop, and also you will lose points as long as the bullet is slowed down.
- Bullet Shield is only active in Normal mode.
- The Bullet Shield will not stop you from getting killed or running into bullets on your own.

Chaining Bar:
- New chaining bar, it's at the top of the screen. The multiplier for canceling bullets now goes to 1000x, and it will won't reset as long as this chaining bar doesn't drop to empty. You build the chain bar up by killing enemies and canceling bullets.
- In Kakusei and Zetsushikai the bar will not drop at all. In either Over mode it also slows down but not nearly as much.
- Holding laser in normal mode slows the rate of drop. Hitting an enemy with your laser drops it even more.
- The bigger your multiplier, the slower the bar drops. This might not be the exact way it works but it tends to follow this sort of rule.


Bombs:
- Your Bomb meter drains much faster and you can't reach a Level 5 charge at all any more(?)
- Canceling Bullets with a Bomb turns them into Gold.
- Killing enemies with a Bomb still causes them to drop items as normal.

Normal Mode:
- You now always bullet cancel like Kakusei mode used to. You still get Gems for killing and more for point blanking. You can cancel respawned bullets in this mode too.
- Your chain bar drops off rapidly in this mode unless you are actively canceling bullets or hitting something with Laser.

Kakusei Mode:
- Killing enemies in Kakusei mode causes them to shit out a lot of suicide bullets, but it doesn't cancel their regular bullets. You earn some gold for killing enemies in this mode(?)
- The number of suicide bullets depends on the size of the enemy.
- Bullet patterns will tend to 'clump' together in this mode, same as normal. You can use this to get a lot more bullets on screen, then switch back to Normal mode to cancel them.
- Bullets that are 'orphaned' in this mode cannot be canceled at all! In other words, if an enemy shoots bullets and then you kill them in Kakusei mode, you have no way to cancel their regular bullets anymore.
- An exception to the above, is any enemy with more than one 'piece'. You can use Kakusei on their first piece to spawn suicide bullets and then use normal mode on the second piece to cancel everything.

Zetsushikai Mode:
- You can buzz bullets in Zetsushikai (but not Zetsushikai Over). This causes the bullets to split, so you can get a lot more bullets on the screen by doing this. You can make bullets split more than once too.
- You use your Invincibility Bar in this mode. Use it to get get in the middle of big patterns and cause lots more bullets to show up. Be careful not to run out of Gems or Invincibility while you are in the middle of things though.
- Killing enemies in Zetsushikai Mode while you have Invincibility Meter left causes them to cancel the same as Normal mode. If your invincibility bar is empty, you will just orphan the bullets like Kakusei mode.
- Bullet patterns don't double in this mode like they do in regular ESPG2.

Kakusei Over Mode:
- Kakusei Over doesn't cause enemies to shit out suicide bullets. Also doesn't seem to give you anything for killing enemies.
- There is no more 'Over Level' at all.

Zetsushikai Over Mode:
- Buzzing Bullets in this mode causes small blue needle bullets to appear around you!
- Killing enemies in this mode cancels their bullets (into Gold), but enemies will suicide into the blue needle bullets.
- If you switch back to Normal mode and kill an enemy, all of the suicide bullets will turn into GEMS. There seems to be a ton of potential to use this for extra scoring!

During Boss Fights:
- Killing a form with Kakusei causes the boss to give you a much bigger multiplier and more gold.
- Killing a form with Zetsushikai doesn't seem to do anything useful at all.
- Kakusei Over Mode is more effective at slowing the chaining bar. You can use Over Mode to keep your multiplier going and kill boss forms quickly.
- Zetsushikai Over Mode is a bad place to be during boss fights.


Last edited by Gwyrgyn Blood on Fri Mar 05, 2010 5:19 pm, edited 1 time in total.

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 Post subject: Re: ST: ESPGaluda II
PostPosted: Thu Mar 04, 2010 5:22 pm 


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Quote:
Those are the big spirally ships I mentioned right in the post above. You have to do enough damage that their turrets pop off, but don't kill them.

:oops:
Thanx, quite sorry for stupid posting (I thought you were talking about BL only)


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Thu Mar 04, 2010 10:26 pm 


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I've played a credit of Omake! tonight (my favorite mode currently). I have some additions to the strategy:

You can cancel ANY bullet in Normal mode whenever these two conditions are met:
a) You are in close proximity to it (the bullet turn red/pink)
b) You kill any enemy at that time

This will let you milk bosses for gems/gold if you stay in clusters of bullets and kill smaller enemies, sorta like in Progear I think (haven't played that enough). This will raise your overall counter.

When you have both gems and gold at 1000, that chime sound will ring, and you can now enter Kakusei mode and cancel bullets the same way you do it in Normal mode, but there seems to be a chain time limit for this, so it will only pay off if you switch back to raise your gems and gold whenever there's a gap in the canceling.

Switching to and from Kakusei will cancel the bullets close to you (the red ones). I haven't figured out the timer aura yet, but I recorded my latest run (700 million) and will look at it to see if something makes sense.
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Fri Mar 05, 2010 5:07 am 


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There seems to be an error with the OP. The section explaining kakusei shikai over seems to be interrupting the explanation for kakusei zetsushikai.

If you put this bit:
Quote:
Kakusei Shikai Over: This mode is entered when player either presses B with no gems, or gem counter reaches zero in kakusei mode. Bullets speed up, and become red. Destroying enemies in this mode render one gold, and are not factored by a multiplier. Getting hit by a bullet in this mode will trigger the auto barrier, and will consume the entire barrier meter.

before kakusei zetsushikai it should all make sense.

Although, I'm a little confused by the gold depletion rate thing. Does that mean that in later levels the gold depletes more slowly in zetsushikai?


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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sun Mar 07, 2010 8:16 pm 


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Some tidbits to add to Arrange guide

Player 2 rapid and shot cancel the opposite color bullets from player one

Kakusei Over mode levels up (4 times?) which increases size of ingots obtained from each bullet canceled

1CC with player one increases regular mode rank, 1CC with player 2 increases kakusei mode rank
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 Post subject: Re: ST: ESPGaluda II
PostPosted: Sun Mar 07, 2010 11:32 pm 


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Joined: 31 Jan 2005
Posts: 14789
Location: Chicago
dmauro wrote:
There seems to be an error with the OP. The section explaining kakusei shikai over seems to be interrupting the explanation for kakusei zetsushikai.

If you put this bit:
Quote:
Kakusei Shikai Over: This mode is entered when player either presses B with no gems, or gem counter reaches zero in kakusei mode. Bullets speed up, and become red. Destroying enemies in this mode render one gold, and are not factored by a multiplier. Getting hit by a bullet in this mode will trigger the auto barrier, and will consume the entire barrier meter.

before kakusei zetsushikai it should all make sense.

Although, I'm a little confused by the gold depletion rate thing. Does that mean that in later levels the gold depletes more slowly in zetsushikai?


The barrier thing might be an error (I don't remember, but easy to test) but the rest is correct. One thing I can't remember is if the kakusei level is affected in this mode. It definitely is for zetsushikai over (big time -- you get lots of gold).
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