TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

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trap15
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TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by trap15 »

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Strikers 1945 (Japan) (Psikyo, 1995)

Dat sweet sweet goooold~.

Playing week ends Sunday, 6 December, 2015 at 22:00 GMT

Dynamic scoreboard at http://daifukkat.su/stgt/2015/

Tournament main thread: http://shmups.system11.org/viewtopic.php?t=55370
Score submission thread: http://shmups.system11.org/viewtopic.php?t=55779

RULES

MAME or PCB. MAME set is named s1945j.
Autofire is allowed.
1 credit only.
You may play the unprotected version (s1945jn) as well.

DIP SWITCH/CONFIGURATION SETTINGS
Default settings.

Discuss the game, strategy, and such here, not the score submission thread.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Perikles »

Since we had the discussion recently: is there any way to ensure the same stage order every single time? If not: are we allowed to use a savestate in order to set this up?
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by trap15 »

I'll put it in the OP in a moment, you are allowed to use a save-state to fix your stage order.

EDIT: Well actually, I need replays for top 3 anyways, so you can't use a save-state anyways. Don't do it I guess? I'll allow it, but I still need the replays.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Tigershark »

I assume the Sega Saturn Japanese version is not allowed??
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Erppo »

I really don't think the stage order matters at all in the game except for getting the train in the first loop maybe. You have to play all the stages regardless.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by KAI »

Can't wait for the no-miss/no-shoot run to show up.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by trap15 »

Tigershark wrote:I assume the Sega Saturn Japanese version is not allowed??
I haven't verified the quality, so no it's not. Sorry!
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Heavy Viper »

Haaaaaaang on, what's a good game doing in here?
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by copy-paster »

Is there any difference between International/Regular and Japan version? MAME of course.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by EmperorIng »

I believe the non-Japan versions allow you to continue from any point in the last set of stages, whereas if you continue on the last stages in the Japan version, you have to play the whole stage over again.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by ColonelFatso »

My reaction to stages 6-8

Also, why is 1-7 so much easier than 1-6?
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Blinge »

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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Despatche »

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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Blinge »

Urgh. Thought i'd never play this one again.

Easiest plane to clear with, anyone?
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by copy-paster »

EmperorIng wrote:I believe the non-Japan versions allow you to continue from any point in the last set of stages, whereas if you continue on the last stages in the Japan version, you have to play the whole stage over again.
Thanks! I remember playing the PS2 S1945II port on Strikers Collection, interestingly if you reach on stage 5 and onwards, and yes it push back to beginning of the stage when you continue at any spot.
Blinge wrote:Easiest plane to clear with, anyone?
Fast and reliable : Shinden
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Erppo »

P-51 should be the easiest to clear with since the charge shot can be used to cheese some hard spots. There are clear replays available for every ship though and I don't think any of them is horrible.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Despatche »

Blinge wrote:Urgh. Thought i'd never play this one again.

Easiest plane to clear with, anyone?
cheese clear: M U S T A N G

fun normal ships: p-38 and bf-109
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Captain »

I like how everyone has different favorite planes.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by lilmanjs »

Finally a game we all have played! I am glad it is not Strikers 1945 Plus.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by KaiserFoxHD »

I love this freaking game, it's one of my top Favs.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Blinge »

^why, dude?

(thanks for the hints everyone else)
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Illyrian »

This game blows.

It's the shittest psikyo shmup, which is kind of like saying it's the worst turd sandwich.

I hope everyone enjoys having lazily designed bullet patterns killing them because they are moving at the speed of light.

Edit: Also your hitbox is far too big.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Ed Oscuro »

Because clearly Plus and Sol Divide are much better.

I'm not such a big fan of Dragon Blaze, either, and Space Bomber's appeal is kind of mysterious, too.

I'm sure my scores will be smashed once again, but I'm happy to be able to use the PCB this time :D No doubt I'll do horrible with the stick, though... :mrgreen:
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Squire Grooktook »

Illyrian wrote:I hope everyone enjoys having lazily designed bullet patterns killing them because they are moving at the speed of light.
False, the boss bullet patterns are great (aside from a few stinkers like the point blank spread from the boat mech).

Seriously, they're not dense, and for most of the first loop not too fast, but they still have a sense of "confusion" and "panic" to them thanks to criss crossing patterns, which most devs have a hard time achieving while using x2 as many bullets. I have to seriously respect that, especially as a beginning shmup dev trying (and failing) to come up with decent bullet patterns.

That being said, I'm honestly not a fan of the level design in this. Enemies, their placement, etc. all feel kind of bland. Much like Batsuugan, the levels feel functional, but there's not a lot of smart stuff going on IMO. Maybe that'll improve when I hit the loop.

A lot of the ships and charge shots also feel a bit weird to me, some of the charge shots feel redundant (ie "why would you attack the boss with anything but a charge attack" for some of them), or not terribly useful. That might be my lack of knowledge of the game speaking, but if that's true they could still be a bit more intuitive. The Zero and the bullet cancelling ship are great though.

Overall, I'm seriously enjoying this, though I think it's obvious how far Psyiko came with Dragon Blaze.
Captain wrote:I like how everyone has different favorite planes.
Gripes about this game's ships aside, that is one thing I like about Psyikyo, and which became more and more obvious with each game they made: Every character has a completely different playstyle. The dudes and dudette in Dragon Blaze all feel like different character classes in an rpg with their differing balances of melee/range/magic/speed/screen coverage/bomb defense/etc.

On that note, Dragon Blaze is also the only Psyiko shmup I've played where I genuinely like the level design. So many ways to tackle everything thanks to the mechanics.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Shepardus »

Is there powerups-based rank in this game?
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by EmperorIng »

I've always heard that collecting powerups increases rank, especially if you continue to collect powerups after being fully-powered. Conversely, the only way to lower rank is to awkwardly power down by ramming into enemies.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Squire Grooktook »

I'm also told rank control is a bad idea. Not everything is Battle Garegga.

Correct me if wrong though.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by trap15 »

Powerup rank is massive, but it's not an accumulator, so powering down is the same as never having picked it up, and picking up extra does no harm. It's not super useful to stay under-powered, but it absolutely helps a ton on some boss patterns.
Illyrian wrote:This game blows.

It's the shittest psikyo shmup, which is kind of like saying it's the worst turd sandwich.
Patently false.
Illyrian wrote:I hope everyone enjoys having lazily designed bullet patterns killing them because they are moving at the speed of light.
A) how are they lazy? they're super creative and interesting.
B) lightning fast bullets are great, learn to play
Illyrian wrote:Edit: Also your hitbox is far too big.
Oh no it's bigger than 2x2, it's massive! Get a grip.
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Re: TRP-STGT 2015 Conversation Week 3: Strikers 1945 (Japan)

Post by Plasmo »

If you are not going for world record, don't ever power down.

Also: This game is super awesome! It has way more crabs in it than your regular shooter. How can a game with crabs in space be bad? HOW?!
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