Soukyugurentai (Raizing, 1996/1997)

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EmperorIng
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Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

ImageImage
SOUKYUGURENTAI
ARCADE MODE (ST-V/SATURN/PS1)
WR: 39,692,451 - G'z-KYO - Swordfish
WR: 42,446,213 - Nakano Ryuuzou - Mackerel
WR: 44,904,599 - Nakano Ryuuzou - Scallop
GENERAL
OVERALL
RANK PLAYER SCORE STAGE VERSION SHIP
1 DMC 32,319,972 ALL SS/JPN Swordfish
2 Prickly Angler 22,049,800 ALL SS/JPN Swordfish
3 Javel 21,263,970 ALL Swordfish
4 Maucast 18,923,770 ALL SS/JPN via RetroArch Swordfish
5 Biesendorf 18,512,842 ALL Swordfish
6 DMC 17,552,375 ALL Swordfish
7 Third_strike 16,395,880 6 SS/JP Scallop
8 JP 13,508,480 ALL Mackerel
S.O.Q.-004: "Swordfish"
Red ship; pilot: Kaoru / Kaori
Swordfish
RANK PLAYER SCORE STAGE VERSION
1 DMC 32,319,972 ALL SS/JPN
2 Javel 21,263,970 ALL
3 Prickly Angler 22,049,800 ALL SS/JPN
4 Maucast 18,923,770 ALL SS/JPN via RetroArch
5 Biesendorf 18,512,842 ALL SS
6 EmperorIng 13,140,440 ALL SS/USA
7 Kollision 13,065,490 ALL
8 ACE 10,074,860 6
9 Kiken 9,809,150 6 SS/USA
10 SamIAm 9,570,300 6
11 ExitPlanetDust 8,586,110 6
12 lowermark 8,506,610 5
13 DoubleThink 6,281,090 5
14 feasel 6,091,230 4
15 Baron Dante 5,896,380 4
16 Zoonel 5,884,580 4
17 spineshark 5,881,370 5
18 ColonelFatso 5,640,840 4 SS/USA
19 NoiseCrash 5,237,840 4
20 BulletMagnet 5,205,060 5
21 Akraten 5,065,830 4 Sega STV
22 dannnnn 4,901,590 4
23 Tutpoptic 4,125,180 4 ST-V
24 SkratMan 3,939,820 3
25 sunburstbasser 3,923,280 3
26 BDA 1,712,390 2
27 Skullboy 1,112,380 2
S.O.Q.-010: "Mackerel"
Blue ship; pilot: Ryouta / Card
Mackerel
RANK PLAYER SCORE STAGE VERSION
1 JP 13,508,480 ALL
2 Prickly Angler 11 927 620 6 SS/JPN
3 PlasmaBlooD 8,705,750 5 PS1
4 RaneofSoTN 5,543,780 4
5 victoly 5,3xx,xxx x
6 Tutpoptic 4,439,670 3 ST-V
7 Zyre 4,049,670 3
8 VorpalEdge 988,500 1
S.O.Q.-025: "Scallop"
Green ship; pilot: Rika / Rudy
Scallop
RANK PLAYER SCORE STAGE VERSION
1 Third_strike 16,395,880 6 SS/JP
2 Prickly Angler 12 647 660 6 SS/JPN
3 Enhasa 11,971,040 6
4 Pjoxt 6,022,290 4
5 Squire Grooktook 5,398,780 4 SS/USA
6 gia 4,831,500 3
7 Tutpoptic 4,178,130 3 Sega ST-V
8 holydiver42 2,198,480 2
9 Flip714 2,074,470 3
PS1 SPECIAL MODE
SPECIAL MODE
PLAYER STAGE SCORE SHIP
Smraedis ALL 28,063,440 Yellow
PlasmaBlooD ALL 25,403,170 Yellow
BUHA 1-5 8,988,830 Yellow

POSTING SCORES

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

Code: Select all

ARCADE MODE

SHIP
Name - SCORE - STAGE  - SYSTEM*

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

Code: Select all

PS1 SPECIAL MODE

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

DEFAULTS

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

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

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

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

Because the ships have different scoring capabilities, I will have a separate board for each. I will also have a conglomerate board of the top 8 scores regardless of ship. The PS1 Special board is being a little lazy, because looking at the previous thread, not enough people play it to go through the extra trouble. Its scoring is also apparently different, so it will not be included in the main board's tally.
Last edited by EmperorIng on Thu Mar 21, 2024 4:56 am, edited 42 times in total.
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Re: Soukyugurentai

Post by EmperorIng »

Arcade Mode

Swordfish

EmperorIng & 13,140,440 & 1ALL & SS/USA
Last edited by EmperorIng on Sun May 24, 2020 4:51 am, edited 2 times in total.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

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

It's 2M short of my personal best, but that was 14 years ago. Happy to clear it again and get 5 big bomb bonuses by stage 3 boss. The last two stages were pure survival so need to practice them now. I know Javel got around 10M on the last stage alone.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

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

I'm assuming you used Swordfish? Or maybe Mackerel or Scallop? I'll put you on the Swordfish table for now.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

Why didn't you use the scores from the last thread? There are a lot of good scores there.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

No reason other than laziness; I've updated the thread with everything but the Saturn default scores (that'll come later).
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

Nice S2
I will put some scores up here!
Third_strike - 6,496,930 - SS/JP - Scallop
I feel like this game wanna kill me and stage 3 boss scares me so much. Really liked Scallop, but don't know how to play it. Would like watch any replay to this ship. Let me know if one can assist me.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

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

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

Post by third_strike »

Bomb, die, bomb, bomb, die,... This is my way in this game. At least now I am 7M
Third_strike - 7,810,570 - SS/JP - Stage 4 - Scallop
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

Keep it up on the improvements!

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

Post by third_strike »

My problem is stage 3 boss.
This guy never dies without eat all my bomb and live stock.
8,418,500-Stage 5
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by Despatche »

This game's settings are mysterious...

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

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

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

Should we also use the console defaults for Special Mode?
Rage Pro, Rage Fury, Rage MAXX!
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

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

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

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

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

Should we also use the console defaults for Special Mode?
I really don't understand many of the options in this game because it's all in Japanese. I only play on difficulty 5, as requested.

10,088,200-Stage 5
Last digit finally!!! :mrgreen: :mrgreen: :mrgreen:
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

Barely twelve! :|
Third_strike - 12,073,970 - SS/JP - Scallop
This game is live entidade and adapts very well to my improvements. The stronger I get, the more difficult it gets. In the end my revenue is zero.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

third_strike wrote:Barely twelve! :|
Third_strike - 12,073,970 - SS/JP - Scallop
This game is live entidade and adapts very well to my improvements. The stronger I get, the more difficult it gets. In the end my revenue is zero.
Awesome work! You've broken on through to the General scoreboard as one of the top 8! You've made a lot of great progress with a tough-to-use ship. You're almost at my ALL score!!

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

Pleeease remember to say what stage you made it to! I don't know what to put on this one.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

Thaks and sorry it was stage 5
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

I was playing without bombing later days. Today I just bombed like crazy and got this.
Third_strike - 13,524,420 - Stage 6 - SS/JP - Scallop
Lost really fast in stage 6, since I Don't know much what do there.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

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

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

Post by third_strike »

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

I will keep learning and maybe someday it comes to me and I can fly.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

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

I have not bombing so much later then is benn harder improve score.
Btw, It seems that each ship is very hard in its weaknesses. Scallop is very slow, Mackerel is very weak and Swordfish can't lock so much enemmies.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

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

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

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

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

Photo:
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Image
Last edited by DMC on Thu Aug 20, 2020 8:38 pm, edited 1 time in total.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

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

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

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

Post by DMC »

Thanks, EmperorIng!

I wouldn't be surprised if third_strike get a good 20M+ soon.
I don't think I've ever had that many bombs at any one time. Maybe the most I've had was something like 8 or 9. Is there a max stock?
It's a really weird system. The max bomb stock, including bombs you can actually use, is 7.
But there is a hidden counter that counts up to 11, so when you get the 11th bomb you get something like 650,001 points (so the last digit in the score, crudely put, reflects how many such bomb bonuses you have collected).
Then after the 11th bomb every single Bomb icon gives you another 650,001 points. Thus, almost 6 millions of my score was due to bomb bonuses.

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

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

Edit: so in essence, to get a good bomb bonus score, you have to no miss/no bomb some stages, spend a lot of time with the bosses, and avoid powering up your ship.
Usually I get my 11th bomb in the middle of stage 3, but this run I got the 11th bomb at the boss of stage 2.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

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

Post by third_strike »

Congrats DMC!
Nice score!
This make really happy and hope any day get scores like this!
I have been working 14 hours a day to my final exam in master's degree later days. For lucky this will end this week and I can return to play! I told to myself which I only will play after this hell end.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

Thanks third_strike!

New score! :D

Swordfish
R=DMC & ALL & 24,147,676 & SS/JPN

Photo:
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Image
Right before the last form of the final boss I had no lifes or bombs in stock, but fortunately the next carrier gave me a very useful bomb as I think I would have died otherwise. I have plans to record a run with some scoring/review voiceover, as I think the game doesn't get the love it deserves. I need to get the capture equipment first only.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by EmperorIng »

Nice work DMC! Good thing that bomb appeared; I've been saved before in this game. You pulled ahead and have a nice commanding lead in the top spot! I would eagerly enjoy a new Souky replay to watch; you're right that the game doesn't nearly get enough love. But the Swordfish is in Dariusburst's DLC mode, so that's something :mrgreen:
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

Swordfish
DMC & 26,365,878 & ALL & SS/JPN

Video replay with commentary
https://www.youtube.com/watch?v=bZ5IlEHBJuY

New score, and I recorded this run. I uploaded it on youtube, first one there, so I hope quality is decent at least.
Last edited by DMC on Mon Oct 05, 2020 5:19 pm, edited 1 time in total.
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by Prickly Angler »

Congratulations on your score and for the great video DMC, and congrats to you all, it's nice to see some new scores of this amazing game ! I don't hang out much here (I mostly post on shmup.com, the french shmup forum) but I was so happy to see that a lot of people dug this game since last time I read the thread :) <3

The game really doesn't get the attention it deserves (crappy emulation being the main reason), because it is really deep and it has fantastic production on all levels. I got a score of 22 millions (https://hiscores.shmup.com/games/66) without getting any of the bomb bonuses, just with chaining, so I'm sure you can improve your score even more if you work your chaining on the first levels :D . Also you have some fantastic techniques on the last bosses which have really inspired me and that I need to try out next time I play the game (right now i'm playing Darius 2 and Great Mahou Daisakusen) : you do much better than me on the turret, which I usually bomb (I've no-missed no-bombed it a few times but I have a lot of trouble with it), also I don't do the x3 on Bakuzan's head, and don't kill Kobubetsu with the shot all the time because usually I've runned out of ressources at this point, and I prefer to get the clear if I can. Usually I power up my shot of two levels (to deal with some ennemies at level 5 and 6 which I find more convenient to kill with the shot), and as I seek 0% ennemies remaining I end up having more rank than you do. I've done a 0% in stage 3 a few times, and once on stage 4 but it is not reasonnable to seek those (same with levels 5 & 6)

Concerning your question at 25:30 in you video it is done on a certain timing, you have to wait for the boss to lift off but you don't have to wait too much after that. Also the date and the hour of the missions actually depend on your internal Saturn clock ! Unfortunately I don't have material for recording my runs and show you my chaining routes but if you have any questions concerning those (especially on the first levels) feel free to ask ;) Thanks a lot for your taking the time to do this video, there's not many good souky videos on youtube :cry:

@ EmperorIng here you go for a good SOQ. 025 video : https://www.youtube.com/watch?v=dw9tT45a3So
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by Plasmo »

@DMC
Congrats on that score and thank you for this wonderful commentary! I enjoyed it a lot! Soukyugurentai has always been one of my all-time fav shmups. I was particularly intrigued by your knowledge about all the enemy base values. Is there a list of them somewhere? Maybe this would be something for the new shmups wiki? We have created enemy lists for Shippu Mahou Daisakusen and Donpachi already:

https://shmups.wiki/library/Shippu_Maho ... Enemy_list
https://shmups.wiki/library/DonPachi/Enemy_list

A list like this would be extremely helpful for Soukyugurentai as well as these base values aren't easily accessible yet crucial for learning the game.

@Prickly Angler
Here's another cool replay with Houga: https://youtu.be/xpI_p55yl_g
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