Capcom Generation Vol.1 (1942/1943/1943 Kai)
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spacemarine17
- Posts: 14
- Joined: Mon Feb 02, 2009 1:45 am
- Location: Long Island NY
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Well my next stop was indeed NOT 1 mil:
1943
spacemarine17 - 871,390 - 8 - JPS2
(NO AUTO-FIRE)
Thanks a lot getbonus, my score looks laughable compared to yours.
-a.
1943
spacemarine17 - 871,390 - 8 - JPS2
(NO AUTO-FIRE)
Thanks a lot getbonus, my score looks laughable compared to yours.
-a.
1cc List:
Harmful Park (Normal)
Harmful Park (Normal)
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RiverRaider
- Posts: 31
- Joined: Fri May 12, 2006 8:07 pm
- Location: Germany
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1942
RiverRaider - 634,710 - Stage 15 - PS jap
RiverRaider - 634,710 - Stage 15 - PS jap
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spacemarine17
- Posts: 14
- Joined: Mon Feb 02, 2009 1:45 am
- Location: Long Island NY
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
spacemarine17 - 1,031,550 - 7 - Arcade
I got some Mobichans this time. On stage 4 I got super lucky and was granted the Cat Statue. Those lasers kick battleship ass!
I know mobichan and Cat Statue are random, but I seem to be offered it more often early in stage 2. Anyone else notice this or have any tips/theories as to what triggers it?
-a.
spacemarine17 - 1,031,550 - 7 - Arcade
I got some Mobichans this time. On stage 4 I got super lucky and was granted the Cat Statue. Those lasers kick battleship ass!
I know mobichan and Cat Statue are random, but I seem to be offered it more often early in stage 2. Anyone else notice this or have any tips/theories as to what triggers it?
-a.
1cc List:
Harmful Park (Normal)
Harmful Park (Normal)
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943, arcade: lgb - 670.030 - 5 - MAME (used autofire [4])
How do the special attacks/roll work? How exactly do I 100% the Ayako (and aerial bosses in general perhaps)?
How do the special attacks/roll work? How exactly do I 100% the Ayako (and aerial bosses in general perhaps)?
RFP - 2,324,760 - 10 - MAME (Auto-fire)
No 100% on any Ayako, infact 80% on Ayako 3. Got klobbered 1/2 through 10. I bet rmg's score was a clear since the end-game bonus is 1,000,000 so until I clear this I won't be moving up.
MegaCrush(Crash) is simply the 2nd or B button. Roll(loop-de-loop) is A&B (hold A then press B) together. MC requires fuel from energy meter at the bottom of the screen. Depending on where you are in the game MC will either be lightning which clears the screen or a tsunami. As for 100% on the Ayako(s), the faster you destroy it the better, simple as that.lgb wrote:How do the special attacks/roll work? How exactly do I 100% the Ayako (and aerial bosses in general perhaps)?
'Only a fool trusts his life to a weapon.'
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943 Kai
Seahawk - All clear - MAME - no autofire
That final stage got intense.
Only got 90% on Ayako III. Everything else was 100%.
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Let's add a 1943: Battle of Midway to the above.
Seahawk
Stage 16
MAME
No autofire
What the hell was up with the final carrier section? I went in with full energy and I was toasted.
Seahawk
Stage 16
MAME
No autofire
What the hell was up with the final carrier section? I went in with full energy and I was toasted.
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Full clear !!!
1943 - The Battle of Midway
Seahawk - 2,760,470 - ALL - MAME - No autofire
Expect to see this on Youtube soon.
1943 - The Battle of Midway
Seahawk - 2,760,470 - ALL - MAME - No autofire
Expect to see this on Youtube soon.
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Shatterhand
- Posts: 4044
- Joined: Wed Jan 26, 2005 3:01 am
- Location: Rio de Janeiro - Brazil
- Contact:
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
I'm playing 1943 for a local competition here. This is my score after just 6 credits:
1943
Shatterhand - 927,680 - ? - Arcade.
Must say I don't know on what level I died, since the game doesn't count stages other for the "Round xx clear" messages that briefly appear when you finish a level.
Had never played this for more than a random credit a couple of times in Mame. The game is pretty good.
1943
Shatterhand - 927,680 - ? - Arcade.
Must say I don't know on what level I died, since the game doesn't count stages other for the "Round xx clear" messages that briefly appear when you finish a level.
Had never played this for more than a random credit a couple of times in Mame. The game is pretty good.
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Shatterhand
- Posts: 4044
- Joined: Wed Jan 26, 2005 3:01 am
- Location: Rio de Janeiro - Brazil
- Contact:
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Shatterhand - 2,139,800 - 14 - Mame (no Autofire)
Got some more practice, and improves my score thanks to Zach Keene's tips in his site
Got some more practice, and improves my score thanks to Zach Keene's tips in his site
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1942 - Seahawk - 11,607,490 - All clear
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Zach Keene
- Posts: 1054
- Joined: Tue Jan 25, 2005 10:38 pm
- Location: Flenceburg
- Contact:
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Sorry for the lack of updates; I wasn't getting the notifications for this thread for some reason. Everything should be up to date now.
My FAQs: http://arcanelore.net/
Full Clear
1943 Kai
RFP - 4,004,350 - All - MAME (Auto-fire)
I was stuck with Shot Gun for the entire Yamato battle... aye. There's room for improvement but I'm very pleased to have finally beaten it.
'Only a fool trusts his life to a weapon.'
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
I'm playing the PS2 version of 1942 and I stop getting extra life after reaching 1,000,000. Is this a bug?
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
finally 1CCed the beast after 20 years. I used the PCB on hard difficulty for some challenge.
1942: yojo! - 1712720 - all clear - PCB (hard setting, 20k, 100k extend only).
weird things is that the PCB stop awarding extra lifes once you reach 1 000 000.
1942: yojo! - 1712720 - all clear - PCB (hard setting, 20k, 100k extend only).
weird things is that the PCB stop awarding extra lifes once you reach 1 000 000.
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
here is my first crack at this one.
1943
Akraten - 1,169,690 - 9 - PCB
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
Seahawk - 2,854,010 - Stage 16 - MAME
Played on difficulty 16 (hardest).
DAMN IT! There was only one cannon left on Yamato .
Seahawk - 2,854,010 - Stage 16 - MAME
Played on difficulty 16 (hardest).
DAMN IT! There was only one cannon left on Yamato .
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
Seahawk -2,937,160 - Stage 16 - MAME
Difficulty 16.
AGAIN. One cannon left on Yamato. Getting hit only one time fewer is all it would take .
Seahawk -2,937,160 - Stage 16 - MAME
Difficulty 16.
AGAIN. One cannon left on Yamato. Getting hit only one time fewer is all it would take .
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
Seahawk -3,216,380 - All - MAME
Played on difficulty 16.
I think I'm done with this game .
Seahawk -3,216,380 - All - MAME
Played on difficulty 16.
I think I'm done with this game .
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Schrodinger's cat
- Posts: 186
- Joined: Sat Nov 28, 2009 10:51 pm
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Haven't had a lot of time to play games lately, but I always plop a quarter into the 1943 machine at the Jersey City Barcade whenever I get the chance. It's definitely the best shmup they have. This isn't my best score (which is somewhere in the area of 2.6 or 2.7 mil...I forget), but here's the best one I have photographic proof of.
I always die right before that motherfucker Yamato shows up! I think it's the constant pressure from the planes that spawn from the bottom and top of the screen combined with the lack of getting a decent powerup. One of these days I will sink his ass down... Also I need to learn how to kill Ayakos 2-3 fast enough to get the 100% bonus.
1943
Schrodinger's Cat - 2,573,460 - 16 - Arcade
I always die right before that motherfucker Yamato shows up! I think it's the constant pressure from the planes that spawn from the bottom and top of the screen combined with the lack of getting a decent powerup. One of these days I will sink his ass down... Also I need to learn how to kill Ayakos 2-3 fast enough to get the 100% bonus.
1943
Schrodinger's Cat - 2,573,460 - 16 - Arcade
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1942 (No Auto-fire)
Javel - 11,704,240 - All Clear - MAME
Replay is on marp.
Javel - 11,704,240 - All Clear - MAME
Replay is on marp.
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
iast - 1,696,740 - 12 - ShmupMAME 4.2
iast - 1,696,740 - 12 - ShmupMAME 4.2
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
iast - 1,757,530 - 12 - ShmupMAME 4.2
iast - 1,757,530 - 12 - ShmupMAME 4.2
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
1943
iast - 1,970,330 - 14 - ShmupMAME 4.2
iast - 1,970,330 - 14 - ShmupMAME 4.2
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
let's try this again:
1942 (No Auto-fire)
Javel - 11,704,240 - All Clear - MAME
1942 (No Auto-fire)
Javel - 11,704,240 - All Clear - MAME
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Impressive score! Is it just getting lucky finding the astronauts or what?Seahawk wrote:1943
Seahawk -3,216,380 - All - MAME
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Ayako 3 is a jerk. Also how do you get 100% destruction on 1 & 2?
iast - 2,203,860 - 14 - ShmupMAME 4.2
iast - 2,203,860 - 14 - ShmupMAME 4.2
Re: Capcom Generation Vol.1 (1942/1943/1943 Kai)
Finally made it to the last stage and hooooooly crap, did not expect all that. Minor score bump since I didn't get any astromen.
iast - 2,255,110 - 16 - ShmupMAME 4.2
iast - 2,255,110 - 16 - ShmupMAME 4.2