STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Iori Branford
Posts: 328
Joined: Sat Apr 15, 2006 5:47 am
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Iori Branford »

ResumeDPosition wrote:DAMMIT Bizet get out of my head!

I've been practicing stage 1 exclusively since the STGT started to get tons of points on it, I'm finally getting the hang of it but now I'm hearing Bizet's Les Toreadors Carmen Suite 1(think thats what the specific piece is called at least that you hear on the stage 1 boss) in my head at work. I will honestly never be able to get the image of a dancing panda in a tutu vs the Vic Viper out of my head whenever I hear that piece ever again.
I was alternating between the damn "Once Upon a Dream" and "Stars and Stripes". Repeated doses of other, better tunes like "In the Mood" and the Japanese folk songs helped somewhat.
User avatar
saucykobold
Posts: 755
Joined: Sat Feb 07, 2009 7:07 pm
Location: A lucrative checkpoint
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by saucykobold »

BulletMagnet wrote:Someone refresh my memory...does collecting certain "powerup" bells two times in a row (i.e., collecting a blue bell, then collecting another blue before you've used up the first one) give a load of points here
Nope. Yellow bells give you points, purple can generate yellow, and the rest are purely for temporary offense.
Aliquantic wrote:We were wondering how on Earth it was possible to get that high... by the way do you happen to have a recent list of Arcadia records?
I refer to Gemant's list, available at the top of this page.
Image
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by chempop »

What's up with the extends at 100,000 & 400,000? I'm only getting them on the first credit of when I boot up my Saturn..
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
User avatar
Moniker
Posts: 2149
Joined: Fri May 27, 2011 3:28 pm

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Moniker »

chempop wrote:What's up with the extends at 100,000 & 400,000? I'm only getting them on the first credit of when I boot up my Saturn..
Erm, I'm getting them at 200k & 500k on MAME (I assume this to be the tourney-acceptable setting). The other option is 100k & 300k if you muck with service settings. Are you playing it in arcade (or classic or whatever equivalent has been discussed here) mode?

Also, I really need to rein in my use of parentheses. :x
The freaks are rising through the floor.
Recommended XBLIG shmups.
Top 20 Doujin Shmups of ALL TIME.
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by chempop »

Crap, I meant 100,000 & 300,000. Sorry to confuse...
I am not seeing a way to change the extend rate in the Saturn menu :(

Can anyone confirm that it should be 200,000 and 500,000?
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
User avatar
Aguraki
Posts: 528
Joined: Wed May 26, 2010 3:52 pm

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Aguraki »

VIC VIPER 10-04 ALL R0 SPK (お) CVM-XAVさんお元気ですか? ア 連 個 5.064.600
OCTOPUS 03-99 ALL R0 1L 239万 SPK (お)  ゲ 連 4.757.800
TWIN BEE 01-98 ALL R0 1L 253万 a.t ゲ 連 4.749.400
PENTAROU 11-04 ALL R0 1L 220万 MID涼 ア 訂正 12-04 個 4.807.700
HIKARU 03-11 ALL R0 アトム ア 連 4.833.700
MAMBU 07-08 ALL R0 ちーばー ア 連 4.631.100
MICHAEL 02-05 ALL R0 1L 241万 10万 1 Miss 1終了 61万 SPK (お) 戸塚の関川君元気? ア 連 個 5.035.100
KOITSU 10-03 ALL R0 ZKB-RIT8段 ア 連 6.014.400


wr list from arcade extreme
User avatar
Zengeku3
Banned User
Posts: 513
Joined: Sun Mar 13, 2011 10:24 am
Location: Denmark
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Zengeku3 »

I've played it.
It doesn't run very well.
Shmupmame v.3 or v.22 doesn't work on my laptop so i guess i need to sit this week out.
Not that it matters too much. The game does look pretty lame. I couldn't spot any projectiles at all in Stage 1 and Stage 5 didn't look very hard either.

Still, can't play it at decent speed so I can't really say much about it. Oh and I really don't like the graphics.

Uhh, is there an emulator other than the Shmupmames that will run this? I used MameUI32 for it doesn't work at all.
User avatar
Sumez
Posts: 8818
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Sumez »

I assure you that if you actually reach stage 5 at full power without losing any lives on the way, the game will border the definition of bullet hell...

Parodius Da! is practically impossible to no-miss at full rank (but some of you geeks probably did it)
User avatar
Zaarock
Posts: 1881
Joined: Mon Nov 07, 2005 4:18 pm
Location: Finland

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Zaarock »

Zengeku3 wrote:Uhh, is there an emulator other than the Shmupmames that will run this?
You can emulate the PSX port, It's allowed. I'm using a slow intel mac so none of the older (powerpc + older OS) MAME versions run fast nor does parodius in the newest ones. Never had any trouble playing stuff through epsxe so yeah.
User avatar
burgerkingdiamond
Posts: 1571
Joined: Wed Oct 06, 2010 9:56 pm
Location: Virginia, USA

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by burgerkingdiamond »

Fuck, I had to walk away before I did something I would regret to my cab.

This game is pissing me off. Once I got the first and second levels down to where I'm consistently no missing I seem to get the Moai level EVERY TIME for level 3. And this level is fucking bullshit.

For the Moai head on the spring... After I kill the spring and the head falls off, the ship slowly rushes in towards the left of the screen and closes you in. Is there anyway to avoid this? I keep getting there and dying and I can't recover. I usually make it to the moai boss and get my ass handed to me because all I'm left with is a life or 2 and a Pea Shooter.
Let's Ass Kick Together!
1CCs : Donpachi (PCB - 1st loop) Dodonpachi (PCB - 1st loop) Battle Bakraid (PCB) Armed Police Batrider (PCB) Mushihimesama Futari 1.5 (360 - Original) Mushihimesama Futari BL (PCB - Original)
User avatar
Deca
Posts: 1250
Joined: Tue Jul 06, 2010 3:27 am
Location: Ann Arbor, Michigan

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Deca »

Pay attention to how the ship moves, there's a fairly big safe spot. I didn't see it for a while either.
Image
1CC List To miss is human; to rank control, divine.
“Fly to live and shoot ‘em all!” – Manabu Namiki
Naglfar
Posts: 44
Joined: Sat Jul 02, 2011 4:39 am

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Naglfar »

burgerkingdiamond wrote:Fuck, I had to walk away before I did something I would regret to my cab.

This game is pissing me off. Once I got the first and second levels down to where I'm consistently no missing I seem to get the Moai level EVERY TIME for level 3. And this level is fucking bullshit.

For the Moai head on the spring... After I kill the spring and the head falls off, the ship slowly rushes in towards the left of the screen and closes you in. Is there anyway to avoid this? I keep getting there and dying and I can't recover. I usually make it to the moai boss and get my ass handed to me because all I'm left with is a life or 2 and a Pea Shooter.
Bottom left corner.
dieKatze88
Posts: 613
Joined: Sat Sep 12, 2009 1:27 am

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by dieKatze88 »

Sumez wrote:I assure you that if you actually reach stage 5 at full power without losing any lives on the way, the game will border the definition of bullet hell...

Parodius Da! is practically impossible to no-miss at full rank (but some of you geeks probably did it)
Stage 5? Points press and you can do that by stage three.

Then again, this is my favorite game in the Parodius series, and I've spent quite a many hours with my PCB.
User avatar
Sumez
Posts: 8818
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Sumez »

I don't think Stage 3 is that bad at max (ie. as high as it will be at that point) rank in Gokyjou, it's mainly the excessive amount of enemies combined with the limited freedom of movement that will kill you here.
But survive, and you can expect a ton of bullets coming your way soon (including the snipers). Watch any "regular" video on YouTube and they'll show you some guy credit feeding through the game on minimum rank, I'm sure. Still, Gokujou is very easy compared to Gradius III, and thank god for that.
dieKatze88
Posts: 613
Joined: Sat Sep 12, 2009 1:27 am

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by dieKatze88 »

Sumez wrote:I don't think Stage 3 is that bad at max (ie. as high as it will be at that point) rank in Gokyjou, it's mainly the excessive amount of enemies combined with the limited freedom of movement that will kill you here.
But survive, and you can expect a ton of bullets coming your way soon (including the snipers). Watch any "regular" video on YouTube and they'll show you some guy credit feeding through the game on minimum rank, I'm sure. Still, Gokujou is very easy compared to Gradius III, and thank god for that.
Well that depends on the character you're playing. I usually play Hikaru, so moving forward on the screen can sometimes have bad ramifications on that stage due to her inability to damage very far above her (outside her Formation Option of course)

Also, thank god nothing is as hard as Gradius III. Seriously.
User avatar
emphatic
Posts: 7988
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by emphatic »

Please, no more bells.

Image
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
Kiken
Posts: 3983
Joined: Tue Jan 25, 2005 11:08 pm
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Kiken »

chempop wrote:Crap, I meant 100,000 & 300,000. Sorry to confuse...
I am not seeing a way to change the extend rate in the Saturn menu :(

Can anyone confirm that it should be 200,000 and 500,000?
Saturn version defaults to first extend at 100,000 and second at 300,000. There's no way to change that. Also, as you stated, there's a weird glitch that causes the extends to be disabled after the first credit (so if you want to play with extends, you'll have to perform a soft-reset after each credit to reinitialize the game).
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Bananamatic »

I've always though that nothing can make you hate cake.

This game proved me wrong
User avatar
raigon50
Posts: 195
Joined: Sun Feb 14, 2010 6:59 pm
Location: Howard, KS
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by raigon50 »

I've played Goku Paro hundreds of times, and I still suck at it. It's the only Parodius game I have problems with. I would have preferred Sexy instead...
When the bullets shoot bullets, you know you have a problem.

Image
User avatar
Zengeku3
Banned User
Posts: 513
Joined: Sun Mar 13, 2011 10:24 am
Location: Denmark
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Zengeku3 »

Zaarock wrote:
Zengeku3 wrote:Uhh, is there an emulator other than the Shmupmames that will run this?
You can emulate the PSX port, It's allowed. I'm using a slow intel mac so none of the older (powerpc + older OS) MAME versions run fast nor does parodius in the newest ones. Never had any trouble playing stuff through epsxe so yeah.
I can't find a rom for that. Only Sexy Parodius.
Oh and Gokujou Parodius DA! but I'm assuming that's another game.
User avatar
saucykobold
Posts: 755
Joined: Sat Feb 07, 2009 7:07 pm
Location: A lucrative checkpoint
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by saucykobold »

Zengeku3 wrote:Oh and Gokujou Parodius DA! but I'm assuming that's another game.
It includes ports of Da! and Goku, actually. Da! is easier than the arcade version and has messed up yellow bell values, but Goku is pretty accurate, I think.
Image
User avatar
Zengeku3
Banned User
Posts: 513
Joined: Sun Mar 13, 2011 10:24 am
Location: Denmark
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Zengeku3 »

Then I'll grab that I suppose. Even if I don't like the game so far, I still wanna make a submission.
User avatar
third_strike
Posts: 1207
Joined: Mon Sep 17, 2007 7:34 pm
Location: Brazil RJ

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by third_strike »

I am really sorry, but currently I can play only Shmups, but my brain does not recognize this game like a Shmup, thus I can't play this piece of garbage.
User avatar
sikraiken
Posts: 1137
Joined: Tue Jan 25, 2005 11:08 pm

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by sikraiken »

third_strike wrote:I am really sorry, but currently I can play only Shmups, but my brain does not recognize this game like a Shmup, thus I can't play this piece of garbage.
Learn2play.
User avatar
third_strike
Posts: 1207
Joined: Mon Sep 17, 2007 7:34 pm
Location: Brazil RJ

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by third_strike »

Since childhood I was instructed at don't play with garbage.
Today I just can't avoid.
I am sorry!
User avatar
sikraiken
Posts: 1137
Joined: Tue Jan 25, 2005 11:08 pm

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by sikraiken »

third_strike wrote:Since childhood I was instructed at don't play with garbage.
Today I just can't avoid.
I am sorry!
You'll play Dimahoo but not this? : )
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Icarus »

Might have found a way past that annoying reverse wall in the speed zone with Koitsu without the need for a green or red bell power - the part of the stage where a wall of birds appear from behind, and most times you need a bell power of some sort to get past without dying. The only problem with my new trick is that it requires close to maximum attack power to work. :/
Still experimenting, but getting close to my current best.
Image
User avatar
RNGmaster
Posts: 2388
Joined: Mon Aug 02, 2010 9:08 pm
Location: Seattle, WA

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by RNGmaster »

Y'know, I didn't think I'd like this game, but... Trying to recover in Stage 3 or over is really fun. So is playing on high rank. Nice dodging, and no luck involved.
User avatar
Nifty
Posts: 572
Joined: Sat Aug 15, 2009 2:31 am
Location: 'Strailya

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Nifty »

It's alright now that I've finally dug through all of the useless crap and can actually get down to optimising. At least it's not as boring as Xexex was. Everything is horrible about stage 3 though, even the art. The blobby chef things all look like they have Down syndrome.
Live to fly, fly to live, it's all very orthodox
User avatar
raigon50
Posts: 195
Joined: Sun Feb 14, 2010 6:59 pm
Location: Howard, KS
Contact:

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by raigon50 »

I got a couple of questions.
1. Koitsu's shield, is that a condom?
2. Does Koitsu's "OH!" do anything besides murder you?
When the bullets shoot bullets, you know you have a problem.

Image
Post Reply