STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
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Bloodreign
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
You'd have to keep Da! to arcade only, none of the ports is as hard, and the bells chain bonuses are screwed up in the Deluxe Packs version. Far as I can tell the X68K Parodius is pretty close to arcade, but also isn't as hard.
https://www.dropbox.com/s/merftyc86w4pt ... n.txt?dl=0 My game collection so far
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Goku Parodius is a great game, but stage 5 gets old really fast. It has very little of the wackiness and character of the other levels, and it's a bit overwhelming for improvised play - I'd say even compared to the special stage.
Dimahoo is a fun game.
<trap15> C is for Bakraid
<trap15> C is for Bakraid
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Fun game, cool scoring, but stage 3 is way harder than the rest of the game combined and sort of ruins everything for me. If stages 3 and 7 switched places it'd be perfect.

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Bananamatic
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
st4 birdwall=game over
would be more fun if koitsu had a chastity belt instead of a condom so you couldn't get backshot
would be more fun if koitsu had a chastity belt instead of a condom so you couldn't get backshot
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Use the laser bell.
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Someone didn't do proper safe spot testing.Bananamatic wrote:st4 birdwall=game over
would be more fun if koitsu had a chastity belt instead of a condom so you couldn't get backshot
Sit on the left hand wall exactly in the middle vertically wise and you'll be in a safe spot for the first bird wall and vaporise them all before they can even fire. Top of the screen for the second bird wall. There's a safe spot for everything in this game.
www.twitch.tv/illyriangaming
<RegalSin> we are supporting each other on our crotches
<RegalSin> we are supporting each other on our crotches
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Herr Schatten
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Including the cake boss's lasers? I thought I had found one, but when I arrived there at full rank for the first time, it turned out I was wrong.Illyrian wrote:There's a safe spot for everything in this game.
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tinotormed
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Well, my very own strategy in this one, as I played this one, is to commit suicide or die stupidly in some points to tone down the rank (Garegga-wise) and recover with a few paces. That way, it should keep the enemies from shooting too many bullets. This is too impossible in the Moon Stage however.
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
There are two "safe lines", one for max rank, one for reduced rank, which will help position you correctly to avoid the bouncing lasers.Herr Schatten wrote:Including the cake boss's lasers? I thought I had found one, but when I arrived there at full rank for the first time, it turned out I was wrong.Illyrian wrote:There's a safe spot for everything in this game.

Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
I got a bit too stuck on the idea of no-missing up to the stage 7 octopus "boss" and abusing the checkpoints to kill it 5 times for an end score of 1.7M. Even with all the practice I did, no-missing proved to be a bit too hard and I should have just controlled the rank a bit by milking the stage 3 eagles for example. After all, my best run still had 3 deaths in stage 3 and then a low rank ride to kill the octopus twice.
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burgerkingdiamond
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Can we still post scores for this, or is it only 1 week of scores per game?
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)
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)
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
It's just one game a week. That wouldn't be fair for the games closer to the end of the tournament.
That is Galactic Dancing
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burgerkingdiamond
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
I figured. I was just being hopeful because I have a lot more time on my hands now than I did last week and wanted to work on my Parodius score.szycag wrote:It's just one game a week. That wouldn't be fair for the games closer to the end of the tournament.
Now to Daioh.. which I've never played before...
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)
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)
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
I'm surprised how few people have actually played this game. It was this game (SNES version) that originally got me into shoot'em ups, a genre I had despised until then. 

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Herr Schatten
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
The safe line for non-max rank is the seam between the second and the third column of tiles from the left, right? Where is the one for max rank?Icarus wrote:There are two "safe lines", one for max rank, one for reduced rank, which will help position you correctly to avoid the bouncing lasers.Herr Schatten wrote:Including the cake boss's lasers? I thought I had found one, but when I arrived there at full rank for the first time, it turned out I was wrong.Illyrian wrote:There's a safe spot for everything in this game.
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
If I recall correctly, using the background as a guide:Herr Schatten wrote:The safe line for non-max rank is the seam between the second and the third column of tiles from the left, right? Where is the one for max rank?

Line your ship's nose up with the lines marked, and it should work, as long as you stay horizontally centered with Decoration Core. It's tricky at 2x speedups and max rank, but doable. At max rank, Decoration Core likes to mix up the distance between both arms, so keep your eyes open.

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Herr Schatten
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Thanks. I'll try it out next time I play the game.
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Battletoad
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Plus he changes his movement direction more often. I always forgot this those seldom times that I reached him with full rank. :/Icarus wrote:Line your ship's nose up with the lines marked, and it should work, as long as you stay horizontally centered with Decoration Core. It's tricky at 2x speedups and max rank, but doable. At max rank, Decoration Core likes to mix up the distance between both arms, so keep your eyes open.
Thanks for the screenshot though, will help if I ever dare to play this again. (Is the SFC version a bit easier / more forgiving perhaps?)
Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Super Famicom version is far easier, and not really indicative of the game's true difficulty. Dracula-kun makes the game a bit of a breeze.Battletoad wrote:(Is the SFC version a bit easier / more forgiving perhaps?)

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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!
Or Hikaru and brokenrang.Icarus wrote:Super Famicom version is far easier, and not really indicative of the game's true difficulty. Dracula-kun makes the game a bit of a breeze.Battletoad wrote:(Is the SFC version a bit easier / more forgiving perhaps?)
Or the fact that the game slows down like no other.
Or the general non difficulty of the port.