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!

Post by Bloodreign »

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

Post by Zerst »

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.
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gs68
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by gs68 »

i wanted to rock the Vic Viper but sadly it is shit tier
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ebarrett
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by ebarrett »

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!

Post by Bananamatic »

st4 birdwall=game over

would be more fun if koitsu had a chastity belt instead of a condom so you couldn't get backshot
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sikraiken
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by sikraiken »

Use the laser bell.
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Illyrian
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Illyrian »

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
Someone didn't do proper safe spot testing.

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

Post by Herr Schatten »

Illyrian wrote:There's a safe spot for everything in this game.
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.
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by tinotormed »

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

Post by Icarus »

Herr Schatten wrote:
Illyrian wrote:There's a safe spot for everything in this game.
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.
There are two "safe lines", one for max rank, one for reduced rank, which will help position you correctly to avoid the bouncing lasers.
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Erppo
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Erppo »

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!

Post by burgerkingdiamond »

Can we still post scores for this, or is it only 1 week of scores per game?
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szycag
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by szycag »

It's just one game a week. That wouldn't be fair for the games closer to the end of the tournament.
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burgerkingdiamond
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by burgerkingdiamond »

szycag wrote:It's just one game a week. That wouldn't be fair for the games closer to the end of the tournament.
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.

Now to Daioh.. which I've never played before...
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Sumez »

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!

Post by Herr Schatten »

Icarus wrote:
Herr Schatten wrote:
Illyrian wrote:There's a safe spot for everything in this game.
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.
There are two "safe lines", one for max rank, one for reduced rank, which will help position you correctly to avoid the bouncing lasers.
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?
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Icarus
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Icarus »

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?
If I recall correctly, using the background as a guide:

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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!

Post by Herr Schatten »

Thanks. I'll try it out next time I play the game.
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Battletoad »

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.
Plus he changes his movement direction more often. I always forgot this those seldom times that I reached him with full rank. :/
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?)
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Icarus
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by Icarus »

Battletoad wrote:(Is the SFC version a bit easier / more forgiving perhaps?)
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.
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Re: STGT '11 Week 1 - Gokujou Parodius thoughts and discussion!

Post by dieKatze88 »

Icarus wrote:
Battletoad wrote:(Is the SFC version a bit easier / more forgiving perhaps?)
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.
Or Hikaru and brokenrang.

Or the fact that the game slows down like no other.

Or the general non difficulty of the port.
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