STGT '11 Week 2 - Daioh! discussion.

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Obiwanshinobi
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Obiwanshinobi »

You can map some weapons onto arrow keys (not sure if it'll work for every keyboard out there, though).
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dsheinem
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by dsheinem »

What is everyone's weapon of choice so far? I seem to be favoring the spread shot, though I quite like the lightning it just feels too slow at the lower levels. The weapons selection actually reminds me a little of the Raiden series...
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by chempop »

Anyone able to briefly list the major differences between Daioh and Shienryu, or offer an opinion of which is better. I'm liking this a lot so I want to pick up Shienryu on Saturn soon, is it a decent port? Appreciate it.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Bananamatic wrote:tried, had issues with the simultaneous button press limitations
Some buttons on some keyboards do that. You need to experiment with different key assignments -- try putting the buttons on the numpad.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by BulletMagnet »

chempop wrote:Anyone able to briefly list the major differences between Daioh and Shienryu, or offer an opinion of which is better. I'm liking this a lot so I want to pick up Shienryu on Saturn soon, is it a decent port? Appreciate it.
Shienryu is sort of a more "traditional" take on Daioh - the weapons are pretty much the same, but you can only collect/use one at a time (which in turn affects what type of bomb activates when you use one). Many of the areas and bosses are very similar, though enemies leave behind a bunch more scoring items than before. Overall a decent shmup, though not a personal favorite - supposedly the Saturn port is the most faithful to the arcade version (and unlike most others actually saves high scores) but doesn't have any of the extra trinkets found on the PS1 and PS2 versions.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Moniker »

dsheinem wrote:What is everyone's weapon of choice so far? I seem to be favoring the spread shot, though I quite like the lightning it just feels too slow at the lower levels. The weapons selection actually reminds me a little of the Raiden series...
I use lightning for everyday use, missiles for toughies, and vulcan for when I want to maim instead of kill :D, also for those prairie dog turrets that lightning apparently can't lock onto.

I also use autofire on top of what the game gives you. It's good for lightning and missile, not so sure about vulcan. Lightning at least never seems slow to me.

I haven't quite figured out the damage capacities of the various bombs. It seems to go vulcan<lightning<missile, but I seem to get similar results, regardless. *shrug*
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Mortificator »

BulletMagnet wrote:
chempop wrote:Anyone able to briefly list the major differences between Daioh and Shienryu, or offer an opinion of which is better. I'm liking this a lot so I want to pick up Shienryu on Saturn soon, is it a decent port? Appreciate it.
Shienryu is sort of a more "traditional" take on Daioh - the weapons are pretty much the same, but you can only collect/use one at a time (which in turn affects what type of bomb activates when you use one).
That's also what the original version of Daioh is like. There's a DIP that switches the game between the 2-button Japanese layout and the 6-button U.S. scheme.

I played Gekioh first, but after trying Daioh I immediately liked it more than its sequel/remake. I think I spent more time messing with Gekioh's bizarre alternate modes (these aren't in the arcade/Saturn "Shienryu" version) than the main game.
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Emuser
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

I took a look as to why I've been screwing up randomly trying to record an inp file when I noticed that the input lag becomes 4 while recording an inp instead of 3. Does anyone have a better solution to record with? That extra frame of lag on everything I do is really getting to me.
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xris
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by xris »

I am enjoying the hell out of this one actually, allot of fun. Having the different weapons at all times is a real treat. Screw the sniper shots from behind though, that's some bull shit.
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Aguraki
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aguraki »

stage 2 music reminds me of darius gaiden.
stage 4 feels like toaplan.

really great game.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

-The second extend is at 1.5M right?

- How do you trigger the 1up during the level 1 boss? On two different runs a 1up has appeared when I was blowing up all the item boxes during the boss fight.

This game is pretty much frustrating the shit out of me. I'll have 10 crappy runs for every 1 decent one. This ratio is coming down though with practice.

It's by no means a bad game. It's like Raiden set to Fast Forward. Lost of sniper bullets coming right for your ass!
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

burgerkingdiamond wrote:-The second extend is at 1.5M right?

- How do you trigger the 1up during the level 1 boss? On two different runs a 1up has appeared when I was blowing up all the item boxes during the boss fight.

This game is pretty much frustrating the shit out of me. I'll have 10 crappy runs for every 1 decent one. This ratio is coming down though with practice.

It's by no means a bad game. It's like Raiden set to Fast Forward. Lost of sniper bullets coming right for your ass!
Yep 2nd extend is at 1.5 Mil and then every Mil after that so(2.5, 3.5 mil, etc.)

1ups and 2ups are completely random and rare. The only exception is the brown fist-o-cuffs thingy for a midboss on stage 5 which always releases a 1up when destroyed. I haven't had a single 1up appear outside of the scripted appearance yet.


On another note, stage 5 and 6 ruined me in all my runs today. I made it out alive of both of them into stage 7 at least but recovering on the red turret portion of stage 6 is a BITCH. 2nd loop is obnoxiously stupid with sniper shots from behind :(
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by tinotormed »

Since this month is 'Filipino Month' in our country, allow me to express my words in my very own language. English Translation is subtitled in 'Quote' in case you do not understand my language.

Grabe! May Raiden na pinaghalong sistema ng rangko sa Darius!
Damn! It's Raiden meets with Darius-like ranking system.
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Deca
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Deca »

Every time the stage 3 boss does his big pattern it reminds me of Psikyo. I really want to loop this game, hit stage 6 for the first time today.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by drunkninja24 »

Only thing that I can say really bugs me in this game is the flicker. Hard to see where some shots are coming from at times because of it.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Deca »

I've only been killed by one invisible bullet so far, knock on wood.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

Pro tip:
Getting a successful 1CC for 2 loops is not humanly possible. I just invincible'd my way through for fun to see how scary stage 12 and 13 are if you die. It becomes so horrifically difficult that you pretty much pray that you can get your 3 bombs to count and pray again that you can find a 4th along the way to get you to the next checkpoint before you die. How anyone can/has ever 1CC both loops is beyond me.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by sikraiken »

Pro tip: You're not doing it right. : )
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

sikraiken wrote:Pro tip: You're not doing it right. : )
...has anyone seriously ever 1CC this thing? I heard that the WR was 20 Mil or so but I don't see how thats possible to get that many points. I'm sure someone has but I would be thrilled to see footage of such a feat. I underestimated this game's 2nd loop as I've hit a wall to even get past stage 9.

EDIT: inb4 Sikraiken 1CCs 2 loops. I just remembered the all he got on Parodius last week.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Twiddle »

try not picking up the yellow orbs

that kind of helps!

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Re: STGT '11 Week 2 - Daioh! discussion.

Post by 1up »

Twiddle wrote:try not picking up the yellow orbs

that kind of helps!

(OH GOD DROPPING ITEMS)
why? does picking up yellow orbs increase rank?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Sumez »

If you have such a problem with keyboard controls, why ARE you using a keyboard?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Illyrian »

Twiddle wrote:try not picking up the yellow orbs

that kind of helps!

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Rather than trying not to pick up items, I've just found trying not the play the game leads to the best gameplay experience possible.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by O. Van Bruce »

So shitty, I can't know where is my hitbox...

and all those cheap kill bullets are so...

I'm gonna suffer with this one.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

Deca wrote:Every time the stage 3 boss does his big pattern it reminds me of Psikyo. I really want to loop this game, hit stage 6 for the first time today.
I know what you mean, it's that classic Psikyo shotgun blast...
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Deca »

ResumeDPosition wrote:Pro tip:
Getting a successful 1CC for 2 loops is not humanly possible. I just invincible'd my way through for fun to see how scary stage 12 and 13 are if you die. It becomes so horrifically difficult that you pretty much pray that you can get your 3 bombs to count and pray again that you can find a 4th along the way to get you to the next checkpoint before you die. How anyone can/has ever 1CC both loops is beyond me.
You're overlooking the difference between a 1CC and a 1LC. This game has downright abusive rank, you're expected to die occasionally to keep it playable.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

Deca wrote:You're overlooking the difference between a 1CC and a 1LC. This game has downright abusive rank, you're expected to die occasionally to keep it playable.
Oh yea I know and have to accept that. I'm the kind of person that typically plays games that don't feature rank because I find it annoying when you get powered up and the enemies health goes up as well because of the rank. At least here the enemies don't get any more health as you power up but I wish the rank wasn't so malicious.

Plus I was kind of pissed off last night with my lack of improvement compared to the last couple of days. Sloppy mistakes left and right and getting killed in stupid spots.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by RNGmaster »

Health does not increase with rank, actually.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

Image
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Bananamatic wrote:Image
:D
I'm going to keep responding to every one of your posts until it causes you to go actually play the game and get points for our team.
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