STGT '11 Week 2 - Daioh! discussion.

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

Post by Illyrian »

Bananamatic wrote:I actually enjoyed Cyvern. I really regret not putting more time into it last STGT
What's Cyvern?
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ED-057
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by ED-057 »

Can't understand why rank goes nuts sometimes but not others. I can clear the first three stages but have no chance on stage 4 if the rank is high. Once I got a 2up but it what useless, I died six times on stage 4.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Sumez »

Illyrian wrote: What's Cyvern?
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Zaarock
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Zaarock »

RNGmaster wrote:
Bananamatic wrote:
Zaarock wrote: Also, looks like this is going to be the best STGT ever so far in how much whining is going on :lol:
So far this STGT is like Fear Factor - you have to go through things that make the manliest of men shiver only hearing about them and if you puss out your entire team will hate you
Be thankful we didn't have to play Cyvern.
Cyvern is cool, but at least we won't have Dimahoo.. right? (batrider would be sweet though)
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by dex »

Zaarock wrote:Cyvern is cool, but at least we won't have Dimahoo.. right?
However long I get to be running these tournaments, I will not allow Dimahoo. No way.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by chempop »

However long I get to be running these tournaments, I will not allow Dimahoo. No way.
Why, too difficult, or do you just not like it?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

dex wrote:
Zaarock wrote:Cyvern is cool, but at least we won't have Dimahoo.. right?
However long I get to be running these tournaments, I will not allow Dimahoo. No way.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Chaos Phoenixma »

Apparently, almost everyone finds the scoring to be random, when really it's all about timing and none of us know how to do it.

It really isn't a good game either, though I still do think of it as being Raizing's best.


And did dex know this Daioh game had random extends before the week started? Any game with those should be disqualified from possibly being chosen.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

Chaos Phoenixma wrote:Apparently, almost everyone finds the scoring to be random, when really it's all about timing and none of us know how to do it.

It really isn't a good game either, though I still do think of it as being Raizing's best.

And did dex know this Daioh game had random extends before the week started? Any game with those should be disqualified from possibly being chosen.
I was surprised about hearing of random extends once STGT started, because despite how many times I've played this game before, I never got any random ones until this past week. In all of my time grinding this game I've managed to only find a 1up and a 2up on different occassions.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Plasmo »

Apparently, almost everyone finds the scoring to be random, when really it's all about timing and none of us know how to do it.
Sik has figured out the most important stuff. There's still some randomness left, but you can minimize it a lot.

And anyway: The random extends are only important if you can clear the game. You don't need any extra lives before, because this is mostly a no miss game. Trying to recover in the loop is horrible.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

Plasmo wrote:
Apparently, almost everyone finds the scoring to be random, when really it's all about timing and none of us know how to do it.
Sik has figured out the most important stuff. There's still some randomness left, but you can minimize it a lot.
Are we talking about Dimahoo or Daioh now?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Plasmo »

Whoops, Chaos Phoenixma was probably talking about Dimahoo and I was referring to Daioh. Stupid me, I only checked the topic title.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by dpful »

I can't believe shmupmame doesn't make a diff! I found it unplayable and then playable--for reals!!-- whoah the powers of the mind. I guess I did switch cabs, too. Maybe the sticks psyched me out.

I wish we were doing the Japanese version. It's MORE straight-forward.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Plasmo wrote: And anyway: The random extends are only important if you can clear the game. You don't need any extra lives before, because this is mostly a no miss game. Trying to recover in the loop is horrible.
O_o

you always need extra lives. they extend my credit closer to a loop clear nearly every time i get them....

re: anyone surprised by shmupmame not helping -- shmupmame clearly shows you which games it helps, and which it doesn't. look at the folders on the left.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Plasmo »

you always need extra lives. they extend my credit closer to a loop clear nearly every time i get them....
Alright, maybe they're useful in the first loop, but once you reach stages 10+ they don't matter at all or I suck too much.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Moniker »

ResumeDPosition wrote: I was surprised about hearing of random extends once STGT started, because despite how many times I've played this game before, I never got any random ones until this past week. In all of my time grinding this game I've managed to only find a 1up and a 2up on different occassions.
That's odd. I get a 1up on the first stage every time without fail. I always no-miss and no-bomb, and tend to kill the boss at the same time each try, but there it is. Methinks it's less random than it appears -- my guess is rank and status probably dictate it. Likely the rules are too esoteric to suss out.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Plasmo wrote:
you always need extra lives. they extend my credit closer to a loop clear nearly every time i get them....
Alright, maybe they're useful in the first loop, but once you reach stages 10+ they don't matter at all or I suck too much.
seconds after that post you just quoted i put in a credit and made it to round 12 :lol:

and i didn't get any extends except for the guaranteed one (and score based, of course). well, the only one i know about, at least. it definitely gets punishing by that point, i see what you mean. a pea shooter for me would mean bomb spam until enough powerups appear.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by emphatic »

Plasmo wrote:I suck too much.
Not possible.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

emphatic wrote:
Plasmo wrote:I suck too much.
Not possible.
This. You might be screwed if you ever die, but you are FUCKED if you die past stage 11.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

avoiding the max power up's is the single best tip I've found about this game. Rank decreases DRAMATICALLY.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by TrevHead (TVR) »

I put in a hour tonight im not so sure if I like this one, its got too many buttons for my liking as I always play (ps2 pad) with my thumb covering 2 buttons at once (shot & bomb) with a specials on right triggers. Tomorrow Ill have to play around with the mapping and see if I can find something I can work with.

Explosions been the same colour as bullets is a pain in the ass to get used to especially when a theres a big explosion and everything flickers.

But thats enough of me been negative, as half the fun about STGT is playing something new and stepping outside our comfort zones isnt it chaps :)
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

TrevHead (TVR) wrote:I put in a hour tonight im not so sure if I like this one, its got too many buttons for my liking as I always play (ps2 pad) with my thumb covering 2 buttons at once (shot & bomb) with a specials on right triggers. Tomorrow Ill have to play around with the mapping and see if I can find something I can work with.

Explosions been the same colour as bullets is a pain in the ass to get used to especially when a theres a big explosion and everything flickers.

But thats enough of me been negative, as half the fun about STGT is playing something new and stepping outside our comfort zones isnt it chaps :)
You could do the 3 shot buttons on square triangle and circle, vulcan bomb(spread bomb) on X, and then the laser bomb and rocket(focus) bomb on the triggers however you see fit. That's what I would try to work with at least.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by tinotormed »

Here are my thoughts and opinions in the game. Like I said before, since it's Filipino Month, I'll be typing in my own language (there are still some English involved however). English translation is also in 'Quote' in case you do not understood my language.

Nilaro ko dati and Raiden noong bata pa ako dahil gusto kong simulan ang interes ko sa 'shmups'. Ang larong 'yun ay pamilyar sa lakas ng tama ng bala at pagkuha ng mga medal, pero sa larong ito, mukhang iba yata ito. May pinagsama itong rangko ng kung saan na depende sa kinuha mong lakas ay lalong bibilis ang tama ng bala! Isang sampal ng bala at ibabalik ka sa isang pinanggalingan, o kaya mabuhay ka agad muli sa labanan. Masama pa, maliban sa rangko, ay lalo pang magagalit ang laro sa iyo pag masyadong marami ang kinuha mong kahong 'P', lalo na ang isang lumiliwanag na kahong 'P'. Kaya ang larong 'Daioh' ay isa sa mga pinakamahirap na laro, at hindi dapat ito inirerekomenda sa mga bago pa lang sa 'shmups'.
I used to play Raiden when I was young because I wanted to start my interest in shmups. That game is known for delivering faster bullets and medal collecting, but this game, this looks different. It also involves rank which depends on how many powerups you've collected and in turn can increase enemies' bullet speed! One slap from a bullet and you'll be brought back to the current checkpoint, or even insta-respawn in a boss battle. What's worse besides the rank is that the game can become unmanageable for you if you've collected too many powerups, even that golwing 'P' icon. So therefore, 'Daioh' should not be a shmup to get started with for newbies!
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

TrevHead (TVR) wrote:I put in a hour tonight im not so sure if I like this one, its got too many buttons for my liking as I always play (ps2 pad) with my thumb covering 2 buttons at once (shot & bomb) with a specials on right triggers. Tomorrow Ill have to play around with the mapping and see if I can find something I can work with.

Explosions been the same colour as bullets is a pain in the ass to get used to especially when a theres a big explosion and everything flickers.

But thats enough of me been negative, as half the fun about STGT is playing something new and stepping outside our comfort zones isnt it chaps :)
I've been playing on an NES pad because I was out of town, and that's all I had. I put missiles on B, lightning on A, Vulcan on START and the small bomb on SELECT.

It's not ideal, but doable. The worst part is that you have to take your left thumb off the d-pad to hit the bomb... I'm home though, so I'm gonna take it to the cab. I see a new high score in my future.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Deca »

After a week with this game I totally understand why Athena wants us to make our own shooters.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Sumez »

tinotormed wrote:Here are my thoughts and opinions in the game. Like I said before, since it's Filipino Month, I'll be typing in my own language (there are still some English involved however). English translation is also in 'Quote' in case you do not understood my language.

Nilaro ko dati and Raiden noong bata pa ako dahil gusto kong simulan ang interes ko sa 'shmups'. Ang larong 'yun ay pamilyar sa lakas ng tama ng bala at pagkuha ng mga medal, pero sa larong ito, mukhang iba yata ito. May pinagsama itong rangko ng kung saan na depende sa kinuha mong lakas ay lalong bibilis ang tama ng bala! Isang sampal ng bala at ibabalik ka sa isang pinanggalingan, o kaya mabuhay ka agad muli sa labanan. Masama pa, maliban sa rangko, ay lalo pang magagalit ang laro sa iyo pag masyadong marami ang kinuha mong kahong 'P', lalo na ang isang lumiliwanag na kahong 'P'. Kaya ang larong 'Daioh' ay isa sa mga pinakamahirap na laro, at hindi dapat ito inirerekomenda sa mga bago pa lang sa 'shmups'.
Sheesh, who doesn't understand Filipino. That translation was completely superflous.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aliquantic »

Daioh might be more enjoyable if we all knew the variables that control the purple power items :| (And possibly the extends as well, I'm not sure if you can minimize the randomness of those)

It feels a bit like a lottery otherwise, and while I lucked out and stumbled on a half-decent route (though far from optimal I'd guess), it doesn't feel very satisfying to know my score comes in good part from good luck!
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by sikraiken »

The max power up appears when you destroy a power up carrier that would have otherwise shown a power up. There is a counter in the game that starts at a value and decreases once every time you make a power up show on screen and eight times for every three seconds (180 frames) you're in a boss fight. If you destroy a power up carrier when the counter is at 01, this causes the counter to drop to 00 and the item ends up being either a 1up or 2up. Whether it's one or the other seems to be random. If the counter drops below 00 during a boss fight, the next power up carrier you destroy will give you a max power up. Whether you're getting a 1up/2up or max power up to appear, the counter gets reset to a different value each time. If it started at 4F one time, that doesn't mean it will start at 4F the next time it gets reset.
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Aliquantic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aliquantic »

Oh wow, thanks a lot!
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by ShadowWraith »

i will now write my own lua memory watcher for this game and manipulate every 2up imaginable
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