STGT '11 Week 2 - Daioh! discussion.

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

Post by sikraiken »

That's cheating. :P
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saucykobold
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by saucykobold »

sikraiken wrote:Daioh lore
You are the Pan. :o

But seriously, thanks! That is really nice to know.
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TrevHead (TVR)
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by TrevHead (TVR) »

ResumeDPosition wrote: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.
Ive mapped it: Square - spread shot, X: Vulcan Bomb and missile / homing to R triggers, and since I dont see myself using the other 2 bombs (exept on bosses) theyre on triangle & circle. Athough I can imagine it might be tiring on my trigger fingers with my mapping so if it does ill swop to your method. (thx for the advice anyway)

BTW Im using Shmupmame v2.2 where im only getting 2 frames of lag which is better than 3-4 others are getting
captpain
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

sikraiken wrote:interesting stuff
so it seems like it'd be more or less impossible to control that. i dunno.
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Hagane
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Hagane »

Started hating this game since I didn't like Shienryu at all, but now it's kinda growing on me. Pretty easy if you don't pick the special power ups (I could hear Batrider's announcer say "RANK SPECIAL LEVEL UP!" every time I picked up one). Point blanks / snipers can be reduced a lot if you play aggressively, and most patterns can just be avoided by waiting - tapping - waiting - tapping - etc.

The only hard thing IMO is chipping bosses / big enemies with the thunder shot, that gives a lot of points but I always end fucking up at some point.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

why is a huge tank that is already past you and half scrolled off the screen allowed to fire backshots at close range

why

this is a game

games are supposed to be fun
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sikraiken
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by sikraiken »

The tank is angry that you shot at him. You should have destroyed him instead.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

But I was milking it for the greater good :(
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ratikal
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by ratikal »

On ground enemies don't shoot at you if you are right next to them. Try it.
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sikraiken
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by sikraiken »

http://shmups.system11.org/viewtopic.ph ... 67#p710467
To add a little more to the above:

I can get the counter to start the same every time by inserting a credit after the 1st stage demo. This is how I always can guarantee I get an extend (but not always a 2up) on the 1st stage. After this, I have not found out a way to control what the counter resets to after an extend or max power up appearance. I also do not know what controls whether a 1up or 2up appears.

It is possible to sit on the stage 7 or 14 boss forever, by the way. His forearms are unbreakable and they give you points for shooting them. It is possible to break one of his arms and keep one alive to make things easier. It is easier on stage 7, of course, because of the lower rank. If you use all of your bombs so that you have none before you fight him and you do not grab 5k items throughout the game, you can keep your rank at basically the lowest value the entire boss fight. At that point, it is just a matter of keeping a pattern going where you do not shoot the breakable parts of his body. This takes a while.
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third_strike
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by third_strike »

sikraiken wrote: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.
Where did you learn this?
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sikraiken
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by sikraiken »

I spend time each week tearing the game apart myself.
racer445
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by racer445 »

Ugh, this game's got too much randomness for me. I've almost completely memorized the first few levels and it still feels like I'm passing on luck. The music is also pretty bad IMO, I played better with sound turned off.

THOSE TANKS ARE ANGRY AND FIRE GHOST BULLETS.
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Herr Schatten
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Herr Schatten »

Nice game, and well suited for a tournament. Daioh feels a little rough around the edges, as rank progression is pretty harsh. Also, the difficulty curve seems a little off to me, as I found stage 2 much more difficult than stages 3 and 4. I wish I had had more time to spend on the game. Very nice visuals and music, btw.

If anything, I feel like firing up Shienryu again and trying out some of the rank management techniques I learned from Daioh.
PC Engine Fan X!
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by PC Engine Fan X! »

Bananamatic wrote:either this loops forever or I dunno
The USA version of Daioh PCB only has two loops with the usual ending staff credit roll after finishing it. Trying to beat the final boss the 2nd time around is quite tough indeed. Also if you select the JPN region on a USA Daioh PCB via a jumper, you'll get slightly different enemy sprite placements within each stage, a two button scheme instead of the usual 6-button setup, and the ending credits are still the same upon finishing the 2nd loop.

PC Engine Fan X! ^_~
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saucykobold
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by saucykobold »

I uploaded my final submission of the week to Youtube. Sikraikenian superplay this is not, but I'm pleased with it.

If you happen to watch this and you know that some of my strategies for rank control or whatever are suboptimal, give me a heads up! I'd love to tack on a few million to this score someday.
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Yazphier
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Yazphier »

Herr Schatten wrote:as I found stage 2 much more difficult than stages 3 and 4.
/me must totally agree
.... O.o ...Image
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