Cagar wrote:Oh god that scoring. I'm a bit worried if you have to kill the boss at the same time when your hyper ends to get a good score...
That player just used a hyper for no obvious reason at the beginning of stage 2, and it ended right when the midboss exploded. It's like he knew when he has to use it to time it correctly...
And yeah, he got hyper lv3 from the boss thanks to that.
Not. Nice.
EDIT: Holy shit I'm scared when the guy is doing a new high score with rank at 12 Really that's intense!
Yeah, this will most likely be an important technique for scoring. I love timing stuff like that though, so that just makes this game look even better to me.
Isn't it just like DOJ though? Getting 5 hypers from the first stage, killing off the first three ships top right of the third stage, stalling mid-left to bottom-left and hypering from that point on, almost always.
I mean, there were optimal times to hyper in DOJ, so I don't really see how this is much different.
Elixir wrote:Isn't it just like DOJ though? Getting 5 hypers from the first stage, killing off the first three ships top right of the third stage, stalling mid-left to bottom-left and hypering from that point on, almost always.
I mean, there were optimal times to hyper in DOJ, so I don't really see how this is much different.
Well.. In DOJ hypering was most of the times a way to link critical parts of the chain during a stage. I think you can't possibly full chain the first stage of DOJ without using hypers.
On the other hand, in this game you get hypers to increase the hit count as the main reason.
Elixir wrote:Isn't it just like DOJ though? Getting 5 hypers from the first stage, killing off the first three ships top right of the third stage, stalling mid-left to bottom-left and hypering from that point on, almost always.
I mean, there were optimal times to hyper in DOJ, so I don't really see how this is much different.
Well.. In DOJ hypering was most of the times a way to link critical parts of the chain during a stage. I think you can't possibly full chain the first stage of DOJ without using hypers.
On the other hand, in this game you get hypers to increase the hit count as the main reason.
Elixir wrote:Isn't it just like DOJ though? Getting 5 hypers from the first stage, killing off the first three ships top right of the third stage, stalling mid-left to bottom-left and hypering from that point on, almost always.
I mean, there were optimal times to hyper in DOJ, so I don't really see how this is much different.
Well.. In DOJ hypering was most of the times a way to link critical parts of the chain during a stage. I think you can't possibly full chain the first stage of DOJ without using hypers.
On the other hand, in this game you get hypers to increase the hit count as the main reason.
Has it really been 6 years since I uploaded this...
lol... It's possible then XD. Since every video I saw used hypers I thought you had to use then to chain.
Nevermind, it's just what you say then.
The big question for me right now is what does the number above "Boost" means. The Boost isn't allways while hypering so which condition may trigger it?
NTSC-J wrote:I think people may be getting a little carried away with the talk of this being a hard game. It's tough, but not that tough. Over the weekend I witnessed a handful of clears and came fairly close myself, and this is after just a couple of days (with no practice modes or save states to speed along learning the game). It's just that it's not a pushover to cheese a clear like with many of Cave's recent titles. Expert isn't harder than the Mushi Ultra modes and is far from DOJ White Label's loop.
Well to be fair, the biggest reason DOJWL loop is so hard is the extra life system and not the patterns. Also no continues meant the arcade players rarely even had a chance to see the later stages. Sure it's easier than Futari Ultra since everything is, but just from watching videos I'm ready to say that pattern-wise Expert is harder than any of the Pachi second loops (and similarly normal modes are way harder than any of the first loops).
Of course autobomb might mean that people are able to get further more easily and scoring might be easier than in DOJ so I'm not making any more statements about a game that I haven't even played.
NTSC-J wrote:I think people may be getting a little carried away with the talk of this being a hard game. It's tough, but not that tough. Over the weekend I witnessed a handful of clears and came fairly close myself, and this is after just a couple of days (with no practice modes or save states to speed along learning the game). It's just that it's not a pushover to cheese a clear like with many of Cave's recent titles. Expert isn't harder than the Mushi Ultra modes and is far from DOJ White Label's loop.
Well to be fair, the biggest reason DOJWL loop is so hard is the extra life system and not the patterns. Also no continues meant the arcade players rarely even had a chance to see the later stages. Sure it's easier than Futari Ultra since everything is, but just from watching videos I'm ready to say that pattern-wise Expert is harder than any of the Pachi second loops (and similarly normal modes are way harder than any of the first loops).
That's true about DOJWL, but nevertheless, it still makes it harder.
I should really bite my tongue, though. We still don't know what TLB's await and if there's a loop in either mode (lol imagine a loop for one of these ultra/expert/god modes).
I wish I had access to this game right now.
Sat watching the A-S replay, and I can see a few ways of dealing with specific attack patterns (st4 boss 3rd form, st5 1st midboss 3rd pattern, among others) I'd love to try out. Grrr.
I also have noticed that the only two events that can kill your chain in SDOJ are an autobomb and timer running out during a hyper, while death and manual bomb only decrease your chain by some percentage. Which means that you'll want to disable autobomb when playing for a high score as death would be preferable to triggering it when hit. And since you want to hyper a lot in this game, it won't be exactly as hard to drop your chain as earlier when you would mainly use hypers as free bombs.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
O. Van Bruce wrote:
lol... It's possible then XD. Since every video I saw used hypers I thought you had to use then to chain.
It's possible to chain much of DOJ without hypers by following the same routes. Icarus has a very old vid Hyperless chaining stages 1-3 somewhere, and I managed it once on the first stage.
Nice work! I missed all the streams so this is great. Looks really fun, and harder than DOJ off the mark. Nice to see the emphasis being put back on simple dodging. There seems to be more pressure than DOJ, in that rather than spending a lot of the time in the middle of the screen and herding, you're kept tight near the bottom to weave denser patterns, would you say that's accurate?
I think the scoring system is not developed well enough. I see players are already all using their hypers on key parts of stages and there's almost no way to get the extend on the 1st stage. I don't know what Cave is doing on this game, but players like YOS.K are already reaching the stage 5 in expert mode. I hope the 1.5 version will be more difficult and allow a scoring system more dangerous. Also the video I uploaded is from nicovideo. Live streams have bad quality and I don't want to upload that on my channel.
I hope I'm wrong about the scoring system and you can get the 1st extend on stage 1. But I doubt there will be no player to 1cc the Expert mode before the end of this week.
Fu wrote:I think the scoring system is not developed well enough. I see players are already all using their hypers on key parts of stages and there's almost no way to get the extend on the 1st stage. I don't know what Cave is doing on this game, but players like YOS.K are already reaching the stage 5 in expert mode. I hope the 1.5 version will be more difficult and allow a scoring system more dangerous. Also the video I uploaded is from nicovideo. Live streams have bad quality and I don't want to upload that on my channel.
I hope I'm wrong about the scoring system and you can get the 1st extend on stage 1. But I doubt there will be no player to 1cc the Expert mode before the end of this week.
I think any SDOJ player who wants to score may want to get one of this:
Actually the length is visually represented by the line around the player's ship that contracts counter-clockwise as the hyper is being used up. You don't want to rely on time as hyper length is subject to slowdown.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
I think any SDOJ player who wants to score may want to get one of this:
Actually the length is visually represented by the line around the player's ship that contracts counter-clockwise as the hyper is being used up. You don't want to rely on time as hyper length is subject to slowdown.
The point isn't knowing when the hyper ends; It's knowing in which part of the stage you activate the hyper (and when it will finish).
You'll have to know the exact time of every spot in which you can spawn large stars to get the maximum hyper refill after an hyper ends.
Fu wrote:players like YOS.K are already reaching the stage 5 in expert mode. I hope the 1.5 version will be more difficult and allow a scoring system more dangerous.
"Superplayers like YOS.K are already reaching / therefore the game appears easy, and I hope a harder version comes soon."
O. Van Bruce wrote:You'll have to know the exact time of every spot in which you can spawn large stars to get the maximum hyper refill after an hyper ends.
Actually this doesn't seem so bad particularly with midbosses/parts thereof, since you can hyper later than needed and just wait out the last couple seconds, going by the lifebar as the cue to stop shooting.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Fu wrote:players like YOS.K are already reaching the stage 5 in expert mode. I hope the 1.5 version will be more difficult and allow a scoring system more dangerous.
"Superplayers like YOS.K are already reaching / therefore the game appears easy, and I hope a harder version comes soon."
How long did it take to SWY to clear Futari Ultra ?
Sure, SDOJ is still a little harder than latest games, but I would love to see a harder mode on which japanese players would have trouble. I'm not saying Expert is easy. But a mode scaled on the 2nd loop of DOJ/Ketsui or Ultra of Futari would be cool.