been playing this on and off for years with that last pattern of the last boss always laughing at me. well pleased to finally 1cc it
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Do you watch your old recordings to get "back in shape"? I learned plenty from your vids back when I was playing this.MrMonkeyMan wrote:MrMonkeyMan - 37,797,920 - All - Ageha - Mame
I'm winning.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
That was just me trying to remember as I go. It was my first real credit after my initial over mode run. I'll probably check out my old replays to help jog my memory.emphatic wrote:Do you watch your old recordings to get "back in shape"? I learned plenty from your vids back when I was playing this.MrMonkeyMan wrote:MrMonkeyMan - 37,797,920 - All - Ageha - Mame
I'm winning.
3-4 mil is a great st1 score, 2 mil's easier to hit by the end of it though. If you're doing really well, you can get around 7-8 mil more on stage 2 it seems. Those are really 'ideal' scores, but even in a decent scoring run you can hit the first extend at 4 mil in Stage 2 without too much trouble. The trick is to delay killing stuff like this so you can grab as many points from 'em, as well as save up a lot of kakusei for areas where you can get a huge series of 100x cancels (late in stage 2, stage 3 midboss, etc).dsheinem wrote:Just out of curiousity, what would be a "decent" Stage 1 and/or Stage 2 score for someone hoping to hit at least hit 15-20million?
Did you use the same MAME executable?Eno wrote:Anyone else having problems to play BareknuckleRoo's replay? Tried using the same MAME version, both 64 and x86 versions, and it says it couldn't open the file as a valid replay file or something like that.
Try renaming the file - I had that error with a salamander 2 replay when I tried to replay a .INP I'd given a really long name. For whatever reason, shortening the filename fixed it.Eno wrote:Anyone else having problems to play BareknuckleRoo's replay? Tried using the same MAME version, both 64 and x86 versions, and it says it couldn't open the file as a valid replay file or something like that.
I used EmuCR's build of the same version. Tried every executable(Mamepui, Mame default one) for the two builds(x86 and x64), both gave the same error.Ed Oscuro wrote: Did you use the same MAME executable?
Already tried renaming to just espgal.inp too, keeps giving the same error.BareknuckleRoo wrote:Try renaming the file - I had that error with a salamander 2 replay when I tried to replay a .INP I'd given a really long name. For whatever reason, shortening the filename fixed it.
I'm just using the one at their official sourceforge page. Try that? If it still isn't working I'd have to upload it to YT or something, but really, there's better runs you could watch in that case.Eno wrote:I used EmuCR's build of the same version.
heli wrote:Why is milestone director in prison ?, are his game to difficult ?
I think some versions have a bug where they won't recognize input files unless you put them in the inp folder.Eno wrote:Already tried renaming to just espgal.inp too, keeps giving the same error.
It's the key to scoring well. Killing enemies when in Kakusei causes their bullets to be cancelled and turned into gold, and the more bullets you cancel in a single Kakusei period, the more of a point multiplier you get per gold (up to 100x). So you get a lot of points by saving up gems, then cancelling a ton of bullets rather than swapping in and out of Kakusei constantly. You can also simply save it for bullet cancelling tough patterns or navigating through difficult areas as need be.cj iwakura wrote:Not too sure I get the switch/slow-down mechanic. Is it a risk/reward thing?
Spot-on! Thank you.Erppo wrote:I think some versions have a bug where they won't recognize input files unless you put them in the inp folder.Eno wrote:Already tried renaming to just espgal.inp too, keeps giving the same error.
At first I thought it was just something to make the game easier for a limited time.BareknuckleRoo wrote:It's the key to scoring well. Killing enemies when in Kakusei causes their bullets to be cancelled and turned into gold, and the more bullets you cancel in a single Kakusei period, the more of a point multiplier you get per gold (up to 100x). So you get a lot of points by saving up gems, then cancelling a ton of bullets rather than swapping in and out of Kakusei constantly. You can also simply save it for bullet cancelling tough patterns or navigating through difficult areas as need be.cj iwakura wrote:Not too sure I get the switch/slow-down mechanic. Is it a risk/reward thing?
It's also important to max out the overmode gauge by stage 1 if you want to go for the really high scores as maxing it out causes you to get more green gems from enemy in normal mode thereby letting you use Kakusei more (more gold from enemies too I think). Dying resets it (unlike Espgaluda II) but cranking up the overmode is also a bit of risk vs reward since if you accidentally run out of gems in kakusei, bullets move much faster at max overmode.
heli wrote:Why is milestone director in prison ?, are his game to difficult ?
The value of cancelled bullets is affected by the size of gold you pick up, which increases every time you get 100 gold. Basically, when you get the gold meter up to the max of 1000, you get the largest value of gold from enemies and thus the most points (which in turn is further boosted by gathering a lot at once in Kakusei with x100 bonuses). You lose 1/2 of your gold counter when you die, and 1/4 if you use an autobomb (get hit while in Kakusei with bomb meter remaining). So, getting the counter up to 1000 as quick as possible and keeping it there is necessary for high scores.Ed Oscuro wrote:and you pick up gold ingots instead of gems. Not sure what ingots do other than possibly provide an end-of-game score bonus. They do something, definitely, because there is a meter for ingots.