STGT'12 Week 5: Super Star Shooter

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Gähnende Leere
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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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So close to 2 mil. :?
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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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The Coop
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Re: STGT'12 Week 5: Super Star Shooter

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Finally beat that damn default high score...

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Re: STGT'12 Week 5: Super Star Shooter

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.... O.o ...Image
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replays and inps
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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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Minor improvement, maybe definitive.

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Re: STGT'12 Week 5: Super Star Shooter

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Herr Schatten wrote:Herr Schatten - 2,587,340
Nice jump in score, Herr.
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Re: STGT'12 Week 5: Super Star Shooter

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I suck w/keyboard. Posting something to help the team - hoping it isn't in our top 4, or we're in trouble.

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Re: STGT'12 Week 5: Super Star Shooter

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So... much... input... lag.
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sikraiken
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Re: STGT'12 Week 5: Super Star Shooter

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Kiken wrote:Kiken - 1,314,920

So... much... input... lag.
Try a different emulator, I had that problem with XM6. WinX68kHighSpeed works fine for me.
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Re: STGT'12 Week 5: Super Star Shooter

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Yuck, missed both rarios bonuses! At least knocked off the default score.
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Re: STGT'12 Week 5: Super Star Shooter

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I swear I`ve been hit when there wasn`t a single enemy on screen and once by the background :p
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Deca
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Re: STGT'12 Week 5: Super Star Shooter

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Are there any autofire solutions for winx68highspeed other than having it built into an external controller? I keep poking around and can't seem to find anything.
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ShadowWraith
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Re: STGT'12 Week 5: Super Star Shooter

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The emulator has no autofire functionality, unfortunately.
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sikraiken
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Re: STGT'12 Week 5: Super Star Shooter

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Deca wrote:Are there any autofire solutions for winx68highspeed other than having it built into an external controller? I keep poking around and can't seem to find anything.
I'm using Xpadder.
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Re: STGT'12 Week 5: Super Star Shooter

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For those concerned about speed-change autofire: It appears that the thrusters in fact do frame-based damage as long as they're visible (as opposed to doing more due to higher autofire), so it's not essential for the final boss trick or other places. In fact, turning it all the way up is actually detrimental, because it reduces the range of the animation.
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Re: STGT'12 Week 5: Super Star Shooter

Post by ShadowWraith »

DoubleThink wrote:For those concerned about speed-change autofire: It appears that the thrusters in fact do frame-based damage as long as they're visible (as opposed to doing more due to higher autofire), so it's not essential for the final boss trick or other places. In fact, turning it all the way up is actually detrimental, because it reduces the range of the animation.
This is not the case, unfortunately. Faster thrust mashing during the final boss allows you to kill it before losing a life.
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Re: STGT'12 Week 5: Super Star Shooter

Post by Zerst »

ShadowWraith wrote:
DoubleThink wrote:For those concerned about speed-change autofire: It appears that the thrusters in fact do frame-based damage as long as they're visible (as opposed to doing more due to higher autofire), so it's not essential for the final boss trick or other places. In fact, turning it all the way up is actually detrimental, because it reduces the range of the animation.
This is not the case, unfortunately. Faster thrust mashing during the final boss allows you to kill it before losing a life.
I've had better luck with manual presses than with autofire, with observations similar to DoubleThink's. It appears (to me at least) that there is a frame or two at the beginning of the animation where no damage is done, and autofire increases the percentage of the time that frame occurs, resulting in slower boss kills. It's possible I had inefficient autofire, or some of the point blank shots did not register, but I've had no problems taking the boss out without any sort of autofire (shot or speed).
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Eno
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Re: STGT'12 Week 5: Super Star Shooter

Post by Eno »

ShadowWraith wrote:
DoubleThink wrote:For those concerned about speed-change autofire: It appears that the thrusters in fact do frame-based damage as long as they're visible (as opposed to doing more due to higher autofire), so it's not essential for the final boss trick or other places. In fact, turning it all the way up is actually detrimental, because it reduces the range of the animation.
This is not the case, unfortunately. Faster thrust mashing during the final boss allows you to kill it before losing a life.
I haven't been able to test the range claim properly, but damagewise anything above 7.5(Hz?) seems to have no impact. Using a savestate just before the boss and killing him with 30 or 7.5 gives the same final score even(and yes, it's still possible to no miss at that rate).
The one thing I noticed is that it's a bit harder to keep right on top of the boss(as a rule of thumb, if he flashes, you lost one life), which might have to do either with the rate of fire or the claimed range increase not being real, but that might just be me sucking at this game(most probably!)
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Thanuris
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Re: STGT'12 Week 5: Super Star Shooter

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setting rapid to 30 doesn't work, i'm using 15 right now and i can kill the boss without dying almost every time

by almost i mean that on this run i did not kill him without dying

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Re: STGT'12 Week 5: Super Star Shooter

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I just don't get it, what the hell am I doing wrong?
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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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CulDad78 wrote:culdad78 - 2,240,910

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Re: STGT'12 Week 5: Super Star Shooter

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Re: STGT'12 Week 5: Super Star Shooter

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Probably going to be my final score on account of going out of town for the weekend. It's possible I'll get to play a little more but I'm really not counting on it. Forced myself to stay up until I put down a run I was at least somewhat happy with, all I want to do now is sleeeeep

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Re: STGT'12 Week 5: Super Star Shooter

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