


These are always fun.
Pretty sure its one of the psyvariar games.Shalashaska wrote:What's this from?ciox wrote:
RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
That scared me the first time it happened. It's only also ever happened to me in deathsmiles too, but I've heard it can happen in other cave games (more so on the pcb's?).Tyjet wrote:http://i20.photobucket.com/albums/b239/ ... a8be20.jpg
Your scoring techniques are so good the game can't keep up.
RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
I have to second this. A few different Cave games produce garbage graphics during sprite intensive moments (and it won't happen in MAME!). Specifically, in ESP Galuda and Ketsui I see it happen. There's something just raw about it that makes me giddy every time. One sure-fire place to find it in Ketsui is 5'ing the Big guy (scrolling left) before the last ascent in Stage 4. It resembles old tv white static, but a bit more colorful and glitchy lookingAntiFritz wrote:That scared me the first time it happened. It's only also ever happened to me in deathsmiles too, but I've heard it can happen in other cave games (more so on the pcb's?).Tyjet wrote:http://i20.photobucket.com/albums/b239/ ... a8be20.jpg
Your scoring techniques are so good the game can't keep up.
Same as that!Schrodinger's cat wrote:One of my favorite moments... playing a "serious" Mushihimesama Futari Maniac run for score and not even getting past stage 4, followed by a "whatever, I don't give a shit anymore" run which resulted in getting my first Maniac 1-ALL AND the #1 score on shmups forum for a while.
ResumeDPosition wrote:
EDIT: Ironically...FUCKING IRONICALLY right when I posted this pic I figured out a strat that let me nmnb this bitch 4 times in a row practicing...
Its completely normal to have runs end on 2-3 because of the fuckery that is the 2-3 midboss AND the 2-3 boss. All the superplayers you'd see getting crazy scoring runs had to suffer many times on 2-3, you just don't see itZeron wrote:ResumeDPosition wrote:
EDIT: Ironically...FUCKING IRONICALLY right when I posted this pic I figured out a strat that let me nmnb this bitch 4 times in a row practicing...
Please show me this tactic, I am also playing DoDonPachi right now and I can´t for the life of me find a consistent strategy. This boss is either very easy or hell depending on what combination of patterns it decides to unleash upon you, Not sure what the hell is wrong with me but I have noticed that most of my good runs completely collapse in 2-3, with one extra life in stock I mop up the rest with no major problems and reach Hachi..
Seriously what is with that midboss I can't get his bullets to act the same way. Sometimes the whole move to the right corner of the screen does not work. The danger though definetly comes from his initial buckshot if you survive it rest is cakes.ResumeDPosition wrote: Its completely normal to have runs end on 2-3 because of the fuckery that is the 2-3 midboss
ResumeDPosition wrote:Basically, this is the "fuck the bees, fuck everything but speed killing the boss" strategy. You want to point blank at the start as much as possible but at the same time you want your aura to be able to take out the 2 front chutes during the 2nd time they open, the 2nd gets destroyed just about the same time the boss starts it's own blue bullet patterns. Because of this, the covers that hold the bees will float away and both the side turrets will be exposed at the same time. Destroy the side turrets asap. You can start hitting the turrets a little bit earlier than you would think if you can aim in the right spot without hitting the cover floating away so figuring that out kills them a good second earlier if you can do that.
At this point, only the rear turrets are left, with some luck they'll all be timed to shoot at the same time to make things a little easier on you. Try not to destroy these if possible, as the boss' main patterns get more dense if you destroy even 1 of them. It takes some adjusting since there is always something "aimed" at you but this basically nullifies the "fast bullet" and the "full spread" patterns the boss uses once it is in this state. Depending on timing and assuming all the pods are still there, you can actually point blank the boss even more quite nicely here too. The "Wall" pattern is still tough and you have to be proactive in getting the pink bullets herded to a side as the walls are about to come, but you should find that there is a better chance to get through once you practice it this way for some time.
Man that sounds like it would take way too long to kill the boss having to ease off the laser all the time. The way I see it is that it can be hard to find an opening on the walls and deal with whatever else is coming your way at the same time, and the back turrets will eventually activate once the boss loses enough health so by that point you wouldn't want to waste any time killing it or dealing with more shots on top of all that. This boss will remain my sole argument as to why too many random factors can be a bad thing in a shmup...especially in a game where a no miss no bomb is stressed heavily.Zeron wrote:Seriously what is with that midboss I can't get his bullets to act the same way. Sometimes the whole move to the right corner of the screen does not work. The danger though definetly comes from his initial buckshot if you survive it rest is cakes.ResumeDPosition wrote: Its completely normal to have runs end on 2-3 because of the fuckery that is the 2-3 midboss
ResumeDPosition wrote:Basically, this is the "fuck the bees, fuck everything but speed killing the boss" strategy. You want to point blank at the start as much as possible but at the same time you want your aura to be able to take out the 2 front chutes during the 2nd time they open, the 2nd gets destroyed just about the same time the boss starts it's own blue bullet patterns. Because of this, the covers that hold the bees will float away and both the side turrets will be exposed at the same time. Destroy the side turrets asap. You can start hitting the turrets a little bit earlier than you would think if you can aim in the right spot without hitting the cover floating away so figuring that out kills them a good second earlier if you can do that.
At this point, only the rear turrets are left, with some luck they'll all be timed to shoot at the same time to make things a little easier on you. Try not to destroy these if possible, as the boss' main patterns get more dense if you destroy even 1 of them. It takes some adjusting since there is always something "aimed" at you but this basically nullifies the "fast bullet" and the "full spread" patterns the boss uses once it is in this state. Depending on timing and assuming all the pods are still there, you can actually point blank the boss even more quite nicely here too. The "Wall" pattern is still tough and you have to be proactive in getting the pink bullets herded to a side as the walls are about to come, but you should find that there is a better chance to get through once you practice it this way for some time.
Nice thanks, il give it a try my current tactic against 2-3 boss consisted of sparing 1 chute. Only firing when it's shut so he never exposes his side turrets and coming in close. Works somewhat alright but only if he does not insist with his omniwalls if that is the case you will be forced to enter laser mode for extra precision which destroys the final chute and then well hell is upon you.I have to say I don't understand where the whole DoJ is harder than DDP thing came from...
I reworked approach to the 2-3 boss to more of your lines thanks for that!ResumeDPosition wrote: Man that sounds like it would take way too long to kill the boss having to ease off the laser all the time. The way I see it is that it can be hard to find an opening on the walls and deal with whatever else is coming your way at the same time, and the back turrets will eventually activate once the boss loses enough health so by that point you wouldn't want to waste any time killing it or dealing with more shots on top of all that.
ResumeDPosition wrote: This boss will remain my sole argument as to why too many random factors can be a bad thing in a shmup...especially in a game where a no miss no bomb is stressed heavily.
2-6 actually has less randomness than the other two stages, the green spread jerks actually come out in a fixed pattern and most of the stage is actually fixed minus the ball shooters after the 1st bomb carrier, but the boss is still terrifying as all hellZeron wrote: I reworked approach to the 2-3 boss to more of your lines thanks for that!
This game overall seems to have a bit more random factors than the average shooter I experience most of it in 2-3,2-5 and 2-6.
Woah I must have missed that thanks will make that part alot easier.ResumeDPosition wrote:
2-6 actually has less randomness than the other two stages, the green spread jerks actually come out in a fixed pattern
I understand how that part works, but my problem with it is more that I seem to get overrun if I don't do it exactly 100% correct due to the lacking type C-L shot other than that I sure like seeing a 700+ chain on 2-5.ResumeDPosition wrote:2-5 bullet hell in the middle is technically all aimed from all the ships, but there's so much shit happening on it you wouldn't think so, it's only when you grind away at it that you start to see that there is a certain manipulation factor to it after all.
Ah nothing special 2-7,202 mil is my best for now.ResumeDPosition wrote:I am not very familiar with you though, what is your best progress on DDP ever?
Specifically, the effect you're describing is on all of their PGM-based games: DOJ, DOJ BL, Ketsui and ESPGaluda. It's just how those boards handle overloaded sprite layers (instead of traditional flicker, you get the TV snow). It's incredibly rare in the two DOJ games, happens here and there in Ketsui but is all over the place in ESPGaluda. Thankfully, this was fixed in all of the home ports.Aquas wrote:I have to second this. A few different Cave games produce garbage graphics during sprite intensive moments (and it won't happen in MAME!). Specifically, in ESP Galuda and Ketsui I see it happen. There's something just raw about it that makes me giddy every time. One sure-fire place to find it in Ketsui is 5'ing the Big guy (scrolling left) before the last ascent in Stage 4. It resembles old tv white static, but a bit more colorful and glitchy looking
RegalSin wrote:Wait a minute, everything else is better then an aerodactyle, with a man face on it.