ST: Ketsui

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Valgar
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ST: Ketsui

Post by Valgar »

Ketsui - Kizuna Jigoku Tachi - A helping of FAQ

Why did I write this? I don't even know, oh I remember, because the DVD is coming out and this is where you will come with a burning lust for DOOM. Someone play with me.





Buttons:

A. FIRE -

Tap = Shot
Hold = Lock-Shot

B. BOMB -

A single bomb will eject from each pod towards the top of the screen. When a target is hit, the bomb will explode into a plasma ball which lasts a couple seconds and will continue to hurt enemies that are touching. If Lock-Shot is active, then the bombs will fire towards a pods locked on target.

C. Auto-Fire A

I never use A for Shot. Sometimes you will fire a very short burst and not kill something you intend to. Hold down C, and then hold down A to cancel into Lock-Shot. Keep C held down, the A button will override this, and when you let go you will immediatly continue your Auto-Fire. I also tend to think that A+C makes for a faster Lock-Shot.





Lock-Shot Properties:

With Lock-Shot active your helicopter will move slower.

You start with 2 pods, one on each side of the helicopter. each can lock onto a target. After powering up twice you will gain 2 more pods (total of 4) and have the ability to lock onto four seperate targets. Usually you just have all pods lock onto one target for max damage.

You do NOT do more damage closer to enemies. However, when closer, you lock on faster, and less enemies will be in the way of your pods and the target, so you will end up dealing more.

Your Helicopter will shoot a beam out infront. It CANNOT reach full screen! You will see it end at about 3/4 from the bottom. The Beam DOES do damage, albiet very little, but it can add up.

Lock-Shot will lock onto enemies quicker the closer you are. It will not let go until you release A or the target is destroyed. During Boss Battles, it is quicker to hold C, wait just until the Boss can be damaged, then hold down A. You have to be close for this.

Enemies will drop more Chips when Lock-Shot mode is active. You must get in the habit of keeping Lock-Shot HELD DOWN even after an enemy is destroyed, because there are several that will continue to drop boxes even after death or explode multiple times.





Select your Battleship:

TYPE-A
AH-Y72
Tiger Schwert (Tiger Sword)

1P = Orange
2P = Green

-Way Shot
-Slow Speed

TYPE-B
FH-X4
Panzer Jager (Tank Hunter)

1P = Purple
2P = Blue

-Linear Shot
-Faster Speed

Notes: The Tiger Schwert locks onto enemies faster than the Panzer Jager. Partially because the pods on this helicopter move forward instead of backwards when moving into Lock-Shot mode.

Both Helicopters do the SAME DAMAGE (for the Tiger Schwert all of its Shot must be hitting an enemy for it to equal). Both have the same ship speed while in Lock-Shot mode.





The Score Bar:

(Translated by Gaijinpunch)

1st Row - Multiplier Overall Counter

Multiplier used in [after] the boss fight. It's the total sum of all chips gathered up until the boss fight. Unless you die, it will not deplete until the boss fight.

2nd Row - Multiplier Counter (1-999)

Multiplier used in stage. Grows as you gather Multiplier Chips, but depletes as you use your lock shot, and if you die.

Multiplier Chip Rate:
The type of chip you get when you kill enemies with the lock shot. When the Multiplier timer reaches 0, it'll be reset when you kill an enemy with your normal shot, and is valid until the timer reaches 0.

3rd Row - Current chip NUMBER (1-5)

Measures the time the chip rate is valid. Will rise as you kill enemies with the shot or lock shot, but the chip rate will return to 1 when the timer hits zero.

The multiplier is raised as you gather multiplier chips. Basically you need to remember that killing an enemy at close distance produces are larger chip. Conversely, what depletes the multiplier is destroying enemies with the lock shot. Depending on the type of enemy, they can take off up to 1/30 to 1/10 of the entire value (popcorn enemies deplete it by a small amount, whereas bosses deplete it by a large one). If you die, it will decrease by 1/4.

Characteristics of the multiplier at the boss fight: Unlike points 1 and 2, during the boss fight, the value of the overall multplier counter is applied straight up. However, there's few chances to raise it during the boss fight, and it will quickly deplete as time passes. Certain bosses are better to ignore their parts and just kill quickly.


(end translation)


I estimate that the 5 Chip radius is within 1 1/2 ship lengths.

You can be in Lock-Shot mode, and still get a Chip 1-5 if an enemy is destroyed by the BULLETS from Shot. Since you get more boxes from an enemy while in Lock-Shot mode, you can get a 5 Chip off an enemy and achieve all the extra chips from Lock-Shot mode. The first place to us this technique is against the 2 large planes in Stage 1 (after the first powerup).

Against bosses you should always destroy their forms with normal shot, the decrease in your Overall Multiplier count is huge and not worth the dent in your End of Stage Bonus. Experts should try and use the technique above to avoid the multiplier but increase your Overall Multiplier count with lots of 5 chips. Read the Boss Form change timing to use this.





End of Level Bonus:

TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)





Boss form change timing:

You want your bullets from Shot to destroy the boss, but be able to get into Lock-Shot mode. I get the bosses life bar just a bit before the form change. You must get the feel.

These are for 1P.

1st Boss - Bettwen N and S of INSERT COIN
2nd Boss - Between S and E of INSERT COIN
3rd Boss - The 1P score in the middle of the 100s place
4th Boss -

First Form - Between N and S of INSERT COIN.
Second Form - The 1P score between 1000 and 100.

5th Boss

First Form - There is no marking to indicate, if you constantly damage him with Lock-Shot, it is when he returns to his first pattern.
Second Form - The 1P score at about 10,000. I don't look at this, it is during the second time of his final attack.






1-UPs:

The total amount of lives possible in Ketsui is 9 on DEFAULTS. Two Extends, Four 1-UPs (2 first round, 2 second round), Three starting stock.

3rd Mid-Boss - Destroy every turret and section of the mid-boss without bombs for a 1-UP.

5th Stage - Before the mid-boss, destroy the TIGER SCHWERT and PANZER JAGER without using bombs. The PANZER JAGER will drop the goods.





Loops:

Requirements -


NORMAL "TSUUJOU" LOOP - Total DEATHS + BOMBS => 6

SPECIAL "URA" LOOP (AKA REVERSE LOOP/SIDE) - NO MISS/NO BOMBS, 120+ Million Score


Here are the known differences in each loop. I will start with the NORMAL Loop and how it differs from the first round, and then how the SPECIAL ROUND differs from the NORMAL Loop.

TSUUJOU LOOP:

-Instead of releasing chips, enemies release Suicide bullets.
-Suicide Bullets are PINK.
-Chip Number is ALWAYS 1.
-You can stop suicide bullets from being released (seal) by being within a certain radius of enemies.
-If suicide bullets are sealed, then no chips are gained.
-Difficulty is drastically increased.

SPECIAL ROUND:

-A text message is given "WELCOME TO THE SPECIAL ROUND" before starting.
-Suicide bullets are BLUE.
-There is a greater number of suicide bullets and they are quicker.
-The distance which you can seal suicide bullets is decreased.
-When suicide bullets are sealed, the number that was due to be discharged will be added to your multiplyer (I will figure it out exactly as I get there)
-The rate of decrease when an enemy is destroyed with lock-shot is decreased.
-During Boss Battles, the reduction speed of the Total Multiplier Overall Counter is slowed.
-End of round bonus DOUBLES.
-During the 5th Boss, after the second form is destroyed, DOOM will appear.





Glitches:

Known Glitches. I once read that there is possibly a fixed version of Ketsui. If you ever aquire one of this please let me know as someday it may be possible for everyone to fix their boards.

UPDATE: Thanks to oxtsu and onimasa for this information!
glitches fixed Ketsui -- It was done only for those who complained to Cave and sent the board in for a fixed version EPROM (chip labeled 'V100'). They charged JPY.21000 (USD.200) for the service and did not publicize it whatsoever. There is only one small visual cue to tell the difference: on the V100 EPROM, the kanji is reversed from the normal writing. Master version 1/1/03 and everything else looks identical.
FREE PLAY - If FREE PLAY is on, and START is pressed during a DEMONSTRATION, your ship will try to follow the path of the DEMONSTRATION and the game is unplayable. Reset via TEST MENU to fix this.

3rd Boss Bomb - Someone released a bomb just before the 3rd Boss and got it to stay on screen for the entire fight.

5th Stage Blues - Randomly the 5th Stage Music will play at HALF SPEED. Very annoying.

UPDATE: Thanks to oxtsu again for this information. To ensure that the music does not glitch during Stage 5, do NOT press any buttons between the stage4/5 transition. I have practiced this for several months and have not had the music glitch on me since.

Continue Bug - I have activated a bug where the normal CONTINUE screen does not appear and instead it is located under the score counter (this happens during 2P games). The game did not recognize me using continues, and I was given access to the second loop.

FREEZE - I have finished the 1st and 2nd stage once and the game frooze for a good 3-5 seconds, then continued like nothing happened.

End of Stage Counter - Sometimes the Overall counter after a boss will display the wrong amount. I have seen +1000, +100, and -100. To see your TRUE Overall counter, watch as the End of Stage Bonus scrolls by.



Rank:

No rank in Ketsui.




Other:

In the 3rd Stage, just before the boss you will see a number painted on the ground. IKD says this is his birthday (and someone elses?).

Originally the female voice said "Just a couple more shots!" (like in DoDonpachi) and "GAMEOVER". You can listen to them in the Sound Test.

During the location test, I was told that the normal loop was much like what the second loops are now (you always got the same chip).
Last edited by Valgar on Sat Jun 03, 2006 8:00 pm, edited 8 times in total.
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Post by Venom »

Another glitch: Stage 1 boss, milking it, upon destroying one of the rotors was give ~1000 boxes more than I should have been.

Are you sure the multiplier is always 1 in URA? That doesn't seem to make sense, you would score almost nothing for the round. I thought you got 5 boxes per enemy (though they aren't shown) and the multiplier varied with current count. I don't have the videos or PCB anymore, so I'm probably wrong.
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Post by Valgar »

Oh I forgot that glitch. Even though your counter says you have +1000 chips, it is wrong. Look at the end of level Bonus to see your TRUE Overall Chip Multiplier. Sometimes during bosses, it will be +1000, -100, +100.

For the loops, I mean that the chips are always 1 (for each suicide bullet), sorry. I will change that. But because of this you spend a lot of time just using the shot on enemies to increase your multiplier. Then using lock-shot only on large enemies that are worth a lot of points. I have some Arcadia scans that show every enemies point worth.

There is a part in the 3rd Stage (special round) DVD replay by SYO where he spends the entire later half before the mid-boss increasing his multiplier count (the second row) all the way to 999!
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Post by chtimi-CLA »

about the hitbox, i think it's centered on the axis of your heli's blade and is about the same size as in DDP :?:
by the way you were right about not doing more damage point-blank
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Post by Valgar »

On the Panzer Jager it is above the gap in the back of the ship on the "engine" and like 4 pixels big.
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Post by LUNardei »

Great game and FAQ, I hope to see it soon in the form of a dedicated webpage. But most of all I hope to find out a pcb at a decent price...
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Post by GaijinPunch »

I once read that there is possibly a fixed version of Ketsui. If you ever aquire one of this please let me know as someday it may be possible for everyone to fix their boards.
Yes, there is a "fixed" version, but I have no clue if it addresses all of those. The only bug I've seen is that autoplay will error out when you first turn the board on. If you turn it on, play, and then let it autorun -- no problem. O_o
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Post by Valgar »

GaijinPunch wrote:
I once read that there is possibly a fixed version of Ketsui. If you ever aquire one of this please let me know as someday it may be possible for everyone to fix their boards.
Yes, there is a "fixed" version, but I have no clue if it addresses all of those. The only bug I've seen is that autoplay will error out when you first turn the board on. If you turn it on, play, and then let it autorun -- no problem. O_o
Where did you read that about the fixed version? The autorun...are you talking about the FREE PLAY glitch?

Do you know what they are talking about with the "INSERT CREDIT" on the outtakes of the DVD?
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Post by lmn4096 »

the Insert Credit in the outtakes DVD, is an explanation of a glitch.

when the coins selector is diferent from 1coin=1credit, the game have some slowdown appearing.

for exemple the blue rockets in the Boss5 attacks are much slower.
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Post by Valgar »

That is interesting, now someone has to explain to me how the bonus enemies after the Stage 2 and 5 mid-boss work.
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Post by MrMonkeyMan »

Don't they have something to do with the looping background? Such as when the loop has just restarded you kill the boss for the most amount of enemies? Maybe you've already thought of this and checked it out. I can only assume without the game :(
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Post by Valgar »

Yes, that is what it is about, but I don't know which part of the background, and if the boss himself has to be located on that section of the background or not. Did you get the DVD?
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Post by MrMonkeyMan »

Yeah, I bought the DVD, watched the DVD, enjoyed the DVD. One day I will have the game, one day... :(
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Post by Valgar »

But did you have SEX with the DVD?

Anyway, Page 32 of the manual talks about the bonus enemies.
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Post by chtimi-CLA »

strange, the replay dude waits for the st2 mid-boss to be on the middle of the screen instead of left like i had heard before.
someone translate the page about post st2 and 5 mid-boss bonus enemies :?:
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Post by Valgar »

If you look at the 2nd Stage background, there are "boxes" etched into the ground. Both players kill the mid-boss when he is lined up on the 3rd "box".
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Post by Valgar »

Ok this is what I think. I've tried it and it has worked for me.

If you look on pg.32 you see the maps. Inbetween the stars is the area that will loop on screen. I think you want to kill the boss just as the screen is about to re-loop. This way it has to loop one more time before the level can advance on. During this time it is filled with popcorn enemies.

Someone has to translate the numbers and what they mean though, I don't understand.

Stage 2 - Like I said before, kill the boss as he is on the 3rd "etched" box.

Stage 5 - Kill the boss when his front wheels are on the grass.

Watch the Outtakes section to see that if you are just a bit late, and the screen re-loops and then kill the boss, you get shit for bonus enemies. This is useful in the second loop though, when you don't WANT bonus enemies.
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Post by gameoverDude »

Valgar wrote:That is interesting, now someone has to explain to me how the bonus enemies after the Stage 2 and 5 mid-boss work.
I've seen extra enemies (one more large helicopter) after the stage 1 midboss. IIRC it depends on how quick the mid-boss is done in. However, I prefer to wait until the last row of tanks to start the timer with a 5 Chip and get the midboss to spit out a mess of 5's.

I had the overall counter show up 1000 short (in this case 800) after destroying a boss once. This freaked me out for a bit. When the bonus screen came up, the OC value was shown as 1800.
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Post by zakk »

gameoverDude wrote: I've seen extra enemies (one more large helicopter) after the stage 1 midboss. IIRC it depends on how quick the mid-boss is done in. However, I prefer to wait until the last row of tanks to start the timer with a 5 Chip and get the midboss to spit out a mess of 5's.
Yes, the stage 1 midboss is based on the speed you kill it. The midboss starts out by throwing out various spreads of blue bullets. Then it'll start dropping 'drones' out of the sidehatches. After this, it goes back to the blue bullet spread. You need to kill it before it gets back to the blue bullet spreads; if you see the blue 8-way spread, you are too late. (Although the timing isn't exact, you can kill it JUST as they come out, and you'll see them for a split second, but you'll still get the bonus enemy)

The 2nd and 5th stage midboss 'bonus' enemies are based on where the looping background is when you kill the midboss. 3rd stage is based on time.
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Post by oxtsu »

re: glitches fixed Ketsui -- It was done only for those who complained to Cave and sent the board in for a fixed version EPROM (chip labeled 'V100'). They charged JPY.21000 (USD.200) for the service and did not publicize it whatsoever. There is only one small visual cue to tell the difference: on the V100 EPROM, the kanji is reversed from the normal writing. Master version 1/1/03 and everything else looks identical.

Why did Cave/AMI never release a new fixed version properly? The answer is troubling.

^thanks to onimasa for this info.

Valgar-- The stage 5 music glitch is said to happen if pressing buttons in between Stage 4/5 transition, though not everytime.
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Post by Valgar »

Very interesting and thank you for sharing oxtsu. I do mash buttons inbetween stages, so I will have to stop that.
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Re: ST: Ketsui

Post by LUNardei »

Valgar wrote:1st Row - TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)
But... Isn't first row actually the number of chips aquired (decreased after the boss fight)? Is that a minus?
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Re: ST: Ketsui

Post by zakk »

LUNardei wrote:
Valgar wrote:1st Row - TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)
But... Isn't first row actually the number of chips aquired (decreased after the boss fight)? Is that a minus?
I dunno why he has that '1st row' there. The end bonus is just the total number of chips you have (after the boss fight) applies to that formula.
There's no minus or anything. So just ignore the part that says '1st Row -' and that's the bonus calculation.
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Post by Valgar »

Yea, listen to zakk, and I fixed it above.
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Post by Valgar »

I havn't gotten the Stage 5 music to glitch on me in sometime. I have stopped mashing buttons inbetween stages as oxtsu mentioned, seems to be working.
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Post by LUNardei »

What about the insert credit thing at the end of the out take?
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Post by zakk »

LUNardei wrote:What about the insert credit thing at the end of the out take?
On some of the alternate credit modes, there is more slowdown on the stage 5 boss. That's what that part is showing.
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Post by Coryoon »

Silly questions .. possibly, but anyway;

If you are closer to an enemy I take it that you kill him quicker - does this also mean that you score is improved per enemy?

I have noticed that at some points, I am about to get hit by bullets and they either blow up or disapear quite close to my craft - can you shooot bullets at the right angles, or do they disappear in certain circumstances if you defeat an enemy (like in progear).

Finally, is there a cheat to meet DOOM? - My aim is to meet him one day, but I suspect that might take a very long time :(

Totally love the game though :)
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Post by Valgar »

Coryoon wrote:Silly questions .. possibly, but anyway;

If you are closer to an enemy I take it that you kill him quicker - does this also mean that you score is improved per enemy?
You only kill them quicker because you lock-shot faster and nothing will be in your way. Your score is only improved with the multiplyer...
I have noticed that at some points, I am about to get hit by bullets and they either blow up or disapear quite close to my craft - can you shooot bullets at the right angles, or do they disappear in certain circumstances if you defeat an enemy (like in progear).
There are only a few LARGE enemies that will cause all bullets on screen to dissapear... NIGHTMARE, Mid-Bosses, the Stage 5 Buildings.
Finally, is there a cheat to meet DOOM? - My aim is to meet him one day, but I suspect that might take a very long time :(
No, that is why DOOM is so great, because only the best get to see him.
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Post by sven666 »

no rank in ketsui?

im pretty sure there is, you can adjust how steep of rank you want with the dips (even displays setting on main startscreen) and there is a huge difference in just the first boss agressivness if you get there with a good score...
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