cave hermit wrote:Well I always felt like Saidaioujou started smacking me around the moment I pressed start (although I've always played without autobombs). I think my perception of MMP was kind of influenced by HG101, which I used to take seriously (they claimed that MMP wasn't liked by players because it was too easy).
I feel like SOJ stage 1 and 2 are standard difficulty for Cave games, but stage 3 and onward ramp up much faster.
Actually, that brings up something else I've been meaning to ask: Does SOJ have/still have input lag? I remember there was a bit of discussion about how pausing the ship while moving would cause it to take a second for it to stop after unpausing (a classic detector for lag), and I remember a while later hearing that it was patched or something. What of this is true?
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
How important is it to keep the 2nd multiplier high in Ketsui? So the game punishes the player for overusing the lock shot by lowering the 2nd multiplier when you destroy an enemy with the lock shot, right? I never kill popcorn enemies with the rapid shot for the sake of raising that multiplier. Am I supposed to keep that multiplier as high as possible despite missing scoring opportunities?
DestroyTheCore wrote:How important is it to keep the 2nd multiplier high in Ketsui? So the game punishes the player for overusing the lock shot by lowering the 2nd multiplier when you destroy an enemy with the lock shot, right? I never kill popcorn enemies with the rapid shot for the sake of raising that multiplier. Am I supposed to keep that multiplier as high as possible despite missing scoring opportunities?
The most common advice that I generally see around here is that newer players don't really need worry about the second multiplier too much, but there are some times where it's easy and advantageous to jack up the multiplier in order to get more points on mid-bosses or large (high value) enemies. An easy example that you'll see a lot in replays is using pointblank Shot on all of the popcorn before the 1-1 midboss to raise the multiplier quickly.
DestroyTheCore wrote:How important is it to keep the 2nd multiplier high in Ketsui? So the game punishes the player for overusing the lock shot by lowering the 2nd multiplier when you destroy an enemy with the lock shot, right? I never kill popcorn enemies with the rapid shot for the sake of raising that multiplier. Am I supposed to keep that multiplier as high as possible despite missing scoring opportunities?
The most common advice that I generally see around here is that newer players don't really need worry about the second multiplier too much, but there are some times where it's easy and advantageous to jack up the multiplier in order to get more points on mid-bosses or large (high value) enemies. An easy example that you'll see a lot in replays is using pointblank Shot on all of the popcorn before the 1-1 midboss to raise the multiplier quickly.
Yeah, the first mid-boss is the part where I usually notice pro players building up the 2nd multiplier for in superplays. I don't reckon seeing it elsewhere.
According to the bottom of the pages you linked the first one came with the "Limited" edition of SDOJ while the second one (which has 2 discs) came with the "Super Limited" edition (as did this one) - basically, if you bought the LE you got the Arrange soundtrack, while if you sprung for the SLE you got the Original and Arrange soundtracks, plus the theme song bonus disc. At least that's what it looks like.
How does the RNG work in old Cave shmups, like Dodonpachi DaiOuJou? For example, if I have a savestate during the phase change explosions of the stage 3 boss, the pattern is different every time.
Patashu wrote:How does the RNG work in old Cave shmups, like Dodonpachi DaiOuJou? For example, if I have a savestate during the phase change explosions of the stage 3 boss, the pattern is different every time.
Or rather, how does MAME emulate that RNG, might be the classic way of using the system time for the random seed.
Patashu wrote:How does the RNG work in old Cave shmups, like Dodonpachi DaiOuJou? For example, if I have a savestate during the phase change explosions of the stage 3 boss, the pattern is different every time.
Or rather, how does MAME emulate that RNG, might be the classic way of using the system time for the random seed.
If it used the system time on your computer then it would be impossible to have deterministic playback (of a TAS for example)
Patashu wrote:How does the RNG work in old Cave shmups, like Dodonpachi DaiOuJou? For example, if I have a savestate during the phase change explosions of the stage 3 boss, the pattern is different every time.
Or rather, how does MAME emulate that RNG, might be the classic way of using the system time for the random seed.
If it used the system time on your computer then it would be impossible to have deterministic playback (of a TAS for example)
I'm sure a replay saves more than just your inputs, if it does use the system time as a random seed then it can save that into the replay to be used during playback. That's how I made working replays for my game.
Does anyone know what causes the local leaderboards for the 360 port of Muchi Muchi Pork to reset, or does it just happen for no reason? My local rankings just got wiped out again.
I just got my imports to start working on my ps2 and was playing ddp doj. There is an option for Tate and yoko which I understand as widescreen and turned but there is another option for yoko anti. What is this?
coffeyrt wrote:I just got my imports to start working on my ps2 and was playing ddp doj. There is an option for Tate and yoko which I understand as widescreen and turned but there is another option for yoko anti. What is this?
coffeyrt wrote:I just got my imports to start working on my ps2 and was playing ddp doj. There is an option for Tate and yoko which I understand as widescreen and turned but there is another option for yoko anti. What is this?
Apparently it's a reduced flickering mode. May apply some kind of vsync or something.
soprano1 wrote:Question on Parodius Da!, which version is best: Arcade or SFC? I heard SFC has some extra stages and options?
They are similar but different. The SFC version is quite a bit easier, and has Omake mode which is it's own unique thing. I'd say both versions are worth owning.
soprano1 wrote:Question on Parodius Da!, which version is best: Arcade or SFC? I heard SFC has some extra stages and options?
They are similar but different. The SFC version is quite a bit easier, and has Omake mode which is it's own unique thing. I'd say both versions are worth owning.
Oh, thank you for the reply. I'm trying it out this week, should be fun.
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
Because it was mentioned earlier in the thread, Gaiabreaker (Wii U) is getting released on the US eShop on the 14th. It's a low quality programming exercise that you should avoid, though.
Blinge wrote:Ahhhh, and I suppose it differs between character?
For some reason it does, though it doesn't seem to make sense, e.g pick Flying Baron with speed power up which means you have super weak shot&options, it gives you a shot frequency of #10 on top of that where the other variants have higher frequencies.
Also you can keep it at #60 like the superplayers as long as you make every shot count, rank only rises for bullets that actually make it out of your ship.