STG Weekly #73: Varth

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emphatic
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Re: STG Weekly #44: ???

Post by emphatic »

Outzone. That is all.
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Aquas
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by Aquas »

Current episode: #44: Armed Police Batrider Re-do
Scheduled for Sunday, Dec 15th, 10 a.m CST (5 p.m Sweden)
Guests: Icarus, chum

Alright, it's time for the Batrider re-do.
STG Weekly!, 1cc's, twitch, XBL: DJ Aquazition
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ranking alongside top elected officials for notoriety. -Ed Oscuro
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by CStarFlare »

Caravan episode is a great idea, but I don't know how you could do a whole episode on it with the games being 2/5 minutes long by definition. Are there other competition videos that could be used for a competition-themed video? IIRC Mikado posted a bunch of videos for a Twinkle Star Sprites tournament, for example.

Another idea is you could do an episode looking at unfinished or unreleased shmups. Things like Titan Warriors, or doujin games that had demos released but never reached a final state. I don't know if there are enough of those worth mentioning to justify an episode, but would be an interesting episode if there's enough material.

Crimson Clover would be great, is the game short enough to showcase both the PC and arcade versions?
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by Bananamatic »

CStarFlare wrote:Crimson Clover would be great, is the game short enough to showcase both the PC and arcade versions?
36-43 mins, plus you have 3 modes for both pc and arcade
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by Icarus »

Thanks for having me back on for the past two episodes guys. Always nice to chat with STG Weekly about some good games. :>
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by chum »

Thanks for having me on, too

Clearly there should be a third episode next year, focusing on Car-Pet!
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Aquas
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by Aquas »

It's true there could be another Batrider episode to go even more in-depth :D

Episode is up on yt.
https://www.youtube.com/watch?v=juIhjmK1ZD0
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by emphatic »

Aquas wrote:Episode is up on yt.
Thank you kindly, sir.
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Re: STG Weekly #44: Armed Police Batrider Redux

Post by Aquas »

If you didn't check Facebook or Twitter... STG Weekly is on break untill the first weekend of 2014.
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Re: STG Weekly #46: Progear no Arashi

Post by Aquas »

Current upcoming episode: #46: Progear
Scheduled for Sunday, Jan 19th, 2 p.m CST (9 p.m Sweden)
Guests: STG, bkr, rngmaster

Also Episode #45 Youtube playlist:
https://www.youtube.com/playlist?list=P ... 5OuDwLj9ud
Last edited by Aquas on Sat Jan 18, 2014 11:15 pm, edited 1 time in total.
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Re: STG Weekly #46: Progear no Arashi

Post by Crafty+Mech »

Aquas wrote:Current upcoming episode: #46: Progear
Scheduled for Sunday, Jan 17th, 2 p.m CST (9 p.m Sweden)
Guests: STG, bkr, rngmaster

Also Episode #45 Youtube playlist:
https://www.youtube.com/playlist?list=P ... 5OuDwLj9ud
Awesome! I've been looking forward to a Progear episode. Also enjoyed the Fever SOS episode, catch the disco fever!
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Re: STG Weekly #46: Progear no Arashi

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Aquas wrote:Current upcoming episode: #46: Progear
Scheduled for Sunday, Jan 17th, 2 p.m CST (9 p.m Sweden)
Guests: STG, bkr, rngmaster

Also Episode #45 Youtube playlist:
https://www.youtube.com/playlist?list=P ... 5OuDwLj9ud
Sunday is Jan 19th unless I'm living in a different year from everyone else :P
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Re: STG Weekly #46: Progear no Arashi

Post by Frenetic »

hopefully i'll be able to stream Progear runs before and after the show. follow me at twitch.tv/frenetic7

cheers,
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Re: STG Weekly #46: Progear no Arashi

Post by Some-Mist »

pumped for Progear. been working on a 1-ALL myself, and I'm stuck on the final pattern on the final boss ._.

I know I'll pick up a few things that'll aid me in my run
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Re: STG Weekly #46: Progear no Arashi

Post by Jeneki »

Wait, there was a Dangun Feveron episode? Woot yeah, gotta check that out as well. Love that game!
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Re: STG Weekly #46: Progear no Arashi

Post by BareKnuckleRoo »

Some-Mist wrote:pumped for Progear. been working on a 1-ALL myself, and I'm stuck on the final pattern on the final boss ._.
The last pattern lasts a while, but the bullets all move fairly slow and at a consistent speed, and you can predict where they'll come from based on the missile blasts. It's much better to use bombs earlier than risk dying while holding some cause its opening attack (and the second sped-up version) is just as nasty, and then speedy missiles aimed at you that drop bullets in the second form are even more dangerous.
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Re: STG Weekly #46: Progear no Arashi

Post by Some-Mist »

BareknuckleRoo wrote:
Some-Mist wrote:pumped for Progear. been working on a 1-ALL myself, and I'm stuck on the final pattern on the final boss ._.
The last pattern lasts a while, but the bullets all move fairly slow and at a consistent speed, and you can predict where they'll come from based on the missile blasts. It's much better to use bombs earlier than risk dying while holding some cause its opening attack (and the second sped-up version) is just as nasty, and then speedy missiles aimed at you that drop bullets in the second form are even more dangerous.
my main issue is when the bombs blow up in the face and don't clear the screen/hit the boss. there's some sort of forcefield that prevents my bombs from going through sometimes. The best run I've had so far I was going into the first phase with 3 lives 3 bombs and I still fail. I also don't practice (no MAME nor credit feeding), so it made the boss patterns a bit difficult to figure out the first 4 or 5 times I saw him.

the whole second phase of the boss is a big pain.
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Re: STG Weekly #46: Progear no Arashi

Post by Bananamatic »

Some-Mist wrote:I also don't practice (no MAME nor credit feeding)
Practice
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Re: STG Weekly #46: Progear no Arashi

Post by Muchi Muchi Spork »

Some-Mist wrote:
my main issue is when the bombs blow up in the face and don't clear the screen/hit the boss. there's some sort of forcefield that prevents my bombs from going through sometimes.
That has to do with your gem counter. If it's high your bomb will penetrate and do lots of damage. If you are bomb spamming and have a low counter the bomb is weaker and won't penetrate.
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Re: STG Weekly #46: Progear no Arashi

Post by BareKnuckleRoo »

Muchi Muchi Spork wrote:
Some-Mist wrote:
my main issue is when the bombs blow up in the face and don't clear the screen/hit the boss. there's some sort of forcefield that prevents my bombs from going through sometimes.
That has to do with your gem counter. If it's high your bomb will penetrate and do lots of damage. If you are bomb spamming and have a low counter the bomb is weaker and won't penetrate.
This. Bombs really do minimal damage compared to other Cave game bombs (they have massive duration if you have a large gem counter and get them launched into enemies) so any time you bomb, don't worry whether or not the bomb hits; just get in close and pointblank the boss as much as possible. During bosses, bombs are basically just for avoiding deaths, it's relatively minor if you miss the boss.

Even with a large gem counter, a bomb has a limit to how long it'll last onscreen before it explodes, so if it's slowing down and hitting lots of enemies, it may not reach the right side of the screen before it explodes.
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Re: STG Weekly #46: Progear no Arashi

Post by RNGmaster »

e: nvm
Last edited by RNGmaster on Sun Jan 19, 2014 11:33 pm, edited 1 time in total.
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Re: STG Weekly #46: Progear no Arashi

Post by STG »

I'm ready. Let's chat some ring game! :D

Edit: What a blast! Thanks to Aquas and Frenetic for having me on your amazing podcast, you guys rock, and thank you very much RNG and BKR, for doing a fantastic job describing the madness. I don't think I would have done anywhere near close to a good job describing the gameplay systems that you guys did. Massive, massive thank you's all around!

Watching the twitch replay, the chat was hilarious and it was great reading everyone's comment's, and yep, I did dumbly entered STT as my initials. :D Whoops!

Here's a link to my run featured on the show: https://www.youtube.com/watch?v=3g3csg5ouI0
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Re: STG Weekly #46: Progear no Arashi

Post by Aquas »

STG Weekly!, 1cc's, twitch, XBL: DJ Aquazition
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Re: STG Weekly #46: Progear no Arashi

Post by Aleksei »

Great episode, I now have a newfound appreciation of Progear.
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Re: STG Weekly #46: Progear no Arashi

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Aleksei wrote:Great episode, I now have a newfound appreciation of Progear.
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Re: STG Weekly #46: Progear no Arashi

Post by -S.L- »

Thanx for that , will watch that later in bed :mrgreen:
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Re: STG Weekly #46: Progear no Arashi

Post by RNGmaster »

Oh yeah and thanks trap for reminding me that because slowdown is emulated incorrectly, all my runs are null and void.

Time to pony up ~$1.5k for a cab, recording device and PCB :lol:
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Re: STG Weekly #46: Progear no Arashi

Post by STG »

I'm just curious to see how it handles the slowdown differently since I've only played the PCB, I might have to find some MAME runs on youtube just to take a look.

Definitely RNG, you should get the board. A supergun will do the trick. ;)
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Re: STG Weekly #46: Progear no Arashi

Post by chempop »

Great episode guys, thrilling replay to watch STG! Progear (and Dangun) are the 2 cave titles I've yet to spend much time with, but I'm definitely more interested to try it now that the scoring (sorta) makes more sense.

Interesting comparison to Ketsui, I hadn't thought much of that before. Also, good job with putting that dog to sleep F-man :lol: Lastly, thanks for the shout out in regards to the Capcom voting thingy. Thanks to Elixir I'd have never known about it either.
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Re: STG Weekly #46: Progear no Arashi

Post by BareKnuckleRoo »

I really thought the comparison to Mike Tyson's Punch Out! was apt; a lot of bosses do force you to be prepared to deal with attacks in randomized order so you really learn to pay attention to read which attack is being telegraphed as opposed to just expecting the boss to act in a specific pattern.
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