So where is the second loop?system11 wrote:(arcade HD mode, 1-ALL)
Amusing how sloppy and unoptimized that Inbachi fight was. He could probably have cleared with an extra life or two.
So where is the second loop?system11 wrote:(arcade HD mode, 1-ALL)
How should be an optimized Inbachi clear fight Jaimers? I thought this was the first and only one...Jaimers wrote:So where is the second loop?system11 wrote:(arcade HD mode, 1-ALL)
Amusing how sloppy and unoptimized that Inbachi fight was. He could probably have cleared with an extra life or two.
Well first of all during the first phase, bombing at the point where the pattern gets that dense where he autobombed, you can get by with only 1 bomb instead of dying.O. Van Bruce wrote:How should be an optimized Inbachi clear fight Jaimers?
This just about sums my feelings so far. I'm a little bit disappointed truth be told.Icarus wrote: Even compared to past Cave games it seems a little lacking in… something… that I can't quite put my finger on. The game's presentation is marred by the plastic look of everything on screen, the amount of effects dripping off objects everywhere overwhelms the eye (and makes it really hard to approximate my ships position.
That's really fascinating. I would have never thought an autobomb to be advantageous.Obscura wrote:I think the autobomb is intentional, since it gives Inbachi less invulnerable time. By doing that, he killed the first form before it did its last pattern.
That's also the main reason why everyone uses autobomb on. It's very useful on Hibachi's final pattern. You want all the valuable time you can get damaging her during the DDP attack.Jeneki wrote:That's really fascinating. I would have never thought an autobomb to be advantageous.
You can still build up a hyper for the Stage 4 midboss and the recharges of Stage 5. It's a good idea to learn the game in its entirety so you have multiple parts to score so if you fuck up early, you can still attempt the later scoring tricks.chempop wrote:As much as I am enjoying this game, I often get frustrated more than often with cave games for this simple reason.
If I do great on the first 2 stages and make a mistake on stage 3 my run is blown. No recovery is possible if I die with my lvl 10 hyper, I absolutely need to cash in on the stage 3 midboss. Often in other games it's still worth playing out the credit, but I feel that here it's pointless.
So yeah, that's my only complaint so far.
I used to have this same problem too.. However, by playing enough I have learned the "rhythm" of his shots. Its now fairly easy for me to pass without using a single hyper. The trick is in the timing between blowing the towers and cancelling the bullets as well as hitting his health meter to the point where all of the bullets are cancelled. Just make sure you're near a tower to destroy when he goes nuts with the high-density attacks! It takes a while, but it's totally doable - even by an amateur like me! Your next challenge will be the stg 4 mid boss.. still impossible for me on the PCB / arcade mode.chempop wrote:No recovery is possible if I die with my lvl 10 hyper, I absolutely need to cash in on the stage 3 midboss.
http://shmups.system11.org/viewtopic.php?f=5&t=45983IDruggedShamu wrote:What's the difference between Arcade and 1.5? Is it JUST hypers building faster in 1.5? I went back a few pages and didn't see anything on it.
Ver 1.5 Changes: (Thanks Sapz)
If you collect star items while lasering an enemy, the hit increase timing is no longer reset.
Your combo gauge now increases while lasering something mid-hyper.
When lasering something normally, the rate of hit increase has sped up.
Properties of hypers have changed. While using a hyper:
1. The amount of points for shooting something varies based on hyper level.
2. The ratio of GP value gained varies based on hyper level.
3. The duration of the hyper varies based on hyper level.
4. The number of star items generated varies based on hyper level.
5. The amount of hits gained while lasering something has increased, again based on hyper level.
Parameters of star items have changed:
1. The amount of hits gained for collection has been changed.
2. The amount of score gained for collection has been changed.
3. The amount of GP value gained for collection has been changed.
All star items will be large during a hyper of level 6 or greater.
The amount of score and star items generated per enemy has been changed.
The amount of combo gauge gained from (non-flying?) enemy destruction has been changed.
When collecting a bee item, the amount of hyper gauge gained has been changed, based on the current number of hits.
The conditions for star items to be generated during boss fights have been changed.
The no-miss bonus for stages has been increased.
The amount of points gained from the maximum bonus has been changed.
When you fill the hyper gauge mid-hyper and cancel bullets, the bullets are now turned into large star items rather than small ones.
The amount of hyper gauge gained from collecting stars has been changed, and is based on the current game rank when collecting them.
Hyper timings for 1.5: (Thanks ratikal)
Level 1 - 9 seconds
Level 2 - 10 seconds
Level 3 - 12 seconds
Level 4 - 14 seconds
Level 5 - 16 seconds
Level 6 through 10 - 18 seconds
I've decided to have some fun and join in on the comment trolling.system11 wrote:For those without the port - here's a video of the whole replay I uploaded last night:
https://www.youtube.com/watch?v=cujHIkGRT7U
Other than the stuff above, the scoring glitch is fixed I thought.IDruggedShamu wrote:What's the difference between Arcade and 1.5? Is it JUST hypers building faster in 1.5? I went back a few pages and didn't see anything on it.
Novice isn't even novice, expert or otherwise.O. Van Bruce wrote:God damm it Yagawa, Expert Novice is no novice mode, even with all that slowdown...
only HE could have done this to Novice.
False (again), like everything you say. Argh, baited again!Novice isn't even novice, expert or otherwise.
After the first two stages it's as hard as any standard cave game.
Yeah expert is really easy. That's why there's only about 10 players per shot/ship who've posted a clearing score.chempop wrote:False (again), like everything you say. Argh, baited again!Novice isn't even novice, expert or otherwise.
After the first two stages it's as hard as any standard cave game.