
Considering that I don't even know what an istogram is (did you mean "histogram?"), methinks that shouldn't be a problem, heh.Randorama wrote:AND NO ISTOGRAMS OF THE RANK INCREASE
Considering that I don't even know what an istogram is (did you mean "histogram?"), methinks that shouldn't be a problem, heh.Randorama wrote:AND NO ISTOGRAMS OF THE RANK INCREASE
He is actually refering to the Wild Snail, as it's the only ship I know of that has two non-penetrative bullets and one penetrative as the main Shot (Grasshopper has something like 2-4 penetrative).Randorama wrote:Let's do some math: by default, you go at speed 3 (i.e. three shots per second), and this means that a level 4 main shot and two options do increase the rank in a minute of:
[3x1(penetrative shot)+1x2(non-penetrative shot)+2x2(two options)]x(3 frames x 60 secs)=1620 points.
Nope, once a Shot frequency is set, it is set until you change it again. Dying, powering up etc does not affect the Shot frequency (which is quite handy).Rastan78 wrote:Quick question, maybe this was covered somewhere else:
Dying (suiciding) will reset your shot frequency back to the default one right?
In short:Icarus wrote:For all the ships, You'll have to wait for around five attack cycles before you can attack the outer turret ring. This is because on the sixth attack cycle, the inner ring of turrets will activate, which will help you by protecting the main body of the boss from being damaged. You can tell when the inner ring of turrets have activated by listening out for an audible chime.
As far as I see it, there is no other way. From calculation, if I can make it to Black Heart2 with four full Weapons and at least 2 Extends in reserve, then I can potentially get over 2mil off Black Heart2 alone - roughly 250k-350k per Weapon used. That's worth a lot more than the random Medals scattered around stage 6, and I'm more likely to lose my Medal values in stage 6 from trying to stay alive.Randorama wrote:Uhm, beside that, Icarus: are you really planning to stock up bombs and go the ninja way on BKMkII? You should check well how much bombing does it get to die, as i'm sure that only Gain can afford to milk that much from the destroyable grenades attack. One thing you should surely check is the balance: how powerful Gain's bomb is? How many lives can you stock on that spot? Etc etc etc...Glow Squid's attacks are pretty insane at maximum rank (...like BHmkII is any easier). Any plans?
Be careful, you can't never say how much the medals are going to save your butt on this specific stage. While keeping the chain is...hardcore, i can't really think of other terms (eh well, you can always point-blank small planes while counting to keep up with medal appearance).Icarus wrote: As far as I see it, there is no other way. From calculation, if I can make it to Black Heart2 with four full Weapons and at least 2 Extends in reserve, then I can potentially get over 2mil off Black Heart2 alone - roughly 250k-350k per Weapon used. That's worth a lot more than the random Medals scattered around stage 6, and I'm more likely to lose my Medal values in stage 6 from trying to stay alive.
Uhm, the opening guns animations is slow, so to speak, so you can have a split second to center yourself.It should always be left-right-left, and 30° max to one side.It's not difficult, just needs timing...said this, i passed it unscathed ONCE, so he can go fuck himself, i could still do Glow squid and usually use the C extend to go past the vulcan, extending at D in the meanwhile. Always found Glow Squid easier, but you know that i'm weird, right?If you know in advance when the vulcan is about to be fired, it gives you a chance to get in position to dodge it.
Oh, whoops!Same amount of hits per seconds, right? If so, you should check how much a weapon will get you per depletion, i suppose.Both Gain's and Bornnam's Weapons are equal in relative stength, but Gain's has the advantage in that you can use multiple Weapons at once, and his Weapon burns a lot longer than Bornnam's.
Uhm, i don't know...i should check again, but i think rank should be based on 7 levels: 10k (2nd); 5k; 2,5k;1,25k;625 and 500 (7th). Last three ranks levels are a breeze to trigger: i suppose that adopting the "survival" tecnique with Bornnam is more doable by its lower rank profile, if i remember well. Can you do the math and see when you should hit maximum rank?And with Bornnam, you never actually get Glow Squid at "maximum" rank. As far as I know, only Gain players can exploit Black Heart2 and Glow Squid at maximum, it's far safer to get to these two with a fair bit below maximum.
Eh, good luck. Bornnam is officially the "easy to score with" plane, for the reasons you list. Only thing is, i still suppose that the bomb lasts less AND does less hits, it can be a problem at higher rank levels for hit points handling...but that's obvious, isn't it?We'll see how it goes. I quite like Bornnam now, it's given the game a whole new lease of life for me. And if I manage it, I'll be the only player here with a Bornnam ALL
That's true. But that's why I'm trying to learn to play stage 6 in at least one life. Blasting all the tank hatches for Medals would be pretty handy, but you have to go with your hunches if you want to see the resultsRandorama wrote:Be careful, you can't never say how much the medals are going to save your butt on this specific stage. While keeping the chain is...hardcore, i can't really think of other terms (eh well, you can always point-blank small planes while counting to keep up with medal appearance).
If I remember correctly, the vulcan is always aimed at your position initially, and then it sweeps really quickly. I had a method of counting 4 taps in one direction, then switching direction on the fifth, which used to work. Given that Bornnam has a slightly faster movement speed, I may need to test that method out to see if I can use it again.Randorama wrote:Uhm, the opening guns animations is slow, so to speak, so you can have a split second to center yourself.It should always be left-right-left, and 30° max to one side.It's not difficult, just needs timing...said this, i passed it unscathed ONCE, so he can go fuck himself, i could still do Glow squid and usually use the C extend to go past the vulcan, extending at D in the meanwhile. Always found Glow Squid easier, but you know that i'm weird, right?
Gain at Maximum rank can get around 450k per Weapon. Bornnam never seems to get there at maximum, so you get less destroyable grenades during the bomb shower. I think about 350k max per Weapon.Randorama wrote:Oh, whoops!Same amount of hits per seconds, right? If so, you should check how much a weapon will get you per depletion, i suppose.
Going off WAT's replay on the Saturn disc, he makes it to Black Heart in st5 and only four of those support fighters show up, when usually, with Snail, about 5 appear. You're right about it's low rank profile - if I can learn to take on stages with just the level 4 Shot (double three-way) then I can keep rank down quite a fair bit. The real challenge is in scoring consistently.Randorama wrote:Uhm, i don't know...i should check again, but i think rank should be based on 7 levels: 10k (2nd); 5k; 2,5k;1,25k;625 and 500 (7th). Last three ranks levels are a breeze to trigger: i suppose that adopting the "survival" tecnique with Bornnam is more doable by its lower rank profile, if i remember well. Can you do the math and see when you should hit maximum rank?
Homing and a 5-6 frequency are the key. With homing, you can also stick to 2, or maybe 3 options, and get the same results.Personally, i got splatted half of the time, trying to time their appearance (always been BAD at triggering the secret options).Icarus wrote:
That's true. But that's why I'm trying to learn to play stage 6 in at least one life. Blasting all the tank hatches for Medals would be pretty handy, but you have to go with your hunches if you want to see the results
I think the key is in getting and keeping Homing Options. I actually had them in stage 6 on my 9mil run, but before the turret wall, when going for a fourth Option, it switched me to Wide instead
Stay on the centre!If you don't, you may have one final sweep on one of the sides that will get you, and you will feel sorry![/Psikyo] Beside that, a fluid movement is perhaps better, but as long as you can keep the pace, that's fine.Just fine-tune the speed, it's very tricky (faster than it seems).Randorama wrote:
If I remember correctly, the vulcan is always aimed at your position initially, and then it sweeps really quickly. I had a method of counting 4 taps in one direction, then switching direction on the fifth, which used to work. Given that Bornnam has a slightly faster movement speed, I may need to test that method out to see if I can use it again.
Randorama wrote:Oh, whoops!Same amount of hits per seconds, right? If so, you should check how much a weapon will get you per depletion, i suppose.
Wat's replay dodges a max-out various times, As he seems to be able to suicide always slightly before the triggering of the second level. This in turn is mirrored by the appearance of 4 planes (5 means that you're actually at level 6, and that's big troubles).
Going off WAT's replay on the Saturn disc, he makes it to Black Heart in st5 and only four of those support fighters show up, when usually, with Snail, about 5 appear. You're right about it's low rank profile - if I can learn to take on stages with just the level 4 Shot (double three-way) then I can keep rank down quite a fair bit. The real challenge is in scoring consistently.
I usually drop five of the weapon bullets from the big green bomber before Black Heart on stage 5, and then try to get through the early part of stage 6 and past the turret wall without dying, so I can trigger them afterwards. If I die before that though, I'll have to try to stay alive using Weapon until I can make it past the turret wall (and set up for another Homing using the bullets that are left from the group of six tanks).Randorama wrote:Homing and a 5-6 frequency are the key. With homing, you can also stick to 2, or maybe 3 options, and get the same results.Personally, i got splatted half of the time, trying to time their appearance (always been BAD at triggering the secret options).
As long as the moving vulcan's behaviour is easy to understand then the rhythm for the tapping dodge shouldn't be a problem. Hopefully it's either a very fixed order of movements (left-right-left) or a similar behaviour to Black Heart1 ("across the cloud channel" so to speak).Randorama wrote:Stay on the centre!If you don't, you may have one final sweep on one of the sides that will get you, and you will feel sorry![/Psikyo] Beside that, a fluid movement is perhaps better, but as long as you can keep the pace, that's fine.Just fine-tune the speed, it's very tricky (faster than it seems).
I can manage it if I end up with five support fighters at Black Heart. I'm slowly learning to curb my "blow shit up" tendencies that have been developed the past few years on other shmups, and it's slowly starting to pay off. I just need to work on my consistency, stupid mistakes always end a potentially good credit early.Randorama wrote:Wat's replay dodges a max-out various times, As he seems to be able to suicide always slightly before the triggering of the second level. This in turn is mirrored by the appearance of 4 planes (5 means that you're actually at level 6, and that's big troubles).
I wouldn't rest on your laurels just yet, there's a few of us gunning to knock your D,6xx,xxx score off the top of the pileRandorama wrote:I don't think i'll try out with Gain, as i find him difficult handle. I don't know what i'll do next, i'm sure i'll slack off epically and play 8 hours a day when i'll be back at home, so we'll see
the torrent stuff?Icarus wrote:
I usually drop five of the weapon bullets from the big green bomber before Black Heart on stage 5, and then try to get through the early part of stage 6 and past the turret wall without dying, so I can trigger them afterwards. If I die before that though, I'll have to try to stay alive using Weapon until I can make it past the turret wall (and set up for another Homing using the bullets that are left from the group of six tanks).
Not easy, very awkward, need to practice it a lot
The movement is fluid, it doesn't stop at the extremes, that's usually what kills you, so to speak. And faster, of course, so it's important to get the faster timing down.
As long as the moving vulcan's behaviour is easy to understand then the rhythm for the tapping dodge shouldn't be a problem. Hopefully it's either a very fixed order of movements (left-right-left) or a similar behaviour to Black Heart1 ("across the cloud channel" so to speak).
Five is already a lot, it means that you're on rank 5 or 6 (or 4 or 5, i don't really recall). One thing you should do, in case, is really learning not to shoot when you don't need to, and i really mean that you need to be precise. Also, higher frequencies are useless before, uhm, stage 6 or 5 (depends on plane), so be precise with your amount of bullets, it really makes a differenceI can manage it if I end up with five support fighters at Black Heart. I'm slowly learning to curb my "blow shit up" tendencies that have been developed the past few years on other shmups, and it's slowly starting to pay off. I just need to work on my consistency, stupid mistakes always end a potentially good credit early.
Well, i may try out Miyamoto, it's an interesting characters in all games it appears...we'll seeRandorama wrote:
I wouldn't rest on your laurels just yet, there's a few of us gunning to knock your D,6xx,xxx score off the top of the pile
I might have to take your advice on this one, since the sixth stage is by far the most difficult in the game with regards to survival. It was so much easier with the Snail and Grasshopper, just Weapon the tank hatches to get two Medals, and to stop tanks from appearing. Bornnam has to leave them alone for the Weapon bullets if I want to do the ninja method on Black Heart2Randorama wrote:It sounds too cerebrotic though, the main problem being the too many conditions to perform well. On the other hand, you may want to improve the overall perfomance to cement the said approach...after all, it is doable, as long, well, you can do the turret walls
Easier said than done. You really need a faster Shot frequency in the early stages of the game to give you the Shot power without requiring Options. I've yet to learn to balance the two problems without running into problems though.Randorama wrote:Five is already a lot, it means that you're on rank 5 or 6 (or 4 or 5, i don't really recall). One thing you should do, in case, is really learning not to shoot when you don't need to, and i really mean that you need to be precise. Also, higher frequencies are useless before, uhm, stage 6 or 5 (depends on plane), so be precise with your amount of bullets, it really makes a difference
Miyamoto sounds good, but I vote for Chitta myself (I came across another Japanese Garegga site with a screenshot of an A,xxx,xxx score with her), but it's entirely up to youRandorama wrote:Well, i may try out Miyamoto, it's an interesting characters in all games it appears...we'll see
HehehVorpal wrote:However, the interesting part here, is the conical machine-gun attack started sweeping (the way I manage my rank, it never sweeps until the 2nd instance of the attack), and... kept on sweeping counter-clockwise, allowing me to just camp the weak spot for a quick win.
I can't seem to reproduce this effect, as I'm not sure what caused the attack to #1 sweep when normally it only does a quick burst the first time around, and #2 sweep away from my ship.
Not badVorpal wrote:There's a lot to learn for me, since I used to be pretty much exclusively Reinforcer and recently Iron Mackerel (i.e. armor piercing fiends).
With non-penetrative bullet ships, the best way to take out the side and central propellors is with the use of up to three Options. The extra Options should give you enough firepower to attack the central and side propellors and destroy them quickly. The key to successfully destroying all three propellors within the alloted time limit is to deal as much damage to the central propellor as you can while you are attacking one of the side propellors.Vorpal wrote:I couldn't take out that center propeller on Nose Levagghin. I suppose if I use 4 options next time I could manage it, and ignore one of the side propellers until the center one is toast? That way I wouldn't have to contend with the missiles on the center propeller...
That sounds about correct. You must remember that it's not the actual suicide explosion that does the residual damage, but the shrapnel pieces themselves. Since they glide quite slowly, they can do a lot of extra damage - sometimes destroying the twincannon's base if you do too much damage. With the central propellor though, your theory may be correct.Vorpal wrote:I figured out how to get rid of that central propeller of Nose Levagghin with Shatter Star, after I deduced that it is perhaps immune (will explain in a sec) to suicide shrapnel.
It's best to go for them anyways. With the Sword's fast napalm, you have to change both the timing of when you release the flamingos, and the positioning of where you release your next few Weapons. Following on from your observation about the castle keep, the point of contact you had with your Shot is actually the origin point of the flamingoes. Attacking that point constantly with Weapon will not only send out more flamingoes, but increase their point yield.Vorpal wrote:The Flamingo bonus was so pathetic (about 250,000) I'm contemplating using napalm on the rails in level 1 instead, hahahaha.
You can adapt the technique I use in this clip (XVID - 2.4MB) to work with the Sword which has an almost identical type of three-way Shot. In basic, you line yourself up with the central turret of the midboss, and force the central turret to turtle. You then use the side bullets of your three-way Shot to damage and destroy the two back missile launchers, and the two side turrets.Vorpal wrote:The 1UP miniboss seems to require my undivided attention, coupled with the utter suckness of the napalm, makes milking the scaffolding a massive, massive chore...
DXP-Yoshidaya used a suicide. If anything, every ship can use a suicide for the tank bullets, as it makes it so much easier to destroy all the tank tracks and turrets on a large tank.Vorpal wrote:I have no idea how I'm going to grab more than 1 large weapon bullet off the 4-Tank-Attack in Stage 4... What did Yoshidaya/Kamui do at this part with Shatter Star? I guess suicide... I did have plenty of credits but.. I never was able to time it right with Iron Mackerel. Now's the time to learn, neh?
That is correct. Remember though, Shot may send out a few more flamingoes, but it's nothing compared amount of flamingoes that appear and the point yield increase you get when you do this with Weapon insteadVorpal wrote:While I'm on the subject of strategy, I want to mention something I've learned about the Flamingo castle. The true area to hit (and thus multiply point gain on the birds) is not the keep, but rather the right-upper corner of the castle
An excellent technique! Those rear missile bays did indeed take an eternity to get rid of on my Shatter Star run today... so what you've just shown me is going to be incorporated into my strategy immediately :DYou can adapt the technique I use in this clip (XVID - 2.4MB) to work with the Sword which has an almost identical type of three-way Shot. In basic, you line yourself up with the central turret of the midboss, and force the central turret to turtle. You then use the side bullets of your three-way Shot to damage and destroy the two back missile launchers, and the two side turrets.
Yeah I wasn't a big fan of suiciding here on Mackerel, as I tend to need as many credits as possible for the boss + the stage 5 boss-fest. I had a routine down where I could regularly grab 2 large bullets, often 3 (rarely 4) without suiciding. However, with Shatter Star, I save 2 credits when milking Madball, so I won't feel as uncomfortable suiciding at the stage4 tanks. (Heh... I bet we've said suicide so many times in this thread that it'll show up in google if we search "suicide"). Suicide.DXP-Yoshidaya used a suicide. If anything, every ship can use a suicide for the tank bullets, as it makes it so much easier to destroy all the tank tracks and turrets on a large tank.
It's not so much the timing of the suicide, but the placing of your ship when you suicide. You preferably want your ship to blow up dead center of the screen, with all four tanks in view, so your shrapnel is scattered tightly and evenly across the screen.
Actually, that's not a Debug Mode. Since you're playing it in MAME, you're playing the PCB, and what that list of menu options is, is the Service Menu. You get it by enabling Service Mode in your dipswitches, and then resetting/loading the game. From there you can check out all sorts of things, like sprites and their hitboxes, map layouts, sound and graphics tests and so on.Vorpal wrote:After writing that I was too riled up and had to load up the old beast for another round. Instead I got this http://webpages.charter.net/bgspencer/debug_mode.avi
The speed of the final fan-wave from NL2's main core is usually determined by how many main targets you've destroyed - lower wing turrets, side proellors, central propellor, twincannon body - as well as being partly affected by rank. For me, ignoring just the central propellor makes the fan wave so much easier to navigate, while gaining near maximum points from the boss.Vorpal wrote:If I try to milk all the wing-propellers/turrets with an armor piercing ship, then the final "bullet wave" is firing like 5 times a second. So instead I just kill 3 wing turrets, one side propeller, then hammer the center... and the bullet-wave is manageable to my brain.
At a guess, the rank profile for Sword will be pretty low due to the absence of a penetrative bullet in the Shot. As long as you create and stick to a strategy that can force the game to slowly increment rank - use little to no Options; use a specific Shot level that offers power, but doesn't have as many bullets being fired at once etc - you should have no difficulty keeping rank down.Vorpal wrote:The perks of a weaker ship seem to show up in the end stages of the game, where your rank is miniscule in comparison to the beefier ones like Snail/Gain. Something to look forward to with my Shatter Star attempts
Not many people here on this forum give a crap about Garegga either. It's slowly mutating into a Cave-fans forum, where everything is discussed in the context of "Cave vs shmup developer" or "Cave game vs other shmup"Vorpal wrote:Nobody I know, or have met, in real life or even online in gaming communities, has given a crap about Garegga. Makes it kindof hard to talk to them about it
Easy. When you quote, you usually set out these tags:Vorpal wrote:edit: p.s. how are you quoting in such a way that it replaces "quote" with "xx wrote"?
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I haven't messed with the dipswitches since Tomtom's "Max Rank Challenge", where all I did was turn difficulty back down to medium. I'm puzzled as to how I activated it.Icarus wrote:You get it by enabling Service Mode in your dipswitches, and then resetting/loading the game.
Actually, now that you mention it, I do indeed always kill the central propeller in armor piercing ships (for obvious reasons). Forcing me to go easy on the boss. I think I'm going to have fun milking this sucker with Shatter Star.Icarus wrote:For me, ignoring just the central propellor makes the fan wave so much easier to navigate, while gaining near maximum points from the boss.