Soukyugurentai (Raizing, 1996/1997)

A forum for saving and showing off all your hi scores
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DMC
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

Swordfish
DMC & ALL & 34,238,256 & SS/JPN
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A two-million increase.

Some info about the run. 16 bomb bonuses. I am now a bit more consistent on stage 5 and the first two-thirds of the final stage, so I NMNB up until the last third of the final stage, but there I died and did so-so on the final boss scoring-wise. I think I was a little bit unlucky with the bomb RNG in this run, but what can you do? :) had some lucky dodges on the other hand so maybe it evened out. I think at this point a 37 million score is a reasonable aim. Stage 5 was my least favorite stage previously, but I think it has been very fun to memorize, it's a nice balance between fixed enemy positions ( a lot of enemies can be targeted before they enter the screen) and RNG variations.

By the way, isn't the world record score for this ship, KTL-NAL's old 43,407,875 (https://www.bilibili.com/video/BV1ot411j7bA/?p=2).
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DMC
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

Swordfish
DMC & ALL & 35,470,917 & SS/JPN

Replay with commentary @ Youtube
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third_strike
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by third_strike »

DMC wrote: Fri Oct 04, 2024 10:35 am Swordfish
DMC & ALL & 35,470,917 & SS/JPN

Replay with commentary @ Youtube
Man, this is very big this game is so hard!
Congratulations!!!
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Sengoku Strider
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by Sengoku Strider »

DMC wrote: Fri Oct 04, 2024 10:35 am Swordfish
DMC & ALL & 35,470,917 & SS/JPN

Replay with commentary @ Youtube
Awesome commentary. I love this game and have had it in my all-time top 10 a couple of times, but one of my complaints has always been how it disincentivizes the powers ups. The fact that you turned that into a bonus by manipulating the bomb spawns is kind of redeeming.
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DMC
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Re: Soukyugurentai (Raizing, 1996/1997)

Post by DMC »

Thank you, gentlemen!

I think the sole weakness of the game is that the main shot is virtually useless when playing for score. It's 99% lock-on shot.
I think they had ideas of integrating the main shot more, because the flashing digit in the top-left corner (the multiplier) can be visually re-triggered by killing an enemy with the main shot shortly after you used the lock-on weapon--as if there was a chaining meter that extends from the lock-on shot to the main shot, but alas the main shot will never have a multiplier different from 1.

they integrated the main shot with the charge weapon very well in dimahoo though, because there you can get items from the main shot as long as the charge weapon is active.So basically you charge first, and then use the main shot as a complement.

I think, however, that the lock-on weapon is so fun to use that I am not too bothered about this weakness.
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