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 Post subject: Nomltest
PostPosted: Mon Apr 11, 2005 10:45 pm 


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Joined: 26 Jan 2005
Posts: 2550
Location: Toronto, ON
I guess this is one of those shmups that appear out of the blue and should get the attention it deserves.

http://yomogi.sakura.ne.jp/~si/SolidImage/index.shtml
In the link, look for nomltest 1.0.1, and for the program itself, there are two exe files: the fs, and the fw version.

It's basically another shoot em up where all the enemies are.... basically sprites from Space Invaders, but the game itself doesn't feel like Space Invaders though. Not that it's a bad thing anyway, because to me, this game is downright awesome.

Rules: Start at Level 0, post name, score, level, and the number of bullets eaten.

Code:
DEFAULT MODE STANDARD
           Name - Score   -  LV - Eaten
1.      shiftace - 2,567,820 - 305 - 4783
2.           rmg - 1,708,700 - 232 - 2490
3.           CHI - 1,420,450 - 194 - 2000
4.        SFKhoa - 1,367,690 - 192 - 2458
5.          gilt - 1,337,970 - 179 - 1897
6.      Cromarty - 1,300,170 - 170 - 1651
7.     shoe-sama - 1,283,240 - 172 - 1625
8.        Ruldra - 1,218,290 - 184 - 2028
9.          Beam - 1.079.570 - 159 - 1223
10.        Davey - 1,035,490 - 144 - 1029
11.      moozooh -   975,020 - 141 - 1557
12.          TVR -   974,760 - 134 - 1206
13.     DeSangre -   961,280 - 140 - 1150
14.      Skyline -   950,110 - 127 -  984
15.         BUHA -   943,820 - 134 - 1134
16.   cigsthecat -   922,660 - 135 -  857
17.    Shepardus -   901,270 - 134 -  404
18.         Zhon -   851,360 - 126 -  898
19.       Ruldra -   850,200 - 132 - 1053
20.   tinotormed -   839,000 - 134 -  510
21.         gs68 -   777,160 - 110 -  818
22.         piyo -   761,900 - 110 -  857
23.         Sock -   631,350 -  88 -  616
24.          lgb -   599.550 -  97 -  624
25.    Ed Oscuro -   575,780 -  82 -  643
26.
27.
28.
39.
30.

OMAKE MODE O-GUI
1.      shiftace - 1,292,710 - 214 -  7700
2.           CHI -   883,090 - 172 -  3375
3.        SFKhoa -   534,610 - 106 -  1716
4.
5.
6.
7.
8.
9.
10.
11.
12.

OMAKE MODE KUIDAORE
1.      shiftace - 15,937,440 - 999 - 142418
2.        Ruldra -  1,033,440 - 268 -   8254
3.           CHI -    783,700 - 212 -   6000
4.           lgb -    381,470 - 111 -   2930
5.        SFKhoa -    329,250 -  97 -   1911
6.
7.
8.
9.
10.
11.
12.
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Last edited by SFKhoa on Tue Mar 06, 2018 3:24 pm, edited 71 times in total.

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 Post subject:
PostPosted: Tue Apr 12, 2005 1:14 am 


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This game is great. I only spent about a half hour, but I think I'm going to play it a bunch. Just to get the table started:

shiftace - 374,590 - 57 - 145

version FW

OT: What game originated the mechanic of destroying bullets by buzzing them for a second?


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 Post subject:
PostPosted: Tue Apr 12, 2005 7:29 am 



Joined: 26 Jan 2005
Posts: 388
----------UPDATE---------

681,390

LVL 105

Eaten: 487


Last edited by BUHA on Thu Apr 14, 2005 6:50 am, edited 1 time in total.

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 Post subject:
PostPosted: Tue Apr 12, 2005 9:37 am 


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Just over 79,000 on my first try. About 5,000 on my second. Too early to shmup. :lol: More play later in the day.
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 Post subject:
PostPosted: Tue Apr 12, 2005 8:13 pm 


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Location: Toronto, ON
I'm on a roll! *check first post*
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 Post subject:
PostPosted: Wed Apr 13, 2005 3:36 am 


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fs means fullscreen, the other version runs in a window and has a few features (omake, effects) missing. Going to test it now...


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 Post subject:
PostPosted: Wed Apr 13, 2005 11:35 am 


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raiden wrote:
fs means fullscreen, the other version runs in a window and has a few features (omake, effects) missing. Going to test it now...


Actually, the Omake modes have to be unlocked; I already unlocked one of the omake modes called O-GUI,
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 Post subject:
PostPosted: Wed Apr 13, 2005 4:23 pm 


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194,000+. I'll submit a real score when I break a quarter million.
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 Post subject:
PostPosted: Wed Apr 13, 2005 5:43 pm 


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Joined: 28 Feb 2005
Posts: 289
Location: Fort Worth, Tx
282,640 - Lvl 50 - Eaten 37

I don't get the eaten thing. I've noticed that sometimes I'll get hit by a bullet and it will give me points, but how does this work?
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 Post subject:
PostPosted: Wed Apr 13, 2005 7:25 pm 


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black mariah wrote:
282,640 - Lvl 50 - Eaten 37

I don't get the eaten thing. I've noticed that sometimes I'll get hit by a bullet and it will give me points, but how does this work?


Here's how the eaten thing works:
You see the diamond/square that surrounds your ship? Basically, when a bullet enters within the diamond, the bullet will usually disappear before it 'leaves' the diamond from the other side, thus giving you points.
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 Post subject:
PostPosted: Wed Apr 13, 2005 9:01 pm 


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Currently:

shiftace - 784,220 - 106 - 481

I tend to really suck at this game about 4 times out of 5, I'm always looking at the wrong places.

There are plaintext enemy/bullet scripts in one of the subdirectories, maybe interesting reading if you're into game design and all that.


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 Post subject:
PostPosted: Wed Apr 13, 2005 9:52 pm 


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Joined: 28 Feb 2005
Posts: 289
Location: Fort Worth, Tx
333,826 - Lvl 59 - Eaten 242

Getting better. I WILL BE THE FIRST TO ONE MILLION! Or not. Ever try shmupping on a Sidewinder? :shock: My right thumb is toast.
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 Post subject:
PostPosted: Fri Apr 15, 2005 12:52 pm 


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Location: Burbank, CA
Can you add a table for KUIDAORE mode?

O-GUI explanation: When you collect enough bullets to use it, press your third button when a lot of bullets are on screen. More bullets= more points. Unfortunately the points awarded are so small it's just the normal game with a bomb. Weak.

cigsthecat - 922,660 - 135 - 857 (standard)

Unlocked "Kuidaore" mode after this run. Really cool- the three buttons switch your ship between the colors. Red=suck up red bullets faster/ invicible to red. Same with green and blue. You can only fire while collecting bullets of the appropriate color.

edit- someone download this and put it in the "default" folder for this game replacing your "hiscore.ply" file. Then see if the replay is mine. If it is, we can have some fun trading replays easily.


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 Post subject:
PostPosted: Fri Apr 15, 2005 8:16 pm 


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@cigs: yes the replay does work, but to see someone else's replay, the name has to be the same, therefore, you have to backup your own replay before seeing someone else's

Updated high-score table by adding tables for all 3 omake modes, and...cig's score ^_^
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 Post subject:
PostPosted: Sat Apr 16, 2005 12:13 am 



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Posts: 388
damn, those omake modes sound like fun. i need more time to play :cry:


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 Post subject:
PostPosted: Sat Apr 16, 2005 1:42 am 


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whoops, sorry BUHA, missed your updated post, I'll get to it now!
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 Post subject:
PostPosted: Tue Apr 19, 2005 5:15 pm 



Joined: 26 Jan 2005
Posts: 141
standard:
Zhon - 711,690 - 112 - 247

Eating a bullet requires the bullet to stay within the square/diamond field for a certain period of time - some bullets can never be eaten though, or just take impossibly long - especially then delayed peach aimed lines, as well as the straight-dropdown green bullets. If you back up while keeping a bullet inside the field, you increase the likelihood a bullet will be eaten - so you can use this in a tight spot. However, I've found that I try to avoid eating bullets early on because 25 bullets eaten = +1 level, making things get tougher, and I'm trying to stay on the easier levels for as long as possible to get most points.

Anyone break level 150 yet, starting from any level?

I'm guessing lock.bin is the unlocked stuff data file - if it was copied around maybe it'd unlock things for everyone?

Edit: Just watched cig's play - looks like I'm wrong to suggest avoiding eating bullets, their value chains up to 500 a bullet, which is pretty hefty, but I'm not sure what makes it go up or down (it goes down a big chunk when you die though).

Edit 2: Okay, some testing has shown that bullet-eat values go up as you destroy enemies of the same colour, and decrease if you let enemies of the same colour escape, or die.


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 Post subject:
PostPosted: Tue Apr 19, 2005 8:00 pm 


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Yeah bullet eating is definitely worth it, just not all the time.

This is what I observed about bullet eating values, in the spirit of analysis (normal mode):
Allowed values: 10-500 by 10
Initial value: 20
Killing a formation of small enemies: +20
Failing to kill a formation of small enemies: -20
Dying: divide by 2

A formation of small enemies always has 10 ships in it and gives 2000 bonus points when it dies.
Medium/large enemies never affect the eat value counter.
Formations that began appearing before your ship respawns from a death should not affect the eating value.

The time needed to eat a bullet depends on the shape of the bullet. I think your active shot pattern affects it too, because I think I was able to eat a few with shot 2 (really tiny field) active.

I never noticed any effect of bullet eating on game level. Enemy pattern changes are hard coded at specific levels in the enemy script. Some of them seem to eventually change color, too.


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 Post subject:
PostPosted: Thu Apr 21, 2005 12:00 am 



Joined: 26 Jan 2005
Posts: 141
Bullet values are in increments of 20, except for the value of 10. The value does go down by half if you don't have 500 - but it seems to drop to around 340 if you perish while it's at 500.

Every X bullets you eat boosts the level by 1 - I think X is 25.
If you play while avoiding bullet-eating, your level will increase much more slowly.

As for colours, the small enemies eventually turn while, but the large enemies and bullets remain coloured.


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 Post subject:
PostPosted: Thu Apr 21, 2005 4:57 am 



Joined: 26 Jan 2005
Posts: 388
SFKhoa wrote:
whoops, sorry BUHA, missed your updated post, I'll get to it now!



lol that's cool, but you still haven't updated it! WTF!? :x

:P


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 Post subject:
PostPosted: Thu Apr 21, 2005 6:02 pm 



Joined: 26 Jan 2005
Posts: 141
Strange, was playing today and had some bullets valued at 470 - so maybe missing a formation leads to -10? Hrm


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 Post subject:
PostPosted: Thu Apr 21, 2005 6:39 pm 


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Say, for example, you have a bullet value of 300 and you die. The value then becomes 150, and getting 16 formation bonuses will raise it to 470. That's how 10-500 by 10 are all possible bullet eating values.

I noticed the business about not getting exactly 50% if you die with a value of 500. Maybe the value can internally go to around 700 but points are capped at 500. Or maybe 500 is just a special case.


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 Post subject:
PostPosted: Fri Apr 22, 2005 3:09 am 


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I have noticed that sometimes the value will drop slightly below 500 sometimes even without dying. Missing formations must be it.

At any rate completing sets is definitely more important than eating bullets. They really should have done a bit more with these ideas and it could've been great.


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 Post subject:
PostPosted: Sat Apr 23, 2005 1:17 am 


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damn, something's wrong with the forum, I need Zhon and uwfan's score here again.
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 Post subject:
PostPosted: Sat Apr 23, 2005 4:47 am 



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Zhon - 851,360 - 126 - 898

This is from memory, but I think I have it right. Nomltest is on my other pc.


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 Post subject: "Eat"
PostPosted: Sat Apr 23, 2005 2:28 pm 


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Posts: 70
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Found this thread and game at 3PM. Played until 11PM. Wow. This game is damn good! I like buzz/graze games. Now I found a new term for it, "eat".

piyo - 761 900 - 110 - 857 - Sega Saturn style USB controller.

It says in the readme:

"eat" bonus decreases by 160 if at 320 bonus or more, it is halfed when lower than 320 bonus.

Enemy difficulty:
Enemy difficulty increases by play time and "eat" count.
The increase rate is play time 11 levels/minute, "eat" count 0.036 level/ bullet. Also, at level 150, a white-like enemy will start to appear. The difficulty will not increase after this point.

I found my new lunch time game. LOL
---
piyo


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 Post subject:
PostPosted: Sat Apr 23, 2005 7:34 pm 


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uwfan, 477650 - 80 -139.
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 Post subject: Re: "Eat"
PostPosted: Sat Apr 23, 2005 7:39 pm 



Joined: 26 Jan 2005
Posts: 141
piyo wrote:
It says in the readme:

"eat" bonus decreases by 160 if at 320 bonus or more, it is halfed when lower than 320 bonus.

Enemy difficulty:
Enemy difficulty increases by play time and "eat" count.
The increase rate is play time 11 levels/minute, "eat" count 0.036 level/ bullet. Also, at level 150, a white-like enemy will start to appear. The difficulty will not increase after this point.

Ah, much thanks - always helpful to know how to read JP. So I wasn't seeing things when I saw the value at 340 after death (at 500). Also, at 0.036 level/bullet, that means approx 28 bullets for a level.

Strange that difficulty caps at level 150, since the game allows you to start at level 0, 50, 100, 150, and 200.


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 Post subject:
PostPosted: Mon May 02, 2005 6:18 pm 


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This game is great!

shame ive only gotten 281640 so far, but keyboards suck! I'll hopefully be back with a better score soon :p
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 Post subject:
PostPosted: Sat May 07, 2005 2:08 am 


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So close, but I couldn't quite do it:
shiftace - 996,700 - 127 - 995

That score unlocked kuidaore. I had previously got o-gui with something like 880k/1100 eaten. Don't know exactly, b/c those scores were at work (shh).

Looking at enemy.txt, there are new shot patterns specified up to level 250, not 150. If the instructions say 150, I don't know what to make of it.

And, the game does some kind of validation/checksum on the pattern files, and if you change anything except comments it won't save scores or replays. Adding a newline was enough for it to complain.


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