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 Post subject: Super Aleste/Space Megaforce
PostPosted: Wed Mar 23, 2011 5:31 pm 


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Joined: 02 Dec 2010
Posts: 3292
Location: the black gate
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Welcome to the Super Aleste thread. It's a peaceful, prosperous thread.

Previous threads: 1 2
__________
The US/EU version is easier, so it'll be split. BS Super Aleste appears to be a revised version, so it'll be split; just ask for the board.
----------
Post scores in this format:
Code:
MODE - DIFFICULTY
NAME - SCORE - STAGE - DETAILS


DETAILS is for which console or emulator, which region release, etc. Warn somebody when you go and play that Europe version!
__________
Japan version
Game Start
1: Normal Game (Normal)
Code:
1.  Wlf          - 93 333 940 - ALL - JP cart+ZSNES
2.  Perikles     - 10,084,560 - ALL - JP cart
3.  PlasmaBlooD  -  7,061,470 - ALL - JP cart
4.  SamIAm       -  7,007,420 - ALL - JP cart+Real SFC
5.  chamotea     -  6,204,180 - ALL - JP dump through SD2SNES+Real SFC
6.  azmun        -  6,096,780 - ALL - JP cart+Real SFC
7.  8BA          -  5,940,790 - ALL - JP dump+Snes9x GX


2!: Hard Rank (Hard)
Code:
1.  Wlf          - 14 109 320 -  8  - JP dump+ZSNES
2.  PlasmaBlooD  -  6,733,960 - ALL - JP cart


US/EU version
Game Start
-3?: るなてぃっく (Wild)
Code:
1.  pegboy       -  5,433,680 - ALL - US cart+US SNES


??: とりっきー (Tricky)
Code:
1.  Dawn111      -  7,163,870 - ALL - US dump+Snes9x v1.53


1: Normal Game (Normal)
Code:
1.  ED-057       - 13,236,470 - ALL
2.  richter3456  -  9,105,990 - ALL - US cart+Real SNES?
3.  tinotormed   -  8,243,330 - ALL - Snes9x
4.  fogelmir     -  7,436,310 - ALL
5.  The Coop     -  7,200,970 - ALL
6.  BulletMagnet -  6,613,050 - ALL
7.  MR_Soren     -  6,373,760 - ALL
8.  Limbrooke    -  6,358,890 - ALL
9.  Sonic R      -  6,102,650 - ALL
10. pegboy       -  5,939,400 - ALL - US dump+Retro Duo Portable
11. S_Jake       -  5,909,860 - ALL - higan v0.92
12. Damocles     -  5,877,090 - ALL
13. TheBigL1     -  5,637,900 - ALL - ZSNES
14. Adam76       -  5,614,110 - ALL
15. DrunkNinja   -  5,601,790 - ALL


2!: Hard Rank (Hard)
Code:
1.  The Coop     -  7,089,740 - ALL
2.  ED-057       -  7,010,430 - ALL


3!!: Hyper Mode (Hyper)
Code:
1.  ED-057       -  6,300,970 - ALL


Short Game
-3?: るなてぃっく (Wild)
Code:


??: とりっきー (Tricky)
Code:
1.  Dawn111      -  1,701,140 - ALL - US dump+Snes9x v1.53
2.  tinotormed   -  1,606,040 - ALL - Snes9x


1: Normal Game (Normal)
Code:
1.  The Coop     -  1,791,700 - ALL
2.  MR_Soren     -  1,777,030 - ALL
3.  ED-057       -  1,711,160 - ALL
4.  gs68         -  1,611,460 - ALL
5.  Dawn111      -  1,586,110 - ALL - US dump+Snes9x GX
6.  Limbrooke    -  1,585,830 - ALL - US cart+US SNES
7.  Despatche    -  1,582,460 - ALL - US dump+Snes9x
8.  BulletMagnet -  1,347,150 - ALL
9.  szycag       -  1,094,990 -  4


2!: Hard Rank (Hard)
Code:
1.  The Coop     -  1,701,400 - ALL
2.  Mr_Soren     -  1,656,370 - ALL
3.  ED-057       -  1,641,450 - ALL
4.  BulletMagnet -  1,205,580 - ALL


3!!: Hyper Mode (Hyper)
Code:
1.  The Coop     -  1,606,980 - ALL
2.  ED-057       -  1,570,000 - ALL
3.  MR_Soren     -  1,097,690 - ALL
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In 1990,The Picket Fence was also discoverd


Last edited by Despatche on Wed Aug 23, 2017 8:28 pm, edited 31 times in total.

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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Wed Mar 23, 2011 6:04 pm 


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Short Game - Normal
Despatche - 1,550,040 - ALL - Snes9X

edit: Despatche - 1,582,460 - ALL - Snes9X
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Wed Mar 23, 2011 10:11 pm 


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Um, for my scores, you may want to add that I am using Snes9x. Those scores were from months ago when I last recorded them. The Tricky and Wild modes are really insane though, so I only did one for Short Game. Oh, you may have realized that I am playing Short Game on Tricky, so move that score from Wild to Tricky.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Fri May 27, 2011 11:35 pm 



Joined: 06 Mar 2009
Posts: 3
Standard Game - Normal
TheBigL1 - 5,637,900 - ALL - ZSNES 1.51 Windows

I get the feeling it's a very easy game on Normal mode, because not only was that my first try, I got well into Area 8 without losing any lives. I also never ran out of special lives, but that's probably nothing special considering how many cycling power-ups there are for you to zap into Enemy Erasers. It definitely makes me eager to try Hard, though.


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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Sun May 29, 2011 2:15 am 


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Joined: 24 May 2010
Posts: 1039
Location: Philippines
Standard - Normal
tinotormed - 7,941,530 - ALL - SNES9X
http://twitpic.com/53xq2q

I'm back on this game again, decided to give this a shot. You can actually make checkpoint milking out of this one, so are extensive ones on smaller enemies.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Mon May 30, 2011 7:01 am 


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Joined: 24 May 2010
Posts: 1039
Location: Philippines
Standard - Normal
tinotormed - 8,243,330 - ALL - SNES9X
Twitpic: http://twitpic.com/54i3hh
Replay: http://www.megaupload.com/?d=HJELD8B0 (.smv file)

Finally managed a target of 8mil in the game. 8.5mil should be my maximum.

Accidentally lost it at stage 10, but managed to gain the upper hand at the last few stages.

On stage 12, you can dies as many times as you want for some checkpoint milking, just as soon as you keep your last life.

I am now preparing my snes9x replay file. Once it's uploaded, I'll put it here and put this on youtube.

EDIT: replay file in now shown below the twitpic. Snes9x is required to see the movie. For more info, pls. see the readme shown along the zip file. YT vid still to be uploaded.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Wed Jun 01, 2011 12:20 pm 


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EDIT x2:
3-part run is uploaded to YT:
Part 1: http://www.youtube.com/watch?v=sopa_V5-Q1E
Part 2: http://www.youtube.com/watch?v=fJo28ZS2Nyg
Part 3 (checkpoint milking): http://www.youtube.com/watch?v=qJIjth9BErE
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Thu Jun 02, 2011 1:23 am 


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the thing is that this game is infinitely farmable.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Thu Jun 02, 2011 2:14 am 


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fogelmir wrote:
the thing is that this game is infinitely farmable.


Indeed, because you can easily milk more on stage 12 than all the other stages but most importantly, you have to save a single life left against the boss. Oh, and according to the English Amiga Board Multi-Platform League, the top score is 8,965,160. Around 9mil is possible to obtain for most players, but it's too impossible for me now.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Sun Jun 12, 2011 1:20 am 


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If checkpoint milking is the name of the game... take this!
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ED-057 - 13,236,470 - ALL

Could have been higher. Dare me to post the two-hour-long video ;)


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Mon Jul 18, 2011 12:53 am 


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Well I just got my copy of Space Megaforce and... tried to get a fairly high score but failed. I just had way too many of those golden ships. So whenever I died, I kept re-spawning in the same area. That way, I was not able to take advantage of the Stage 12 and rack up points.

Image
Normal game - Normal
richter3456 - 5,960,370 - Stage 12

Played this on my SNES as you can tell.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Mon Jul 18, 2011 9:57 am 


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richter3456 wrote:
Well I just got my copy of Space Megaforce and... tried to get a fairly high score but failed. I just had way too many of those golden ships. So whenever I died, I kept re-spawning in the same area. That way, I was not able to take advantage of the Stage 12 and rack up points.


Stage 5 and 9 boss re-appear in this stage. So notably, you may want to kill these bosses first before sacrificing all your red ships (commit suicide before the final boss, or you'll lose your chance to rack up points!) You can get over 300k for each checkpoint to the start. Try to watch my youtube replay here.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Tue Jul 19, 2011 12:50 am 


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Thanks for the tip tinotorm, and the youtube video helped a lot. Well, taking that all into consideration I was able to rack up a lot more points then before and this time I think I really hit the mark. Took me a good two hours but it was worth it.
Image

Normal game - Normal
richter3456 - 9,105,990 - ALL - SNES

I could have probably topped the high score, but that would have taken a additional couple hours and a sore thumb. Congratulations to ED-057, on getting 13 MIL. That's really something.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Tue Jul 19, 2011 10:10 pm 


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richter3456 wrote:
Thanks for the tip tinotorm, and the youtube video helped a lot. Well, taking that all into consideration I was able to rack up a lot more points then before and this time I think I really hit the mark. Took me a good two hours but it was worth it.


No sweat. :)
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Tue Jul 19, 2011 10:18 pm 



Joined: 19 Jul 2011
Posts: 26
Standard Game
Normal mode
zsnesw

Wlf-93 333 940-stage12 (finish)

Image

Sorry for my bad English i'm french...
I kow your's reaction : this guy post only one message and do an incrédible score!!! FAKE !

Let's me explain :

I try to do a counter stop but I failed :(
It's not very difficult to do this score but it's very long:

I play the same level again again again & again playing , I don't exactly , but between 10 and 15 hours

If you don't trust me it's not very important I just hope player read this and say : woooooooo I'd have done the same !

Wlf

PS: i don't find the presentation topic


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 12:23 am 


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^ 93 MIL!? You serious? Those are some huge numbers. Nevertheless, good job on getting that. But playing for 10-15 hours... wow.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 12:29 am 



Joined: 19 Jul 2011
Posts: 26
Yes ^^

My goal is to do a counter stop in all mode but I stop for some time because I have a tendinitis on my right hand ( I play on keyboard ^^")


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 12:44 am 


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Wlf wrote:
...I play on keyboard.


I suggest you use SNES9X, and record a movie of it on your next run. Include a screenshot as well.

Wlf wrote:
I try to do a counter stop but I failed :(
It's not very difficult to do this score but it's very long.
I play the same level again again again & again playing , I don't exactly , but between 10 and 15 hours


HOLY $#!T ! YOU'RE INSANE! :shock: KEEP 'EM COMIN'!
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Last edited by tinotormed on Wed Jul 20, 2011 12:55 am, edited 1 time in total.

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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 12:55 am 



Joined: 19 Jul 2011
Posts: 26
I just talk to my hard drive ... it seems a bit complicated to save 10 /15 hours of gameplay ;)

But if you want I can do a video of a normal 1CC (with a little farming cause it's not funny without ;) )


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 12:57 am 


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Wlf wrote:
I just talk to my hard drive ... it seems a bit complicated to save 10 /15 hours of gameplay ;)

But if you want I can do a video of a normal 1CC (with a little farming cause it's not funny without ;) )


You can JUST record the last hour of your gameplay if you're nearly there! Just record the stages except for 12 where you just record you current checkpoint, like I did. :wink:
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 1:03 am 



Joined: 19 Jul 2011
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Why not ;)

But I don't understand two things :

Do you want a normal run ( just 1CC) or a couterstop ?

I use a translator but i don't understand this:
Quote:
! Just record the stages except for 12 where you just record you current checkpoint, like I did. :wink:


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 1:15 am 


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Wlf wrote:
Why not ;)

But I don't understand two things :

Do you want a normal run ( just 1CC) or a couterstop ?

I use a translator but i don't understand this:
Quote:
! Just record the stages except for 12 where you just record you current checkpoint, like I did. :wink:


I apologize for that, but my English is very straight but let me point this out for you:

- You record stages 1 to 11 (either do not die or lose only a single life or two, since 'survival' is my tactic!)
- When you approach stage 12, stop recording to prevent accumulation of huge amounts of time. Begin recording again when you are down to the score you are after. That way, viewers or superplay watchers will not be like "Damn, I'm outta here!" or "I turn this off" or something.

Or better yet, just record your counterstop clip on your next run.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 1:19 am 



Joined: 19 Jul 2011
Posts: 26
but I don't farm stage 12 :mrgreen:


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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 5:27 am 


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Wlf wrote:
but I don't farm stage 12.


Really, and why did you have a higher score there? Well, it is STILL farming, as you took many hours to amass bigger points (a la R-Type except with excessive 1ups.) Maybe after STGT, I am coming back to this one, but no record this time, except for the last part. Oh, and for this farming thing, it happened the same on Gunnac (stage 3 boss(take out arms, use weapon 4 to grab points off destroyable fireballs)) and Gunhed (stage 4 mid-boss (destroy the eyes with weapon 4 but not the turrets on where it came from)).

Anyways, good luck on that c-stop goal though.
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 8:09 am 


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Wlf wrote:
Do you want a normal run ( just 1CC) or a couterstop?

Both. If you go for the counterstop, please finish the game.

(and post a video)
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 Post subject: Re: Super Aleste [SNES]
PostPosted: Wed Jul 20, 2011 1:00 pm 



Joined: 19 Jul 2011
Posts: 26
Quote:
Really, and why did you have a higher score there,


Cause I'm better :mrgreen: Just kidding ;)
I just farm an other stage (for the moment I keept the secret ;) )

Quote:
Both. If you go for the counterstop, please finish the game.


That's not dumb :)


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 Post subject:
PostPosted: Tue Nov 08, 2011 4:42 pm 


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Space Megaforce (actual cartridge)
Short Game - Normal difficulty
Code:
1,585,830 - ALL

I had a score once before, when circuitface was the maintainer. I didn't transcribe the score to paper or take a screenshot, I just messaged him the score and that was it. He wasn't able to update during that time so the score was lost. Decided to make another attempt and it was probably close to the same as before.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Tue Jan 03, 2012 10:44 am 



Joined: 03 Mar 2005
Posts: 315
Standard - Normal
SamIAm - 7,007,420 - ALL - SFC

I think that in this game, restarting at a checkpoint is very much akin to using continues in any other typical console shmup. Therefore, I suggest taking some kind of action to separate scores that were achieved with checkpoint-restarts from those that weren't. This would solve the milking problem and give everyone a more interesting challenge.

Of course, I bring this up because my score here comes from a straight run with no restarts. :lol:

On the other hand, do the bosses time out, or are they infinitely milkable as well?


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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Wed Jan 04, 2012 6:38 am 


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I'm very sorry, but I just can't do this. Once you need to put in a limitation like that, the entire point of that limitation suddenly disappears. It sounds far too much like something Twin Galaxies would do, which I am not for very good reason. I knew the 99,999,999s were coming, I knew it would be pointless to try and stop them.

For the record, I don't think these were good ideas either. Thus, I do think that taking these sorts of challenges to a brand new thread is best.

I also think comparing checkpoints to continues (and implying there's a difference between continues on console and continues in the arcade) is completely ridiculous, but whatever.
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 Post subject: Re: Super Aleste/Space Megaforce [SNES]
PostPosted: Wed Jan 04, 2012 5:59 pm 



Joined: 03 Mar 2005
Posts: 315
Actually, I think that that's pretty reasonable given this thread's circumstances. Maybe I will start a new thread, then.

For this particular game, I really do think that the checkpoint system is at least very similar to using continues. This is mostly because in addition to taking weapon downgrades, you can die multiple normal deaths before actually having to restart. The only thing that's missing is a "Continue? Yes/No" screen at that point. Between that and the infinite checkpoint milking, I think imposing a limitation like what I mentioned could be engaging, and in a very straightforward way.

...unless you can milk the bosses infinitely. I guess I'll check on that.

EDIT: It appears that they time out, and give no bonus upon doing so. Interesting!


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