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 Post subject: ST: Kyukyoku Tiger II (redux)
PostPosted: Tue Aug 16, 2005 2:59 pm 



Joined: 25 Jan 2005
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INDEX OF CONTENTS
0.0 INTRODUCTION: THE ULTIMATE TIGER FLIES AGAIN
1.0 BASIC MECHANICS
1.1 WEAPONS
1.1.1 RED FANG
1.1.2 BLUE SMASHER
1.1.3 THUNDER CLAW/BINCHOU LASER
1.2 BOMB TYPES
1.2.1 NORMAL BOMB
1.2.2 SMART BOMB
1.3 HITBOX AND SPEED
2.0 ADVANCED MECHANICS
2.1 RANK
2.2 EOS
2.3 EXTRA POWER-UPS
2.4 RANK
3.0 TIPS, TRICKS AND ODDITIES
3.1 TIPS
3.1.1 POINT BLANK
3.1.2 SIDEFIELD
3.1.3 GREEN WEAPONS
3.2 TRICKS FOR STAGES
3.2.1 STAGE 1
3.2.2 STAGE 2
3.2.3 STAGE 3
3.2.4 STAGE 4
3.2.5 STAGE 5
3.2.6. STAGE 6
3.3. ODDITIES


0.0 INTRODUCTION: THE ULTIMATE TIGER FLIES AGAIN

KyuKyoku Tiger II is the first shmup made by Takumi, on Taito F3 hardware,published in 1995. The game was going to be the first Toaplan's title on a "next-gen" hardware, but Toaplan bankrupted in early stages o development and the funds were not enough to complete the game. Luckily, Taito offered to publish the game in the arcades (unlike the famous special version of Batsugun, which only surfaced in scarce copies on second-hand market), leaving the rights to newborn Takumi, which is the company that hosted the ex-Toaplan designer and one of the programmers. Kyukyku Tiger II can be defined as a "Raiden'em up", in the sense that it features fast aimed bullets and only a few patterns, mainly by bosses.However, this style was actually created by Toaplan programmers themselves, with two gems like Kyukyoku Tiger and Flying Shark (both published by Taito, too).

The game also features the artwork of Sanae Nito, the original artist behind Flying Shark and Kyukyoku Tiger ( a lady, in case you wonder). Aside from the obvious influences from its predecessors, Kyukyoku tiger expands one minor idea from Batsugun and makes it as the base for bonus collecting, namely the progressive increase of value for stars. I will cover this detail later, for the moment it suffices to say that the game was also ported to Sega Saturn in 1997, as "Kyukyoku Tiger II plus", since it has FMVs between stages and an extra stage (all this for the Saturn mode).

Takumi also released an OST cd for the game, which should be not so expensive (20$ range)but rare, and to be found only on yahoo.jp (and maybe on ebay, thanks to Incognoscente for the tip!): this is the actual product .Final note: Takumi, apparently, is the leader in those crane-based things with plushies, so their arcade videogames department isn't the whole of the company...

1.0 BASIC MECHANICS

I will cover, in this section, all basic aspects of gameplay, or everything you should know to properly play the game and be able to fully exploit your ship's potential.Let's start from the weapons.

1.1 WEAPONS

Your arsenal is based on three weapons, one of them being different if you choose the player one or the player two helicopter. The basic power-up item, unsurprisingly, is a "P" icon which changes in colour every 5 seconds or so.If you change weapon type, you won't upgrade: if you take the same type, you will increase of one level, up to level 5 (four power-ups). One thing, once dead, your weapon when respawning will remain the same: if you lose a life with a green weapon, you will get back with a level 1 green weapon.Let's see the weapons in detail.

1.1.1 RED FANG

Red power-up, it features a relatively wide shot, but it's not too powerful.Good for beginners, but it requires full auto-fire at maximum speed, the one to be found in Saturn joysticks.It's the default attack when you start the game.In case you increase the rate of fire, the power level will increase as well. While i'm not sure of the exact values, there are four possible levels of power, given the increase of fire rate.

1.1.2 BLUE SMASHER

The typical spread attack, extremely weak and more or less useless.Avoid it at any cost, as it has the annoying characteristic of not dealing any serious damage.As the Read Fang, an increased fire rate will imply an increased fire power, which is still kind of useless...

1.1.3 THUNDER CLAW/BINCHOU LASER

This attack has two variants:
1) layer 1 has a frontal powerful missile which, once it hits a target, has a lock-on effect on the lateral homing missiles.The weapon of choice, once you learn to handle it properly (i.e. close-range attacks and maximum rate auto-fire);
2)Player 2 has a frontal powerful missile which detects enemies and explodes in an energy wave, dealing damage in horizontal direction, to all hit enemies,with range increasing with power. It also deals some consistent damage when hitting enemies directly. Very useful if used more or less like the player 1 version.

As you can guess, you should learn to play with the Green weapon, which is the only true useful attack. The other weapon at your disposal is, unsurprisingly, the smart bomb.Let's see how it works.

1.2 BOMB TYPES

The smart bomb comes in two variants: normal and hyper.One important thing you should always keep in mind of this weapon is its quickness of activation: the very moment you hit the bomb button, you're invicible, with the bomb detonating a few moments after.This is extremely important, as it is the best smart bomb you can find in a shmup, in term of defensive effectiveness.

1.2.1 SMART BOMB.

The smart bomb is pretty simple: a big spherical explosion, like most smart bombs.However, it does damage only what it hits, albeit the damage itself is pretty big.Since you're completely invulnerable when using it, you can still hunt down enemies unscathed by the deflagration, a simple but useful trick to completely clear the screen.
After having five bombs in stock, you will switch to the hyper bomb: let's see how it works.

1.2.2. HYPER BOMB

The hyper bomb has two fundamental characteristics: it deals more damage (roughly twice of a normal bomb), and lasts longer.Also, all terrestrial enemies hit by it will release bonus stars.This is not as good as it sounds, as the hyper bomb will trigger other scoring mechanics, which are also more rewarding, score-wise.At any case, hyper bombs are obtained by maxing out normal bombs: at the next bomb power-up,the normal bombs will turn into hypers (yellow frame surrouding the icon) and using them will reduce the amount of hypers in stock, obviously.In order to get back an hyper, it will be necessary to first get back to five bombs (i.e. if the stock was 2 hypers and 3 normals, it will be 1 hyper and 2 normals:it is necessary to get another normal an then the hyper will be triggered again).I'll cover then in the following sections.

1.3 HITBOX AND SPEED

Unlike many other games of the same sub-genre, Kyukyoku Tiger II features a small hit-box, which is not microscopic like modern bullet-maze games, but still pretty small (roughly the size of the rotors, about a few millimitres of radius). Also, speed is faster than your average Raiden'em up, roughly one second from side to side (horizontal axis). Both ships have the same characteristics, in both regards.

At this point, we have defined all the basics:let's see some more advanced tecniques and mechanics.

2.0 ADVANCED TECNIQUES

I will cover two aspects in this section: scoring tecniques and rank.In this regard, the two aspects are related by one scoring mechanism, based on extra power-ups.Let's start from stars first.

2.1 BONUS STARS

Bonus stars were present in the first Kyukyoku Tiger and granted a bonus at the end of the stage.In this game, they follow a principle based on bonus granted from extra power-ups in Batsugun: in short, the basic value of stars is 100 points, then it increases to 200 at the next star, then to 300...up to 1k (1000) points, and the progression is 1k,2k...up to 10k points. From this point on, every star will be worth 10k points.This value will be only resetted in cases of death. Another important feature is the EOS (End Of Stage) bonus...

2.2 EOS

The EOS bonus is based on extra bombs in stock and the level cleared:

NORMAL BOMBS:n*5k*level cleared
HYPER BOMBS: N*20k*level cleared

As it's easy to guess, a full stock of hypers is quite rewarding, at some point: for instance, it's worth 5*20*6=600k after clearing the last stage with all bombs in stock. Using an hyper bomb will also grant a star per terrestrial enemy destroyed, but this is not very rewarding...let's see why.

2.3 EXTRA POWER-UPS

When weapons and bombs are maxed out, any extra item will be worth a n initial value of 10k, increasing of 10k per every extra item (regardless of the type) up to 100k (10k,20k...100k). This means that, once with a level 5 weapon and a full stock of hypers, every "power-up helicopter" will be worth 200k (as it releases one bomb and one power-up).Changing weapon will not grant extra weapons.That's why hyper bombs should be preserved, for scoring purposes: bombing with hypers will never trigger more than 10-15 stars (150k, potentially), while an hyper is worth at least 20k plus up 100k, after max-outall stages have 4 bombs, so it's 150k vs EOS bonus and 400k of power-up bonuses.Extra items, though, trigger rank, which consists mainly in the increase of bullets speed and enemies' aggressivity.Let's see how.

2.4 RANK

Rank, in this game, is based solely on your power level. Once at level 5, the bullets will become faster, with every extra item increasing difficulty.Referring to the arcade revision, the default difficulty is 4, and maxing out the main weapon will turn it to 5.After three extra power-ups, it will arrive to 8, its maximum. If hit, it will revert back to 4 until the same power level is attained.On the last life, difficulty will lower to 3, to make things easier. Extending (one extra life at 4M) will also increase the difficulty by one level.

Once we've covered these more advanced aspects of the game, let's see some tips for the stages, general tricks and random oddities.

3.0 TIPS, TRICKS AND ODDITIES

A good thing to do, for a 1-cc goal, is to learn what to expect and the quickest way to deal with it. Here's a short by comprehensive guide some of the most important things to know about this style of shmup and some specific notes on the levels.

3.1 TIPS

If you know Raiden, you should know most of these tricks.Just to be sure, let's repost them here.

3.1.1 POINT BLANK

One basic aspect of this kind of games is point-blanking: that is, being very close or above an enemy (in case of terrestrial ones). This will prevent from the enemy to shoot (but this distance is reduced with rank) and make the shots to travel less in order to hit the enemy (and thus more shots!). Be careful with aerial enemies though, at maximum rank they will still shoot at you.

3.1.2 SIDE FIELD

Moving to the left or to the right will make appear a 10% of the playfield on the screen.If enemies aren't visible because of this effect, they won't shoot.On the other hand, if they're barely visible (and they can't shoot unless the sprite has its weapons on screen), they can still be hit.Shoot them with your side missiles or lightnings!

3.1.3 GREEN WEAPONS

As i said, the only weapons worth mentioning are the green ones.By point-blanking enemies, you can also have side missiles or electric discharges to lock-on on enemies and land more damage.Also, they are very useful to sweep the screen on its lateral parts, as often you can destroy partially visible enemies with them.

Let's see how to deal with stages, once we know all these nifty tricks.

3.2 TRICKS FOR STAGES

As a general rule, this game is pretty straightforward and requires only to apply well these tecniques.However, a few tricks regarding some sections can always help.

3.2.1 STAGE 1

A few things: move immediately to your side and destroy scenery before the stage starts, to get extra stars and power-ups.The mid-boss is easy, just let it spam in one zone with its bullet-cloud attack.The bosses have a lot of cannons shooting destroyable missiles, take them down at the same time, you don't want the balloons and missiles together.

3.2.2 STAGE 2

Learn where the zapping planes come from to shoot them down before they shoot, but at any case don't panic, they won't shoot directly at you. the two mid-boss planes have only one nasty attack, the wave-like one.Stay in front of them and the hole in the central part of the pattern is easily visible. On the boss, take down the two laser cannons once they appear, to avoid other attacks: don't stay in front of them though, lock-on and be slightly on the side.

3.2.3 STAGE 3

Abuse the sidefield trick for the rows of tanks, and stay right in front of the two mid-boss tanks.Always get down the red helicopters before they shoot! The bosses are simple, stay slightly on one side of the second-to-the-right at the beginning align with the rail, slightly to the right of it), take down two of them and then move of the second-to-the-left. If your alignment is correct, you will not need to move at all.

3.2.4 STAGE 4

Don't try to point-blank the tank with wheels, but be quick with the pink planes.Also, they will not shoot in front of you, so no panic movements.Don't get engulfed by the mid-boss typhoons, and don't point-blank tanks which interact with scenery (i.e. pass under bridges, exit from caves). On the boss, take down immediately the parachuting tanks, then stay aligned with its edges, the lasers and frontal shots will be easy to dodge.The combo missiles+ spread shot is easy to dodge, just tap at the second spread of shots.Finally, lock-on the core and start slowly dodging once it starts shooting the bulletspam.

3.2.5 STAGE 5

Be careful on the canal zone, as there are many lateral tanks and pink planes (the second comes from the back, don't stay too low). The respawning turrets (mid-boss) are easy if you clear one side while taking the other on the sidefield.Once you get on the river, don't point-blank the helicopters zooming in, try to use the side missiles.Once on the river bed, stay in front of the large amphibian vehicles, their whiplash attack will be easy to dodge. On the boss, as always, stay aligned on its edges, as all attacks will only require some tapping.On its final form, let it start from one side to laser and quickly move to the other before it starts, so you will have room to dodge the bullet spam.

3.2.6 STAGE 6

First part: take down the opening turrets before the tanks.Then, stay low and central on the lasers, so you can see where they pop from-At the first mid-boss, take down the turrets quickly so the central control will be a piece of cake.

Second part: Stay in front of the spawning turrets, once they're deprived of the guns, they're unoffensive. Be careful to fully exploit the sidefield effect with the many helicopters and tanks before the second mid-boss!At the second mid-boss, take down immediately the lower turrets by point-blanking them, then the main turret.

Final part: quickly take down the sub-marines and the cannons from the sides, the latters are "blind" to shots from directly above (their spread doesn't cover the corners), so a quick blast of the submarines before they emerge is the key. From this point on, it's about sidefielding up to the boss. The boss itself is simple: destroy all various parts when it's not shooting the rotating attack, in that case stay central and tap.Rest is pretty immediate, take down the side tanks before they shoot, of course.

3.3. ODDITIES

Ok, in no particular order...

The Saturn version has an original mode with an extra stage, bland music and wobble mode.The Extra stage lacks rank and thus is easy (default difficulty). The final boss is also easy, just let it aim its neutron cannons in points you want to. This mode also features FMVs during stages and credits at the end of the stage.
Pilot 2 is a woman, as the voice is clearly woman-like: also, she has an extra bomb instead of an extra power-up on her "first take off" section.The helicopter is also more like a plane, in shape (and pink).
There are a lot of small technicians around the platforms when you land, at the end of a stage, like in DP.Also, a car goes in the sea at the end of stage 1 (maybe the same car of Raiden?).
The Saturn version lacks a few depth effects, mainly the one in the section with submarines and pods.
The final scene is an homage to the second boss of Gun Frontier, also to appear in Battle Garegga.

That's all, for the moment. Have fun :wink:
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Last edited by Randorama on Sun Feb 12, 2006 11:10 pm, edited 1 time in total.

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PostPosted: Thu Aug 25, 2005 8:21 am 


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Saved it to a word doc, I'm going to print it and enjoy it.
Thanks and also thanks from those who didn't say thanks, but nevertheless appreciate it.


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PostPosted: Thu Aug 25, 2005 10:08 am 



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Thanks to you for reading it :wink:
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PostPosted: Mon Feb 06, 2006 6:38 am 


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One thing never mentioned (unless I missed it) - the shot button must be pressed rapidly for maximum firepower.


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PostPosted: Mon Feb 06, 2006 11:27 pm 



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Uh, what exactly do you mean :? ?
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PostPosted: Tue Feb 07, 2006 12:38 am 


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Image

Image

Image

first is if the shot button is held down, 2nd if tapped semi-rapidly, 3rd, tap the hell out of it. Note the difference in power level (and corresponding change in graphics) of the shot. This is maybe exclusive to MAME, I don't own the Saturn port as of yet.


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PostPosted: Tue Feb 07, 2006 1:00 am 



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Can you investigate if it only happens with the red shot? I usually use only the overclocked autofire on Saturn and the Binchou laser, so i never inquired further :?
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PostPosted: Tue Feb 07, 2006 1:21 am 


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There are 3 levels for the blue shot as well, and four (!) after powering up once. Mayhap the same thing happens with the red shot.

Powering up had no effect with the green shot, as far as having to tap the button goes.

Nice to hear the SS conversion has an autofire function, KTII should be infinitely more fun without sore thumbs.


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PostPosted: Tue Feb 07, 2006 4:47 am 


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For the stage 4 boss-

After the two parachuting tanks are destroyed, you can move up and just sit on the boss' main turret. You'll need to come back down after a couple of seconds though to dodge the missile attack. Then you get get back on top of it for the final four way bullet turret.

Nice game, it could really benefit from a remake with improved boss designs and added difficulty.


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PostPosted: Tue Feb 07, 2006 5:22 am 


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Neon wrote:
There are 3 levels for the blue shot as well, and four (!) after powering up once. Mayhap the same thing happens with the red shot.

Powering up had no effect with the green shot, as far as having to tap the button goes.

Yes, that what I found too.

Neon wrote:
Nice to hear the SS conversion has an autofire function, KTII should be infinitely more fun without sore thumbs.

Well, there is no auto fire function for the SS version. Randorama is just using the hardware auto fire on the controler.
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PostPosted: Wed Feb 08, 2006 4:28 am 


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Would someone who loves Twin Cobra like this game as well, do you think?


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PostPosted: Wed Feb 08, 2006 12:07 pm 



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professor ganson wrote:
OT:
Would someone who loves Twin Cobra like this game as well, do you think?


I don't want to sound like a tyrant, but no OTs in STs, please.

Neon, so you can confirm:

red --> three increases in power level by tapping
blue --> four increases in power level by tapping
green --> no increases at all (well, considering that green still needs to be overclocked for efficiency...)
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PostPosted: Wed Feb 08, 2006 11:23 pm 


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My mistake. 4 levels by tapping on blue and red on any level of power.

Other minor corrections:

Quote:
The game was going to be the first Toaplan's title on a "next-gen" hardware, but Toaplan bankrupted and the funds were not enough to complete the game.


According to this source it would seem the game was developed fully by Takumi. If this guy is to be believed, snow bros II was Toaplan's last release and not Batsugun as you said in that ST (excepting perhaps the Special version, dunno where I can check the exact dates).[/url]


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PostPosted: Sun Feb 12, 2006 11:12 pm 



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Edited the history part after a few more checks around (including the owner of the seemingly dead toaplan.com). To be exact, Taito commissioned this sequel and Toaplan went belly up when development was starting...in short, a couple of people jumped to Takumi and completed the commission with their help (the designer for sure, and apparently one programmer).
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PostPosted: Sat Feb 25, 2006 10:53 am 


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This is surprisingly easy (due to the relatively few bullets and small hitbox) and got to stage 6 on my tenth attempt.

Edit: Just completed it today! :D

I never kept my power level above 3 until the fourth and fifth stages where you're given a shitload of Ps that can jack up your score.


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PostPosted: Sun Aug 20, 2006 9:16 am 


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Extra powerups affect rank you say, does that include hypers or bombs?

Thanks!
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Getting extra points for power-up items is what increases rank, so switching from normal bombs to hypers doesn't affect it.
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PostPosted: Tue Jun 23, 2009 6:47 pm 


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I wanted to mention that I believe there is a distinct difficulty difference between Twin Cobra 2 (World/US) and Kyukyoku Tiger 2 (Japan).

While dip and test menu settings are the same between the two on factory settings the strength of enemies or of the weapon is clearly not the same.

I began to look into this when watching LUNardei's 1CC replay which is using Twin Cobra 2. I have the Sega Saturn Kyukyoku Tiger 2 and mainly run in Arcade mode (so TATE). I thought when I first watched the video that enemies and game in general seemed more manageable than what I ever encountered.

This is mostly evident on Stage 2 before the 2x large red aircraft appear. The white medium sized aircraft that initially appears in groups of 3, later appearing one-by-one from either left or right seem to be less of a threat in TC2 versus KT2.
Image

In TC2 using Thunder Claw at full level, the side projectiles make short work of these enemies in the last part before the large red aircraft appear. Barely any problems occur with correct positioning on the left side of the screen to destroy the 3-shot water tanks, without auto-fire no less. The island fort also goes down without any trouble while the speed of the projectiles from the first (leftmost) red aircraft make it no threat and it too can be downed before the second (rightmost) aircraft appears. Today I managed without any effort to no-miss, no-bomb Stage 2 in TC2 for the first time.

Meanwhile in KT2, I couldn't hope to dream to do this. The medium white aircraft are stronger and require a bit higher fire frequency while the water tanks can actually fire off a volley before you can destroy them. The island too is a little stronger while destroying the first red aircraft before #2 appears is also a pipe-dream without auto-fire. The speed and aggressiveness I believe is best exemplified in this section here since it is early although the first boss and the first sub-boss (St1 in canal, versus red aircraft) can be downed much quicker in TC2 than in KT2.

So the biggest difference is how much damage an enemy can take, KT2 specifically requires more damage dealt. Afterwards comes the aggressive nature of the enemies. Max rank between TC2 and KT2 don't feel 100% the same but this is possibly affected by the initial point of enemies being destroyed faster or lasting longer.

TC2 World and US appear to be the same but I haven't spent too long in US to notice much difference.

One other point to address would be that scoring is slightly higher in the Saturn game (TATE/Arcade anyway). It's very marginal but in KT2 MAME the best I've managed on St1 is 499,190 while on Saturn it's around 530,000 after the EOS bonus. I cannot seem to get more than 90,000 after the St1 sub-boss in MAME while on Saturn I am consistent with 100,000+. It's noticeable even earlier on but that's where the score difference is first apparent.

I'd ask if others would at least compare arcade TC2 and KT2 to verify what I speak of here but I'm pretty confident in my findings.
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I played both versions for a few minutes, and yeah, the japanese version seems to be a bit harder. The ships Limbrooke mentioned are firing faster and more often, and enemies are taking longer to kill too. I always manage to kill the first big tank in stage 3 before the second one appears in the world version, but in the japanese one the second one appears before I'm done with the first.

I wish I knew about this earlier :|
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I've resolved why the scoring in Kyukyoku Tiger 2 Plus (Sega Saturn) is higher than the original arcade game.

In the arcade a player is awarded 500pts for picking up a 'like' or current weapon power-up. This does not change until Level 5 where 10,000pts are awarded, and each level after sees an increase of 10,000 more until 100,000pts are acheived from pick-up of a power-up while at max power.

In Saturn, a player is awarded a whooping 10,500pts for the 1st like power-up. The next level sees 20,500pts awarded and the max level gives 30,500pts. However, after Level 4 is reached the normal 10,000pts rolling max bonus picks up from the arcade game.

These rules apply even when switching weapons, so it relies simply on what level is being reached, meaning there is no way to avoid these 'like' weapon bonuses.

Code:
Saturn    Player1                                      Arcade      Player1
Level 1     *                                          Level 1       *
L2        10,500                                       L2          500pts
L3        20,500                                       L3          500pts
L4        30,500                                       L4          500pts
L5!       10,000                                       L5!         10,000pts
          20,000                                                   20,000pts
          30,000                                                   30,000pts
(continues at 10k increases until...)
LMax      100,000 (each power-up thereafter is 100k)   LMax        100,000pts (each power-up thereafter is 100k)


Edit: As I just discovered, the crazy part about this point glitch for 'like' weapon bonus is that it affects the blue ship (P1) only. P2/red ship is unaffected and has the normal 500pts bonus for picking up the next level of a current weapon. I wonder how Naxat messed this up.

Player 1, Arcade mode, KT2+, SSF
Image

Player 2, Arcade mode, KT2+, SSF
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Last edited by Limbrooke on Wed Apr 30, 2014 12:20 am, edited 1 time in total.

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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Sun Jul 05, 2009 2:56 pm 



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Posts: 2182
Can I get all possible options and the default options for the Saturn game?
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Sun May 20, 2012 12:59 pm 


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Location: Guildford, UK
Resurrecting this old one...

In the Saturn version, the options menu has "power up" and a choice between A, B or C. What does this actually do? I changed it but didn't notice any difference.

This guide is awesome btw. The stage 3 boss was owning me until I read about the safe spot!
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Mon May 21, 2012 7:10 pm 


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TransatlanticFoe wrote:
Resurrecting this old one...

In the Saturn version, the options menu has "power up" and a choice between A, B or C. What does this actually do? I changed it but didn't notice any difference.

Here's the transcribed description from the manual.
Quote:
A-業務用と同仕様。

B-最初から最強POWER UP。POWER UP ITEM を取得すると、ITEMの 変更と得点が入ります。PLAYER機がやられた場合も、POWER DOWNません。

C-基本的には、業務用と同仕様。PLAYER機がやられた時、1段階のPOWER DOWNしかしません。

Obviously, it's not much help if you don't read Japanese. However A is definitely default meaning business as usual and power ups behave normally.
It seems to talk about powering down but I'm not clear on what it means, even after some trial and error I too didn't notice much difference. Perhaps someone can effectively translate it.
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Mon May 21, 2012 8:49 pm 


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Cheers - having it posted means I can at least run it through translators online and get something (I tried to get free translator apps to take a picture of the manual but they were useless). Google translate seems to suggest that it's to do with scoring off power ups - since you get bonus points per item once you're fully powered up, that would make sense.

If anyone can muster a proper translation that'd be grand please. Maybe it's not talking about points but is talking about rank?
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Mon May 21, 2012 10:10 pm 



Joined: 25 Jan 2005
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Thank you for the recent posts, it is nice to see that this game, and its ST, can still get some love.

I would like to clean up the original post once we have a translation of the options menu. Since we are here, anyone would like to discuss problematic parts, tricks, aspects of the game that are still not clear, etc.?
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Mon Oct 29, 2012 4:14 am 



Joined: 03 Nov 2011
Posts: 10
TransatlanticFoe wrote:
Resurrecting this old one...

In the Saturn version, the options menu has "power up" and a choice between A, B or C. What does this actually do? I changed it but didn't notice any difference.

Here's the transcribed description from the manual.
Quote:
A-業務用と同仕様。

B-最初から最強POWER UP。POWER UP ITEM を取得すると、ITEMの 変更と得点が入ります。PLAYER機がやられた場合も、POWER DOWNません。

C-基本的には、業務用と同仕様。PLAYER機がやられた時、1段階のPOWER DOWNしかしません。



A means: Just like the arcade version(You start from weapon level 1, and when you are shot down, your weapon resets to level one).

B means: You start the game with max weapon level. The power-up items means just changing weapons or boost your score. When you are shot down, your weapon does not reset.

C means: Initially like the arcade version, but when you are shot down, your weapon will be just downgraded by one level rather than reset to level one.(Example: If I get shot down with green level 4, the next one will be green level "3", not green level 1 when you are using setting A.)


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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Sun Nov 11, 2012 11:33 pm 


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Awesome, thanks very much :D
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 Post subject: Re: ST: Kyukyoku Tiger II (redux)
PostPosted: Wed Oct 23, 2013 9:18 pm 



Joined: 10 Jun 2013
Posts: 40
the fact that you must tap like crazy to crave out some decent firepower from red and blue simply (almost) ruined gameplay

too bad.i've bought it today


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