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 Post subject: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 12:25 am 


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Sengeki Striker

Warashi week~

Playing week ends Monday, 2 June, 2014 at 00:00 GMT

Dynamic scoreboard at http://dodonpachi.daifukkat.su/stgt/2014/

Tournament main thread: http://shmups.system11.org/viewtopic.php?t=50105
Score submission thread: http://shmups.system11.org/viewtopic.php?t=50425

RULES
JAPANESE VERSION ONLY!
MAME or PCB (MAME set: sengekisj)
Autofire is allowed (play around a bit ;) )
1 credit only

DIP SWITCH/CONFIGURATION SETTINGS
Difficulty: >>>>
Extend Score: 20m 50m
Initial Playable Units: 3

Discuss the game, strategy, and such here, not the score submission thread.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 12:27 am 


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i want bee storm


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 12:31 am 


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Bananamatic wrote:
i want bee storm
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 12:38 am 


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*grumble grumble*
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 12:41 am 


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Well, it's a TRP-STGT after all :roll:
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 1:06 am 


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he still swears we're not getting ashura blaster AND I STILL DON'T BELIEVE HIM
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 3:00 am 


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How do you control when your options fire?
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 3:13 am 


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let up off the autofire
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 3:31 am 


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CptRansom wrote:
let up off the autofire

Not using it. :|

EDIT: I've got it down most of the time, still seems to happen randomly.
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Last edited by hanasu on Mon May 26, 2014 3:44 am, edited 1 time in total.

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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 3:41 am 


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1 worthwhile scoring opportunity per stage
also this game could have used some other refinements, like I still don't know what the point is of having multipliers on the actual shoot down / crash if you hit it right (and I don't know how to max them lol). Reading the score is also a chore; coulda used Mars Matrix's multicolored score clumps.
Valcan? More like Valcan't. Is penalty item in this game.

Neat game otherwise, already beat my previous high (which wasn't much to write home about though). Expecting high scores in the Billions! and Billions!
Billions, trillions, quadrillions, billions, four hundred billions!


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:42 am 



Joined: 16 Aug 2009
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hanasu wrote:
CptRansom wrote:
let up off the autofire

Not using it. :|

EDIT: I've got it down most of the time, still seems to happen randomly.


As soon as you see the options stop shooting the small shots as you fire, once you stop firing the main shot they will fire their full-power shots almost immediately.

My 30-minute first impression of this game is that it's awesome, just like every other Warashi game I've played, but is also going to end up being one of the incredibly anal scoring games that destroys my soul.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:45 am 


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It might be the most anal game out there - especially since there seems to be RNGness in whether ships drop where you want them. For example, I thought I had fucked up the stage 1 drop, but no, the ship kind of wobbled around and landed right on the target. Not 170M in one go, but 138M - okay given where most people start, but not where I want that drop to be. Arrrgh.

And just when I think I have the blast multiplier figured out, it throws different numbers in there. Don't forget a giant 20 near some random shrapnel, too!


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:48 am 


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My impression of this game:

"The selected game is missing one or more required ROM or CGD images. Please select a different game

Press any key to continue."

I downloaded several roms across the web and none of them work. I wish trap would choose games that aren't so obscure neither of my MAME version even acknowledge their existence. So in short: Would anyone be willing to share a ROM that actually works on shmupmame 4.2? 2.2 works as well, I don't really care.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:54 am 


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Sakurei wrote:
I downloaded several roms across the web and none of them work

letloloms.

Ed Oscuro wrote:
1 worthwhile scoring opportunity per stage

There's more than that!

Ed Oscuro wrote:
I still don't know what the point is of having multipliers

You're not really supposed to read the popping up scores, usually just the first number is enough to tell you if you got what you wanted or not. It would have been nice for them to just have like a "4X" popup or something instead of these huge unreadable score popups though :lol:
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:57 am 



Joined: 16 Aug 2009
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Have you remembered to get the Kaneko Supernova BIOS? Also keep in mind that in Shmupmame 4.2 (at least) the Asia version is the base rom so you'll need that too.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 5:16 am 


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trap15 wrote:
Ed Oscuro wrote:
1 worthwhile scoring opportunity per stage

There's more than that!

So then stage 1 should be far more than 170M...? There don't seem to be any drop opportunities at the first boss, just the midboss. Everything else is a million or two here and there, far from being important in the grand scheme of things.
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Ed Oscuro wrote:
I still don't know what the point is of having multipliers

You're not really supposed to read the popping up scores, usually just the first number is enough to tell you if you got what you wanted or not. It would have been nice for them to just have like a "4X" popup or something instead of these huge unreadable score popups though :lol:

Actually, reading those is easy enough. My complaint is that what triggers the multipliers is completely obscure, and it also feels gratuitous when the game feels full of RNG in drop locations (maybe that's just the playfield messing with me though).


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 5:47 am 


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Ed Oscuro wrote:
So then stage 1 should be far more than 170M...?

I meant that some stages have a lot more than a single big scoring spot. Like stage 2.

Ed Oscuro wrote:
My complaint is that what triggers the multipliers is completely obscure

It is pretty obscure, I'll definitely hand you that.

Ed Oscuro wrote:
it also feels gratuitous when the game feels full of RNG in drop locations (maybe that's just the playfield messing with me though).

I think it's just messing with you. Most, if not all, of the drops worth more than 100k or so are pretty fixed.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 6:30 am 


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trap15 wrote:
Ed Oscuro wrote:
it also feels gratuitous when the game feels full of RNG in drop locations (maybe that's just the playfield messing with me though).

I think it's just messing with you. Most, if not all, of the drops worth more than 100k or so are pretty fixed.

Tank drops are routinely worth 196K per tank, so...

Anyway, it does make sense. The ships tend to wobble around but it could just be an illusion based on shooting them down slightly faster/later, so I guess shooting it down at exactly the right time could always yield the same bonus. Dunno if ship placement / the viewpoint matters here.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 9:04 am 


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Sakurei wrote:
Would anyone be willing to share a ROM that actually works on shmupmame 4.2? 2.2 works as well, I don't really care.


I know very much that the context of this thread makes it hard not to sometimes just ask for ROMs, but the rules are the rules, so I have to say it: please keep the ROM requests to private conversations. It's for the good of this forum to do so! I'm sure this case was nothing like an unashamed attempt to flaunt those rules, but please, do bare them in mind!
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 10:04 am 


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trap15 wrote:
Sakurei wrote:
I downloaded several roms across the web and none of them work

letloloms.


I wish I knew what it meant.

ColonelFatso wrote:
Have you remembered to get the Kaneko Supernova BIOS? Also keep in mind that in Shmupmame 4.2 (at least) the Asia version is the base rom so you'll need that too.


The fuck is Kaneko Supernova (I guess I'll google that shit then. Maybe that's where the problem lies)

spadgy wrote:
Sakurei wrote:
Would anyone be willing to share a ROM that actually works on shmupmame 4.2? 2.2 works as well, I don't really care.


I know very much that the context of this thread makes it hard not to sometimes just ask for ROMs, but the rules are the rules, so I have to say it: please keep the ROM requests to private conversations. It's for the good of this forum to do so! I'm sure this case was nothing like an unashamed attempt to flaunt those rules, but please, do bare them in mind!


Ouch, I'm sorry. I admit I didn't even bother to read the forum rules, actually. They tend to be the same everywhere (e.g things like be nice to your fellow users and all that), so sometimes I forget that forums like these will have extra rules regarding games and such. It won't happen again. My bad.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 10:08 am 


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I think Kaneko Supernova is like the motherboard of that pcb. Its like... if you grabbed a Metal Slug ROM, you would need Neo Geo MVS Bios.

That is probably causing your problems, hopefully it will run with that dropped into your ROM folder.


I've played this game before but never understood how to score. So far I've been surprised by how much I enjoy Fighters and Gemini, so I'm hoping Trap has dug into this game and realized that it is actually excellent. If so, all we need is for someone to guilt him into sharing the information like last week :)
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 1:30 pm 


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My game is running nicely with the specified ROM, the Kaneko Supernova ROM, and the Sengeki Striker Asia set.

EDIT: I love how the game gives you a clear audio cue when your options take damage, but not when they die.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 3:19 pm 


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dunpeal2064 wrote:
I'm hoping Trap has dug into this game and realized that it is actually excellent.

I have, and it is ;)

dunpeal2064 wrote:
If so, all we need is for someone to guilt him into sharing the information like last week :)

The stuff in this game isn't nearly as obtuse as Gemini Wing. I don't think there's any need to share more info than is already available in the Strategy forum. This one is about routing and such more than anything.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 4:43 pm 


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seems legit
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 8:39 pm 



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Why does this game not reset scores after using a continue?! I don't understand why some games do this. It just makes it harder to remember which scores are legit or not...
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Mon May 26, 2014 9:35 pm 


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wariomona wrote:
Why does this game not reset scores after using a continue?! I don't understand why some games do this. It just makes it harder to remember which scores are legit or not...


Most games that do that increment the last digit when you continue, so if the score is legit the last digit will be 0.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Tue May 27, 2014 3:25 am 


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Initial impression: This game is -really- weird. Where is my hitbox? What determines when my options decide to fire? Who are these weird looking characters and why are they blowing up tanks and stuff? I guess I'll just have to muddle through and figure it out for myself =P.


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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Tue May 27, 2014 7:54 am 


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Blackbird wrote:
What determines when my options decide to fire?


If you're not using autofire, it seems pretty random.

If you are, just let go.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Tue May 27, 2014 8:06 am 


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They fire once they're fully charged, and when you've stopped tapping past a certain rate (I want to say 10Hz). Pods charge up with every tap of the button, even when the pods are already in-use or when you are unable to shoot (such as when your player shot limit has maxed out).
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 Post subject: Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker
PostPosted: Tue May 27, 2014 11:23 am 


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This game has some serious Shienryu flavour. The end stage bonus screen is nearly identical, plus the ships crashing to the ground/shrapnel.

I found autofire pretty useless. I just tap the shot button slowly and I seem to get good results. I might try autofire with the the delay cranked all the way up though.
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