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 Post subject: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 12:21 am 


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Andro Dunos (2 Loops)

It's like I actually suck at picking games!

Playing week ends Monday, 9 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=50486

RULES
MAME or PCB (MAME set: androdun)
Autofire is allowed
1 credit only

DIP SWITCH/CONFIGURATION SETTINGS
Default Settings

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.


Last edited by trap15 on Mon Jun 02, 2014 1:23 pm, edited 2 times in total.

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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:01 am 


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Ok, so, is it just me or is the default weapon the best one?

Also, dat survival rank :shock:
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:02 am 


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Oi trap u can borrow my new and improved anti-goat fuck mechanism if u like ^o^

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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:15 am 


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shmuppyLove wrote:
Ok, so, is it just me or is the default weapon the best one?

Not just you, I've seen superplays that only use the default weapon.

shmuppyLove wrote:
Also, dat survival rank :shock:

Intense, isn't it? ;)

BIL wrote:
Oi trap u can borrow my new and improved anti-goat fuck mechanism if u like ^o^

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Love it, thanks! :mrgreen:
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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 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:24 am 


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So, what does the power up with the orange thing does? I figured out S is for speed, but no clue on that one.

shmuppyLove wrote:
Ok, so, is it just me or is the default weapon the best one?

Felt that way too. Also found it funny how the charged shots barely stand a chance when compared to point blanking with the weapons.

shmuppyLove wrote:
Also, dat survival rank :shock:

Caught me by surprise too.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:37 am 



Joined: 07 May 2007
Posts: 210
Location: Toronto, Canada
Eno wrote:
orange thing

It's a bonus item, worth 2000 at the end of the stage.

Hm, it looks like the stage boss don't time out, which is odd 'cause mid-bosses do. This means you can milk it indefinitely as it shoots out volleys of missiles (haven't gotten too far, but it looks like the stage 2 boss is decent as once you destroy the 3 front circle things it only attacks with ramming and missiles). The missiles themselves aren't worth too much - only 100 a piece and 800-1000 per volley. Also, there's a bit of a catch; longer the boss lives, the weaker it gets and parts appear to lose health until you can one-shot them with anything.

And if the bosses do time out 'cause I tested wrong (probably), that just means it's time to fill up some jugs with boss milk...
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 2:15 am 


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Wow the art is gorgeous in this one. Stage 3 looks amazing.

Too bad for the broken autofire. Well, actually it's pretty fun to use.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 2:39 am 


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Kyper wrote:
Hm, it looks like the stage boss don't time out, which is odd 'cause mid-bosses do. This means you can milk it indefinitely as it shoots out volleys of missiles (haven't gotten too far, but it looks like the stage 2 boss is decent as once you destroy the 3 front circle things it only attacks with ramming and missiles). The missiles themselves aren't worth too much - only 100 a piece and 800-1000 per volley. Also, there's a bit of a catch; longer the boss lives, the weaker it gets and parts appear to lose health until you can one-shot them with anything.

And if the bosses do time out 'cause I tested wrong (probably), that just means it's time to fill up some jugs with boss milk...
The Arcadia mirror has this on record as an infinite pattern game (and also Sengeki Striker actually but we got through that okay). Gun Frontier was one thing but I don't think there's much competitive quality to be had in this, nor would it do the game itself any justice. I'm going to be bold and suggest Vasara 2 or Earth Joker instead :o
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 3:40 am 


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Best thing about the default weapon is that you don't need to worry about recovery when you die - it's already at full power!

But seriously, it's much more useful than the other weapons. But then again this game wasn't made with autofire in mind.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 4:11 am 


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Point leeching on the 2nd boss is ~5k/min and on the 3rd boss is ~7.5k/min. The game is only four stages long. Could point leeching just be banned?

Edit: The bosses don't seem to time out just like Kyper said, if that wasn't clear.


Last edited by sikraiken on Mon Jun 02, 2014 12:06 pm, edited 1 time in total.

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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 7:35 am 


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endoKarb wrote:
Too bad for the broken autofire. Well, actually it's pretty fun to use.


What's the deal with the autofire in Galmedes? The only thing that's not been fun this TRP STGT for me has been lack of autofire (I'm a Mac MAME user :( ), and the fact it's ruining my arm.

Is not having autofire going to screw me over this week, in terms of scoring?
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 8:36 am 


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I'm not in the tournament, but I sure do love Galmedes' music, especially the Stage 1 theme, it's so serious and dark!


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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 8:48 am 



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what is this where am i
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 10:45 am 


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we could have had andro dunos or vasara, but you had to pick galmedes

this game isn't really worth playing without autofire, yet stage 1 is a giant fuck you to people who try
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 11:24 am 


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Game selection going downhill in both directions since a decent week 1 .


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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 11:41 am 


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This reminds me of early Dooyong games.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 11:50 am 


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Despatche wrote:
this game isn't really worth playing without autofire, yet stage 1 is a giant fuck you to people who try


In before next week's game has rank based on autofire speed. :3
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 12:00 pm 


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or just lethal thunder blaster
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 12:06 pm 


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Gastonian forces

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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 12:14 pm 


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sikraiken wrote:
Point leeching on the 2nd boss is ~5k/min and on the 3rd boss is ~7.5k/min.

It's like you forgot all about Gun Frontier week.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 12:23 pm 


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Next week needs to be Dimahoo or Truxton II to save the tournament!
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 12:59 pm 


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Game is canceled due to boss milking shit. Instead we will be playing:

ANDRO DUNOS.

I will clean everything up soon. Sorry for the mess.
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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 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:01 pm 


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and so we got andro dunos after all because YES
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Galmedes
PostPosted: Mon Jun 02, 2014 1:08 pm 


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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 1:27 pm 


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I was honestly going to keep Galmedes going, but then I actually tried the milking. It's way way way too easy. If it wasn't so easy, it would have been a much harder choice. But literally anybody could do that milking as long as they wanted. Not OK :cry:

May Galmedes rest in piece ;_;7
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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 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 1:54 pm 


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Andro Dunos huh? At list my lack of autofire won't be quite so punishing.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 2:23 pm 


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maybe. this game is kinda brutal if you don't kill things asap
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 2:38 pm 


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hmmm so Galmedes is gone
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 2:54 pm 


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I won´t be complaining about this game that´s for sure, played it quite intensely a year ago. Guaranteed tech bonus for me once i scrape the rust off :mrgreen: This game rocks, the player ship design is megacute and one of my favorites.
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 Post subject: Re: TRP-STGT 2014 Conversation Week 4: Andro Dunos (2 Loops)
PostPosted: Mon Jun 02, 2014 4:06 pm 


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This one has four buttons, out of which only two seem to be functional and every button gets two entries in the mame configuration screen but only one actually works :roll:

Eaglet wrote:
At least you can't die from crashing into walls.

:lol:
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