I’m slowly recovering from being crippled everywhere, so I’m sort of back to playing actual games instead of various MMORPGs that take the brainpower of a fly to play.

More rank theorycrafting on Batrider, of course, but I’m also making serious attempts. Serious attempts that have trouble reaching 3m, of course!

So I’m back to creditfeeding practice (don’t knock it, it’s actually pretty good) to relearn the stages I have completely forgotten, especially Highway.

RFJ will be tackled again when this nerve problem completely goes away.

Been playing the game (still on Normal) with R13 few days now. The tactics aren’t that much different, obviously the vastly different Force and charge shot require some modifications to the tactics I used with RX, but it’s pretty simple. The most difficult part, I’ve noticed, is getting used to the smaller area R13’s Force covers. RX’s Tentacle Force can be opened up so it blocks more shots. Most of my deaths with R13 have come from a lone bullet slipping past the Force, a bullet that RX’s Force would’ve blocked. I’ve still made it to Stage 6 to the game’s hardest bit, so getting the clear shouldn’t be far off. After that I’ll clear the game with R9, bump the difficulty up to Hard and clear it again with all the ships. And then do a No-Force run. Maybe not on Hard but Normal instead.

Or that’s the plan, anyway. We’ll see how long it takes before I’m distracted by another shiny game.

Well that was entirely unexpected. Did my usual run, was happy to see that my tactics for Stage 6 worked nicely, was a bit surprised when I even killed the boss (first time for that)  and then my jaw dropped to the floor when I went and beat Stage 7 despite not having seen it before. So…yeah. R-Type Delta cleared on Normal using RX and it was a no-miss, no-bomb.

Huh.

Stage 6 was much more difficult than the last stage, in which the only part where I felt some worry was at the very end where you have to dodge the sperm without the Force. There were few very close calls there. Reviewing the replay I see the ship’s hitbox is very small, in Stage 5 there’s a bullet that passes through the back of the ship and in Stage 6 I end up trapped inside the boss’ coiling tail and almost the entire canopy is inside the tail for a frame or two. So the hitbox must be in the very middle of the ship. Or maybe that tail has its own hitbox smaller than its graphics, who knows.

So…what now? Do I go forth and try to beat the game with the other ships, crank the difficulty up to Hard, go for a No-Force clear or move on to something else entirely? I’m still in a WTF-just-happened state of mind, I really wasn’t expecting to clear the game yet. According to the game’s timer it only took me 8 hours and 20 minutes.

Video available at http://www.ghegs.com/movies/Ghegs_R-Type_Delta_RX_nomiss.mp4

I have the first part of the sixth stage down, it’s the latter part that’s still giving me problems. Starting from the moment the Armored Giant Space Poop pushes you to the open space it’s mostly improvisation mixed with knowing you need to be in other part of the screen but not exactly sure how to get there safely. I’ve taken on the habit of recording my every run though, watching the replays afterwards really helps out in finding the correct path and figuring out your mistakes. I know which tactic to try next time there.

The boss itself needs a bit more work too. I can deal with his first form but the second one, which I just reached for the first time, caught me by surprise. Again, reviewing the replay footage helps in figuring out what to do and where to be. That’s basically by approach to the game now: do a run, study the replay, revise tactics, rinse and repeat.

Stage 5 still has one part of which I’m uncomfortable with. It’s shortly after the metal bars start spinning around. There’s a moment where it’d be really nice to have the Force at your back, but changing it there is hard because you need it at front just before and launching the Force out easily leads to it being trapped behind the rotating bars. Regardless, I (almost) always make it unharmed anyway, but it feels so unrefined. And watching that bit on the replay later on I often notice there was way too close a call there. I gotta try and find a better tactic there.

Just for a change of pace, after my normal run I went and tried playing the game without the Force. It was a very different experience, parts that are child’s play normally turn into deathtraps suddenly. I surprised myself by reaching Stage 3 before my first (and subsequent) death, and even that was due to a controlling error causing me to crash into an enemy that posed no danger. Stage 1 wasn’t all that different, but Stage 2 was waaaayyy harder. The part with the beehives was nerve-wrecking but I survived it with some luck. I was playing with the RX which probably isn’t the best choice for Force-less play…R13 with its homing-capable charge shot might be the best…or R9a with the second-level charge shot that covers more ground.

All my RF2 problems are on stage 3 right now.  Oh, and 6 sometimes.  And then occasionally 7 when I pass 6.

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Last stage of Nikujin before the final boss fight. I never would have cleared it as designed. For some short definition of never. The whole stage hinges on impale-jumps.  When you jump on an unalerted enemy ninja and press down, you impale him with your sword, for an instant kill.  If you immediately jump, you get extra height. Reading over that description, I find it fails to convey the giddy joy of the act.  Try it, see if I lie.

There’s a section of the stage where you’re expected to drop into a room, do an impale-jump to hit a switch, then a second to leave the room. The tricky bit about it is not alerting the second guy.  Once alerted, the jump is sabotaged and you have to retry the stage.  Or at least I assume that’s how it was designed.  As it is, I found that you can both trigger the switch and escape the room using wall-bounce jumps instead.  So I just kill the dudes, sparing countless retries.

On clear, the game scores you on the time to clear each stage.  There will be no further discussion of the matter.  I imagine most readers passed over the phrase “countless retries” earlier quite casually.  If you have not played Nikujin, or similarly designed infinite-lives games, you may lack a frame of reference for recurrent doom.

For those who do pursue the game beyond the clear, there are a number of speedrun videos out there, including one faster than this that played like hell for me.

Since I don’t really have any time to devote myself to one shooter these days, I tend to play Bemani games, if I find maybe 30mins in the evening to play videogames.

I’m not really good at these type of games, but I find them very enjoyable for some reason. So after a few weeks of not playing, today I finally played some Beatmania IIDX again (6th style). IIDX is one of the most brutal games ever created, it seems like the ultimate challenge to me. If you thought it was difficult to get into Ibara, try playing IIDX, you won’t clear anything even after hours and hours of playing.  Seeing Rubbinnexx clearing V on Expert at some german Bemani meeting was one of the most impressive feats I ever saw.

So for myself, I finally got the Clear on Colors (Radio Edit) on Light7 today and cleared my first two diff 6 songs on Arcade mode. Right now I’m missing maybe 4-5 Clears on Light7 and everything on Arcade with diff 6 and above is simply ripping me apart. Right now I’m only playing for the Clears, getting an A or better is just not my cup of tea. I can’t see myself getting any better at this game, but I guess it’s all about persistence and willpower again. This game is just so much fun, I’ll just keep playing it till forever.

Regarding Dance Dance Revolution, I can now consistenly get a B on Max 300 (no bar, of course), but I’m not really motivated to jump around when it’s like 30°C outside.

EDIT:

Just got a Full Combo on Starmine Light7, yay.

I’ve reached Stage 6 few times now. The first four stages are a cakewalk but I still make the occasional whoopsie on Stage 5. I have a good strategy for the whole thing, it’s just that in the heat of the moment I may start to doubt myself in the latter part of the stage (which resembles Stage 1 from the original R-Type) and that results in swooping through the rotating metal bars at the wrong moment. I feel confident against the bosses, they shouldn’t give me any more trouble.

RX is my main ship, but I tried the other ships at last and R13 feels like a powerhouse. It was with R13 I got to Stage 6 for the first time, actually. Couldn’t make up my mind whether R9 feels strong or not. The charge shot requires you to NOT be right in the target’s face or it doesn’t do full damage, so it can be hard to use against some of the bigger enemies. Stage 3 feels most difficult with R9, the other ship’s forces are far more suitable for it.

The famous R-Type innuendo really starts to show…Stage 5 had the Giant Space Vagina and the Battleship’s “core” looks like the male counterpart, and now in Stage 6 there’s an Armored Giant Space Poop pushing through what resembles a colon. Really now, Irem.

Tried Ether Vapor after a break of three weeks or so. It was quite ugly. Let us not speak of that. Not abandoning that project, just postponing it for now. I still want to get the no-miss eventually, I don’t really feel like uploading the 1miss-vid. It even uses the not-so-safespots for which I’ve since learned proper tactics. I cleared that game so many times I guess I burned myself out a bit on it, I really don’t feel like playing it any more at the moment.

So now I’ve played R-Type Delta for few days. Used to have the PAL version which I played some, but sold it at some point and now I went and got the US version. Got to Stage 5 easily enough where the real learning stuff begins, lots of flying pipes and whatnot there. After several attempts got past those and reached the boss(es), of which I had NO recollection of whatsoever. Killed the Giant Space Vagina on my last life and went O_O when the Battleship swooped in. Died there.

Awesome game.

Anybody know if there actually is a stage select in the game as suggested by several cheat and faq sites? They state different unlocking requirements, some say you have to use the Delta Weapon 10,000 times (!), others that you need 20 hours of gameplay. The former sounds rather ridiculous and I won’t even bother if that’s the way to unlock it, stage select would just make practice a bit easier. Well, I could always practice on emulator if need be.

I decided to play Batrider again. Why I switched from RFJ, a game that punishes mistakes upfront, to a game that punishes mistakes but doesn’t tell you that you fucked up until after the fact is beyond me. It’s a change of pace at least.

1- I don’t have my head wired for Raizing medal chaining. Medals can appear anywhere, not just predictable places like Raiden Fighters, and that’s the reason why I can’t keep a medal chain at all.

2- Why am I playing as Carpet when she’s horrible for stages? Familiarity, I guess. Strawman is way better for survival and stage learning in every respect, but I find his firepower a bit lacking.

3- Fuck WordPress for eating the contents of this post the first time I submitted.

Between the whole video games being hard thing and the nice weather I got a little bit burned out on serious gaming.  Lately I’ve been screwing around with playing games for fun (sorry sik) during downtime.  On top of the stack has been the deeply flawed budget-label near mindless zombie hack and slash Simple2000 Series Vol.101 THE Oneechanpon ~THE Oneechanbara 2 Special Edition~.  The game is a bit hard to take seriously–  the main character runs around in a bikini and a cowboy hat, the secondaries include a schoolgirl, a leather-clad biker chick with a shotgun, and some cameo characters from D3 Publisher and Tamsoft’s other games including a reimagining of Sofia from Battle Arena Toshinden named Eva.  Oh yeah, also the ridiculous level of violence wherein you slash your way through hundreds of zombies at a time, pausing only to sling the blood off your sword or throw knives/energy waves/shotgun blasts in the direction of more distant threats.

It’s easy to see why the game was a budget release.  The game has slowdown in densely zombie-populated rooms that screws with the timing-based combo system.  The experience system is basically broken once you’ve fully upgraded the main character’s combo stat, which is okay because the game is actually way more fun once everyone’s stats are maxed out.  There are exactly 6 levels (plus True Last Boss), of which the later ones take around 30 minutes to push through when starting out, but are actually really fun to speedrun/time attack (the game keeps track of time taken to clear each level) once you’ve levelled up your characters.  Since the game has a map to tell you where your next objective in a level is, exploration is good for… well, finding more stuff to dismember/decapitate/rip the heart out of, etc.  Actually, there are hidden areas in each level that require a combination requiring a certain combo stat (and the skill to perform it) to enter.  The reward for clearing all of these is an extra costume for the main character; the journey is far more satisfying than the destination.

Oh yeah, I’ve also been testing the latest Xeno Fighters EX release.  It plays really well so far, I can’t wait for more levels and ships to be added.  In the meantime I’ve been abusing the custom soundtrack feature to make stupid videos to put on Youtube.  Too bad I can only capture the window at the default 1x size, playing in a 240×320 window in the middle of a 1200×1600 display is almost the definition of eyestrain, and SnagIt hates it when I maximize it like I normally would to play.