Eventhough I should practice for my exams right now, I feel more like playing Batrider. It’s a free world.

I finally got a D score the other day. While this is not very high it was already enough for #1 over at shmups.com. It’s sad to see so few good Batrider scores. I have to admit though, that playing with a team and triggering the secret bosses is the most difficult challenge I’ve yet encountered in a shmup, Garegga 1cc is a joke compared to this.

It looks like that D was totally luck and that I’m horribly inconsistent at this game. My second best score in the last 3 days was only A,3. I reach stage 5 in every 50th run or so.

Some notes and individual stage breakdown:

Stage 1 – Metro City

-around 800k before boss, no suicides.

-kill Strawman at boss. destroy all parts except the very small turrets at the left and right of the boss. Weaken these and the main body and wait until the fireturrets uncover. Destroy the boss immediately killing the two small turrets (2×30k) and the two fireturrets (2×50k) while he explodes. Sometimes the fireturrets just won’t open themselves, but if everything goes correct my score is around 1,2mill

-I’m not going for his rocket backpack yet. It seems that I destroy the boss too soon if I try. However, with the backpack and some more milking during the stage, I could get around 1,4mill.

Stage 2 – Sky High

-Trigger special shot power up during the very first enemy waves.

-Use a bomb at the missile stream before the boss, Flying Baron’s bomb seems perfct for this.

-1,5mill-1,6mill before boss

-There are two ways to milk this boss. Either you destroy the turrets that shoot the green rings asap and milk the drones for medals or you destroy them asap, weaken the boss until he opens his arms and milk the extensions for 10k each. If I haven’t died during the stage and am still using Flying Baron, I’ll go for the second technique, because I don’t want to destroy drones for the extend. Going from 2 to 3 ships in stock is a huge rank increase compared to 1 to 2. If I’m on my last ship, namely Miyamoto, I’ll go for the first milking technique and collect that extend item. After Boredom I have around 1,9mill-2mill. If Flying Baron is still alive -> suicide.

-Shoot of one side of Bashinet and milk the small rockets with aura. It’s possible to milk the razorblades during his next attack cycle for 3k each, but rather difficult to do with Miyamoto, because of his piercing options that will only give you 300 points each and thus making it worthless. I went for destroying his tail and milking the small cluster bombs earlier, but decided against it in the end. It’s not worth that much and it’s pretty much guaranteed that you lose Miyamoto there, which means, that you can’t milk Bashinet’s last form with his options.

-As already said, milk the last form with Miyamoto’s options. the third option level seems to give the most points for some strange reason. Try to shoot the missiles with shot and not with your options for 1k each. The small pods have to be destroyed with aura if Miyamoto is still alive. With Strawman it’s ok to use shot and/or options to destroy them for 6k each, because they’re both non piercing.

-2,6mill-2,7mill after stage 2

Stage 3 – Sewer

-If Miyamoto is still alive, wait until the first medal appears, collect it and suicide. This way you avoid the infamous dropping 10k medal while you’re respawning – a Raizing classic!

-To make four medals appear for each flipover turret, it’s best to activate (Strawman’s) bomb exactly when the middle turret’s laser is vanishing. I’m still having some consistency problems here and this bit still seems kind of awkward.

-Right after this, a red helicopter will appear, destroy only one of his sidepods and wait until the screen gets crowded with tons of blue helis and the two yellow mechas -> bomb. The red heli is worth 10k if destroyed with bomb. Around here, I usually get my second extend item, giving me back my Garegga character.

-I use another bomb for the three tanks (20k each) and the green house with four medals and of course a last bomb for the houses before the boss.

-Milking the boss is crucially important and it’s damn difficult. 90% of my runs end here. I dodge the first few attacks with Strawman and then suicide to weaken the turrets and get Flying Baron. Set the options to front and milk the turrets. One turret is worth 10k if destroyed with shot and you get 50k if you destroy one hatch. After some milking it’s ok to use a bomb to destroy the remaining hatches. On a good run I have around 4,5mill points before Black Heart.

-Collect the extend from the drones during Black Heart’s first form. Milking the wings with shot on frequency #60 is worth around 200k. When the second form starts, I concentrate on the boss’ weakpoint. Destroying the wings is worth 50k each, sometimes I’m getting one, usually not.

-Around 5mill after stage 3.

Stage 4 – Airport

-Ideally I want to keep Flying Baron through the whole stage, I usually fail at trying so. The stage itself has the obvious hidden medals and is kinda straightforward.

-You can combine uncovering the huge stock of medals in the middle of the stage with bombing the blue helicopters for 10k each. But because I usually miss the two big bomber items at the beginning of the stage on purpose (to trigger another extend item in stage 5), I don’t have enough bombs for this.

-5,8mill-5,9mill before boss

-It’s difficult to milk Bazzcok with Miyamoto, milking him with Flying Baron is a cakewalk though. Destroy one of his turrets first and then milk the drones for around three attack patterns of the other turret. Then destroy the other turret and milk some more. The 6mill extend should appear. If I’ve already lost Flying Baron, it’s best to collect not more than one option item or maybe even none at all for milking. 6,3mill-6,4mill before Gob-Robo.

-I’m luckily getting a bit more consistent at destroying Gob-Robo’s arms for ten 10k medals, but sometimes he still refuses to spin them.

-Around 6,5mill after stage 4 and I’m happy.

Stage 5 – Colosseum

-One of the biggest walls in the entire game

-If I have no bombs left, I’ll lose Miyamoto early on, which means that I won’t be able to fight Tsumujimaru in the highway stage. I just have to pray for an easy first form. The big green rings, the exploding snake pods – his first form is pure horror, nearly as hard as Envy.

-The second form is quite a relief in opposition to the first one. If you get lucky, you can get around 1mill points from this boss only, but I’m glad with everything above 7mill

Stage 6 – Highway

-I get a lot of extends in this stage which means that I can suicide a lot and still have all 3 characters in my team for the three rivals. First I get a score based one at 7,5mill, then I get one from a third dropped big bomber item (either from the yellow tank or from one of the Ninjas) and maybe the extend from the blue hovercraft, which I usually try to destroy, but sometimes fail at.

-Breaking my medalchain is very likely in this stage. There are a lot of really difficult places. The problem is, that you lose a lot of points in the opening bit of Zenovia City if you don’t have max medals there. There are around 30 (!) medals there. On top of that it’s difficult to build up a new chain in the highway stage (because there are close to no medals), making a chainbreak even more regretable.

-Blunt is easy, Sobut is easier, Envy is the killer.

-9mill after this stage, but I jump for joy, no matter what my score is each time I clear it.

Stage 7 – Airport2

-My favourite boss of all time just got an update and got even more dificult as he is in Garegga.

-From here on it’s all about survival, though milking this boss can give you a lot of points, maybe around 3mill.

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It’s a huge problem that I don’t have a fixed suicide distribution for stage 6 onwards yet. I need to work on that. Hoarding lives only makes Zenovia City even harder, as if it wouldn’t be hard enough already…

On another note I could easily improve my Normal mode score, but I don’t really care anymore for that, Advanced mode has to be my priority first.

Got the no-miss clear of R-Type’s first loop. I’m pleased. And I beat Kiken’s score by almost 100k, that’s a nice bonus.

Second loop’s a bit tricky. The first two stages aren’t that bad (though in this run I messed up in 2nd stage boss) but Stage 3 is already pretty brutal. The big cannon/thruster at the end of the Big Ship takes much, MUCH more hits, the turrets at the front of the ship regenerate quite fast…it’s a whole new ballgame from there on. I’m actually a bit tempted to work on the second loop – the game’s so short that even if I played through both loops it would still take less time than a full run of Contra: Shattered Soldier. But if I do decide to go at it, I’d be doing it with R-Types for PS1 rather than the Dimensions port I played here. Nothing wrong with Dimensions, but in the end I’m just a bit more comfortable with the original – especially since Dimensions doesn’t have customizable controls.

But then, I also want to work on R-Type 2 and about 30 other games. I have a list of gaming feats I want to accomplish, and now I can mark off one of them.

Video at http://www.ghegs.com/movies/Ghegs_R-Type1XBLA_1stloop_nomiss.mp4

So after a few months’ hiatus, I’ve been getting back into DJMAX Trilogy, which isn’t really the revival of DJMAX Online so much as it is a PC port of DJMAX Portable. Go go recursive ports.

As before I use 6 key. 4 key feels too simple for me, 5 key is stupid (there’s 2 keys for it like DJMP, hence my mini-rant about this game being a recursive port), and 7 key with autocorrect is too idiotic to learn, and I have yet to unlock 8 key (which will probably be slightly less bogus than 7K). It’s certainly less stressful playing on a keyboard with six fingers than with my thumbs.

I’d bother with Fever if it weren’t for the silly way it was implemented in Trilogy; it now drains over notes rather than time, which means it’s easier to keep a fever chain going on easier sections instead of the other way around. While I like that this system encourages accuracy, it does it in a rather harsh way; get to a cluster of notes that you can’t 100% handle and you’ll lose your fever chain. Thus, I care not for score or the score-based grading system; I am a percent player.

I really hope that if Pentavision makes yet another DJMAX game, that they remove autocorrect or at least make it optional. If its implementation is over copyright crap, that’s a pretty stupid reason to implement it; making the game register a press of any key as correct as long as a note is hit doesn’t change the fact that it still looks a lot like Beatmania. Also, I’ve seen countless newbies and professional reviewers get thrown off by this feature when they got DJMAX Fever, thinking that now they don’t need to hit the right buttons. Way to be, Pentavision. I bet DJMAX Technika 2, if there ever is one, is gonna have this feature too.

Inspired by sgronblo I’ve finally found the groove to work on R-Type, which is something I’ve wanted to do since I finished Delta and I’ve had a clear of the game on my list of gaming goals to achieve for a while. I was actually making some nice progress on Last Resort before this, but then I got sidetracked into Borderlands for ~40 hours. No doubt I’ll be returning to Last Resort though, I made it to Stage 4 (out of 5) on a credit and after checking out Stage 5 with creditfeeding it looked pretty damn crazy awesome fun. And hard.

But R-Type. Even though it’s a fairly short game, it’s still annoying to practice the later stages when the tactics change completely depending on if you’re properly powered up or recovering from death on a checkpoint. Solution, emulation. But the game doesn’t support savestates in mame, using them actually crashed my computer. Luckily, the R-Types collection for PS1 works far better in this and I’ve been using a PS1 emulator to practice the stages with savestates. Both R-Types and the Dimensions port have actual stage select modes, but since they just start you at the beginning of the stage without any power-ups whatsoever they’re a bit useless, especially since I’m aiming to no-miss the game. Scoring via checkpoint abuse in Stage 7 be damned.

And so, I’ve now cleared every stage individually and have started doing full runs. I’m actually going to clear the game on the Dimensions port, at least for starters. If I feel like taking on the second loop I can always just play my R-Types. The early stages are a no-brainer, though Stage 4 boss still sometimes catches me by surprise. Stage 5 is probably the easiest stage of all as long as the ship’s properly equipped. Stage 6 sort of feels harder than Stage 7…it’s not as hectic, but in many places you’re confined to very small spaces where it’s easy to accidentally manuever into a wall.

Stage 7 is the one I spent the most time practicing. I had already gotten good enough to clear the first six stages just from normal play but Stage 7 had eluded me and it was the biggest reason I felt the need to practice with savestates. Not a terribly hard stage as such, but many little things that can go wrong…like getting caught by a blast of steam from a wall, which ended my latest no-miss full run. sgronblo prefers Blue weapon there, but I’ve found Yellow to suit me best. And Yellow allows me to abuse a safespot right in front of the boss which I couldn’t get to work with Blue. Here’s hoping the Dimensions port doesn’t differ here. If it doesn’t, I should have the clear soon-ish.

101/128

101/128

Latest addition was the exit from F27 to F36.  That’s what, 18 new ticks in the last 2 months, 6 in the last month?  Zipping right along.

Progress will only slow further, as the feats remaining are yet more daunting.  The third exit of F27, for instance:

Getting to the third exit on F27Umihara Kawase presents merciless skill checks.  “To reach this door, you’re going to have to master long toss swings*.  You’ve used long tosses a bunch, and you were able to muddle through on stages where you could retry repeatedly on failure, or take 20 swings back and forth to build up momentum.  But now you’re going to do it right, on the first try.  Master the skill or die.”

This is something that goes on in most any deep action game, but I feel like it’s more discrete in Umihara.  THIS is the spot where you need to learn the basics of boost jumps, and THAT is the spot where you need to master them.

* Don’t try to find a definition for “long toss swing.”  If there’s a lexicon for UKS, I’ve never seen it.  I make up all the names I use for techniques.  If this were something anyone actually discussed, we could hammer out common definitions.

[PARAGRAPH REMOVED.]

YouTube shmup superplays have got me thinking: are bullet hell shooters that much harder than shooters that don’t throw out 100,000,000 bullets? I’ve crossed four out of six stages on DoDonPachi, all of Touhou Komakyou: Embodiment of Scarlet Devil on Normal, 3 1/2 stages out of 5 of Mushihime-sama Futari ver 1.5 Maniac, and five stages out of six on Giga Wing. To compare, I can’t even clear the second stages of Raiden or Truxton II–you’d think that they’d be easier since they’re “ordinary” shooters, but you’d be dead wrong. Older games tend to rely on aimed “sniper” shots to kill you instead. Whereas bullet-dense shooters are about analyzing patterns and finding gaps in them, older shooters are about being alert at all times; blink and you’re very likely to get hit out of nowhere.

And with that said, I’ll probably get in a round of Raiden right now. (I’d try its sequel except that it’s impossible to “emoo”late.) Maybe it’s just me not getting enough practice in.

EDIT: Barely made it to stage 1-3. Now, in a ypical 6-stage “danmaku” shooter, stage 3 wouldn’t be too bad, but here, I’m already on edge when I get halfway through stage 1-2. It certainly doesn’t help that the player ship has a delayed-detonation bomb, as opposed to the instant-invincibility bombs of newer games.

I bought Persona 3 FES back when it first came out but, for some reason or another, I never got around to actually playing it much. I had already sunk about 80 hours into the original P3, and while it was a great game I guess I didn’t feel particularly motivated at the time to play through it again. A few days ago I hit a gaming lull, having just beaten a couple mediocre old FPSes I had never gotten around to beating, and figured it was finally time to dig out FES and give it a try. Maybe I’d try out this Hard mode thing. I mean, it’s a JRPG. How hard can it be?

See the title for the answer to that one. When Atlus says “Hard” they aren’t fucking around (ask anyone who has played Nocturne on Hard and brace yourself for ranting.)  Enemies now do something like 4-5x their original damage and you can be killed by random mooks in three or four hits. Bosses and strong normal enemies can one-shot characters easily with critical hit, or sometimes even with a special attack that hits normally. Dumb or unlucky moves are almost inevitably disastrous, and your party members no longer get automatically revived after a battle.

Funnily enough all of this doesn’t make for a radical change in your playstyle.  P3 was always primarily about exploiting your enemies’ weaknesses while doing your best to safeguard your own, and Hard mode simply reinforces that by not letting you get lazy and tank hits if you don’t feel like playing strategically. I’ve always enjoyed how combat was generally a fast-paced, high stakes affair in SMT games, with both you and the enemies doing large amounts of damage to each other rather than grinding away. Since Hard mode just heightens that feeling, I’m going to press on with it.

So I ordered an FC Mobile II, which is essentially a portable NES, after having heard about it from a friend and reading up on it. I got it today.

At first it seemed like a pretty cool concept—being able to play NES games on the go, as well as being able to hook it up to a TV within 5 seconds (thanks to A/V connectivity). But as I gave this a shot, my opinion of it rapidly dwindled.

The screen’s 2.5″ across which is pretty small, especially for a system whose resolution is 256×224 (a bit larger than a single DS screen’s 256×192), but I could do with that. My main problem lies with the ergonomics. For one, the system is thick. I’ll excuse it somewhat since it needs that thickness to accomodate NES cartridges, but good God, five minutes of playing, say, Zanac has caused my hands (which are huge by the way; my right hand spans about 25-27cm from pinkie tip to thumb tip when spread out) to cramp. Even 7 hours after initial runs, my right hand still hurts.

Even without that issue, the D-pad feels cheap. For one, it’s a PlayStation-styled D-pad, and I greatly dislike those, preferring instead round Sega-style D-pads and Nintendo-style cross-shaped D-pads. Also, the D-pad piece is split in half diagonally. This has a habit of throwing me off, especially in games where there is plenty of action happening. On what little plus side it has, it allows me to press left and right at once to execute Zelda II’s LINK DORIFUTO glitch.

As for game compatibility, it seems to work fine with most of my games, except Castlevania III (which already has issues with other NES clones anyway).

I thought the wired controllers would solve my problem and essentially turn the FCM2 into a battery-operated NES that I can hook up to a TV in 5 seconds. As wireless devices, they’re okay, just as long as neither of the IR ports are blocked. My main beef is, again, the D-pad. Whereas the D-pad on the FCM2 itself feels like a PSP-100x D-pad (poor manueverability), these are the inverse, feeling more like 360 D-pads: tendency to press the wrong direction. Great. I get not one, but two shitty input devices. It’s like deciding between burning to death or freezing to death.

The A/V cables are okay too. No annoying humming like on my NES, but I’ve noticed that The Legend Of Zelda, for instance, has jerky scrolling going up or down.

Overall, I kinda regret wasting $60 on this piece of crap, and I kinda want to punch my friends in the face for somehow not noticing these shortcomings. It’s similar to the disappointment I had with Ketsui Death Label (portable Bullet Hell game? Sounds good. Boss Game with odd scoring system? Eww.) I think I’ll stick to firing up the old NES if I wanna play my NES carts.

I’ve been taking a break from Mushihime-sama Futari to work on RFJ, however prone to restart syndrome it may be.

I’ve been practicing to the point where I can consistently get out of Sim 01 with gold medals enabled. Sim 05 is okay I guess, getting more comfy with the turret Micluses, but I still need to practice my DX Bonuses. And then after that, it all goes downhill:

Sim 15: I get into the habit of dropping bombs once I’m past the waves of quick-shot bombers, lest I die and all 7 of my bombs go to waste. Regardless, there’s usually a random death here or there.

Sim 20: Many opportunities for DESTROYED AT A TIME! bonuses, and there’s a lot of medals here. There’s a Miclus here, I’m guessing, since this is a ground stage, but I don’t know where it is.

Sim 30: In RF, my rule with high-speed sky stages is: FUCK THEM. The clouds and the enemies that swoop in fast and their explosions make the bullets particularly hard to see, so if I don’t die in Sim 15 and thus make it here, I die here instead.

Sim 40: More QUICK SHOT! goodness, and more bombspam. I usually end up here on account of being an idiot.

Sim 45: Rarely do I get here so I can’t really discuss it

Real Battle: MORE SKY STAGE, MORE FAST PLANES + BULLETS. I always die in RB1, not that it matters because I’ll be dead either at the boss or a little into RB2 anyway.

My record so far is 65 million, with Ixion Slave. I try to do some runs with Judge Spear’s slave, but I end up fucking up for unrelated reasons, and I try using the Flying Ray or the Ixion but I can never be bothered to make serious runs with them.

I’ve also been doing score attack. Thankfully, I can trigger more than 1 Miclus on Sim 01, so I can finish the stage with a higher score. I always manage to miss a turret Miclus or two in Sim 05, drastically reducing the extra time I can get from getting gold medals. Since I’m out of time by the time I hit the Sim 05 boss, I just bombspam it in hopes of stopping the timer and taking my stage bonus. Current record is 22 million; hoping to one day get into the first page of the leaderboards.

On a somewhat-unrelated note, I’ve recently learned to take apart the stick part of my FSTE. Seimitsu LS-32-01 replacement to follow as soon as Lizard Lick has it in stock again.

I have been enjoying Mushi Futari 1.5 Original mode right off the bat.  I tried Ultra once or twice and was annihilated before the end of Stage 1.  Haven’t touched Maniac or arrange or novice stuff really.  When I got into Mushihimesama 1, I tended towards the Maniac mode.  It was the first Cave game whose scoring system I learned and got good at.  I shuffled Original mode off to the side for the time I spent nailing down a better Maniac route.

It was only untill long after did I play and 1cc Mushihimesama’s Original mode.  And I’m glad that I did, it’s great fun.  It may have been because of the other shooting game experience I got in the meantime that let me appreciate Original mode more-so.  Because now I see how Mushi1 Original feels like a Toaplan game.  The systematic sweeping mechanic is put well into play — when you get to the edge of the screen and have to carve back through the bullet patterns.  That hypnotic sweeping of aerial destruction.  And to be honest, Futari’s original mode feels like that but on lots of steroids.

I was trying to clear Mushi1 Orig. with Lx 4+ but hit a wall at getting Lx4.  I think I was pretty close, if I had just focused and pinpointed my run a bit more.  Soon after my curiosity of Futari, followed the wait for the game.   I decided on getting a US Cock-Box 360.  Pretty glad I did to be honest.  I got most of the retail shmups, RE5, Tales of Vesperia and Star Ocean 4.  AND FUTARI, BITCH.

I hyped up Futari to myself a lot and I’m really enjoying it.  I jumped right into the scoring system of 1.5 Original.  My initial plan was to play the first two stages with the scoring mechanic in mind, then the rest of the stages for survival.  It didn’t take long for me to start playing the whole game with scoring in mind, pinpointing parts where I needed to ignore it.  I started using the practice mode fairly soon and it’s pretty damn handy, running  St. 4 and 5 alternatively and their bosses with the rank at an ideal run setting.  Been hitting the first extend right before the last set of icicle blockades in st. 2.  The first two stages remain fun because of the scoring, unlike Mushi 1’s first 2 stages.

The game has been pumping the adrenaline a little bit too which is always good for playing a shmup.  All the stages are pretty cool.  Been trying to play maybe a half hour+ a day at least.  I’ve already cleared with all the character types except for Abnormal Reco.  Abnormal Reco is actually pretty fun I think, but hard to score or survive with.  Her A-Shot Option Lock is really powerful and if you know the enemy positioning you can just take care of business close range.  Some patterns are hard to fight close range, though.

Tonight I had a pretty crisp run, not dying untill right before Larsa.  Then once again for Lx3, 324mil.  Beating my last score by 30mil.  It might be hard to get those extra points, the top score on the shmups board is 400mil but I’m gonna go for it.  Still having a lot of fun with the mode.

I still have to create my Live account and get some scores on there. >_>