2-1: 18:33 | 2-2: 21:07 | 2-3: 24:08 2-4: 27:36 | 2-5: 29:33 | 2-6 milking: 32:14 2-6 clear: 48:18Andro Dunos - Loop 5saucykobold2014-06-28 | 1: 00:01 2: 03:48 3: 08:35 4: 12:12 5: 15:45 6: 19:52 7: 24:32 Last boss: 28:54R-Type (arcade) - 2 Loops Clearsaucykobold2014-01-08 | My current personal best in Irem's R-Type.
I wanted to score as much as I could in this run, and some of the quirkier tactics I use are geared toward this end--e.g., I take all the speed items, sacrifice my spare lives in order to replay the most lucrative scoring stretch of the game (the latter half of 1-7), and let certain bosses hang around so I can kill more of their destructible parts or accompanying goons.
I appended the first stage of the first loop to the beginning of the video just for completeness' sake (this stage is omitted from all subsequent loops).Raiden DX (PS) - Novice coursesaucykobold2013-07-03 | Arcade difficultyWar of Aero - Loop 2saucykobold2013-03-26 | ...Gradius III (arcade) - 2 Loops Clear - Part 4saucykobold2012-10-05 | 2-6: 00:00 2-7: 04:09 2-8: 07:35 2-9 first attempt: 10:45 2-9 successful attempt: 12:38 2-10 boss rush: 15:56 2-10 base: 20:16 3-1: 30:20 Uncle: 33:21Gradius III (arcade) - 2 Loops Clear - Part 3saucykobold2012-10-05 | 2-1: 00:02 2-2: 02:59 2-3: 06:09 2-4: 15:39 2-5: 16:27Gradius III (arcade) - 2 Loops Clear - Part 2saucykobold2012-10-05 | 1-7: 00:01 1-8: 02:38 1-9 first attempt: 05:38 1-9 successful attempt: 15:17 1-10 boss rush: 18:37 1-10 base: 22:50Gradius III (arcade) - 2 Loops Clear - Part 1saucykobold2012-10-05 | Type B
Bullets can harmlessly pass through Koitsu's head and upper body and that part of the paper plane that sticks downward. Koitsu's legs and the wing's center are vulnerable.
At the first boss, I could've allowed more popcorn to spawn before collecting each purple bell. This would've generated a few more yellow bells at the risk of causing one to appear inside the ground, above the screen, or at the far left. In the best of cases, the bells would've been harder to manage due to being spaced farther apart.
Activating the "OH!" at the start of the second level makes the game easier than it'd otherwise be for a few minutes.
The third boss' swords can't hurt you while they're flying upward.
A red bell causes an icon of your ship to move forward a short distance before growing a vertical laser. You're completely safe while inside the icon or beam. A lot of players overlook the icon--it's incredibly useful since it confers invincibility the moment you expend a bell charge.
A fully powered spread shot covers a surprisingly large area behind Koitsu.
When the game is sufficiently angry at you, most enemies will generate two suicide bullets. The second will fire as soon as an enemy explosion dissipates. Most suicide bullets can be suppressed if you're close enough to their point of origin.
MAME doesn't properly emulate some of Sexy Parodius' graphics. Most notably, a background layer in mission six isn't displayed. You can see it at 20:30 of this phenomenal PCB run: http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm99280Image Fight (arcade) - Checkpointssaucykobold2011-12-29 | Recovery patterns for Image Fight's second loop.
For 2-2's midway checkpoint, I adapted a method devised by Youtube user jblx3. His original route can be viewed at the following url:
http://www.youtube.com/watch?v=-xTZ4jHOWX8
I haven't figured out a way to take a factory-fresh Daedalus from the start of 2-8 to the end on one life. My strategy consists of surviving to the halfway point, dying, and then clearing the game from the final checkpoint.Image Fight (arcade) - 2 Loops Clear - Part 2saucykobold2011-12-23 | Loop 2Image Fight (arcade) - 2 Loops Clear - Part 1saucykobold2011-12-22 | If your average destruction rate for the first five levels is below 90, you'll go through a "penalty" stage before continuing with level six. Getting only 47% in 1-1 is actually advisable from a scoring perspective--you can make up the lost points and get about 20,000 extra in the penalty area.
A big part of my score comes from checkpoint milking in the latter halves of 1-7 and 2-8. The game doesn't reward you for finishing without dying, so I sacrifice all of my lives to score as much as possible.Sengoku Blade (arcade) - 2 Loops Clear - Part 2saucykobold2011-11-10 | A few notes on strategies that might seem counterintuitive:
In the second loop, most enemies release one or two bullets upon death. It's very dangerous to shoot everything in sight and I need to heavily ration my bombs if I want to make it to the end, so I often hold my fire.
Bombing grants a brief window of invincibility, which is why you see me fly through bullets at 1:36 and other moments.
The intentional death at the start of 2-5 causes the lanterns to fire single shots instead of faster three-way spreads. It also replenishes my bomb stock, allowing me to cleanly take out both pairs of cannon robots before the first giant hand appears. This is important: if a robot is loitering when the hand spawns, I need to bomb to survive. The hand would probably die as a result, triggering additional enemies later in the stage that would force me to waste bombs and lives and alter my route.
I usually die at about 5:54. If I survive (as in this run), I suicide shortly before killing the boss to lower the difficulty for the next stage. I'm not comfortable entering 2-6 with two lives; the higher difficulty might result in my dying in a bad spot.
2-6 normally has a lot of bullet-spamming enemies. These won't appear if no items are floating around and you stay at low power.
I get a powerup just before the 2-6 boss. Ignoring that item carrier would have caused the game to generate an enemy formation and potential return bullets at the very start of the boss fight. Powering down right away reduces the boss' total health, making it possible to end the first phase before anything threatening happens.Sengoku Blade (arcade) - 2 Loops Clear - Part 1saucykobold2011-11-10 | Loop 1Daioh - 2 Loops Clear - Part 2saucykobold2011-08-08 | Loop 2Daioh - 2 Loops Clear - Part 1saucykobold2011-08-08 | This was played for the 2011 shooting game tournament at shmups.system11.org.
U.S. version, default settings
Loop 1Gunbird (arcade) - 2 Loops Clear - Part 2saucykobold2011-07-20 | Yuan Nang's charge attack ("Yah!") destroys bullets. For all practical purposes, the right side of her hit box is invincible for the duration of the attack (it's actually hard to get killed if you hold right while her staff is out). This is why I don't die at 1:19 and 1:49--the bullets harmlessly touch my staff's hit box rather than my character.
I hold my fire at several points because indiscriminate blasting would generate walls of suicide bullets.Gunbird (arcade) - 2 Loops Clear - Part 1saucykobold2011-07-20 | Japanese version, default settingsR-Type II (arcade) - Checkpointssaucykobold2011-02-15 | Japanese version, default settings, loop 2Xexex - Loop 2 - Part 4saucykobold2010-08-12 | 2-7Xexex - Loop 2 - Part 3saucykobold2010-08-12 | 2-5 & 2-6Xexex - Loop 2 - Part 2saucykobold2010-08-12 | 2-3 & 2-4Xexex - Loop 2 - Part 1saucykobold2010-08-12 | 2-1 & 2-2
In loop 2, the first boss has an enormous amount of health. Killing it before it self-destructs is nigh-impossible (I don't bother trying).Xexex - 1 Loop Clear - Part 4saucykobold2010-07-25 | Scene 7 and endingXexex - 1 Loop Clear - Part 3saucykobold2010-07-25 | Scenes 5 and 6Xexex - 1 Loop Clear - Part 2saucykobold2010-07-25 | Scenes 3 and 4Xexex - 1 Loop Clear - Part 1saucykobold2010-07-25 | Scenes 1 and 2Raiden DX (PS) - Expert course - Part 5saucykobold2010-01-25 | 1-9, ending, & 2-1Raiden DX (PS) - Expert course - Part 4saucykobold2010-01-24 | 1-7 & 1-8Raiden DX (PS) - Expert course - Part 3saucykobold2010-01-24 | 1-5 & 1-6Raiden DX (PS) - Expert course - Part 2saucykobold2010-01-24 | 1-3 & 1-4Raiden DX (PS) - Expert course - Part 1saucykobold2010-01-24 | Arcade difficulty
1-1 & 1-2
Sorry if the audio quality is less than stellar.Castlevania III - Grant solo - Part 5saucykobold2009-11-11 | The endCastlevania III - Grant solo - Part 4saucykobold2009-11-11 | The main hall and the castle towerCastlevania III - Grant solo - Part 3saucykobold2009-11-11 | The mountain range (i.e. the block level)Castlevania III - Grant solo - Part 2saucykobold2009-11-11 | Alucard's caves and the catacombsCastlevania III - Grant solo - Part 1saucykobold2009-11-11 | A Grant-only run. I skipped the clock tower and the sunken city. For some reason, YouTube removed most of the screen flashes that occur when you pick up a rosary.Crusader: No Remorse playthrough - Part 37 (ending)saucykobold2009-03-03 | The Vigilance Platform is no more! Hope you enjoyed watching.Crusader: No Remorse playthrough - Part 36saucykobold2009-03-03 | Level fifteen continued.
A quick tip regarding 5:36. In my experience, entering through the right door will cause two Enforcers to teleport in at the same time. The left door is a lot safer.Crusader: No Remorse playthrough - Part 35saucykobold2009-03-03 | Level fifteen continued.Crusader: No Remorse playthrough - Part 34saucykobold2009-03-03 | Level fifteen