High Score Competition Rules and Scoreboard------------------------------
Game Name: Ketsui: Kizuna Jigoku Tachi
ROM Name: ket
------------------------------Settings: Defaults
, but you are allowed to turn on rapid fire: Nevermind, it's on by default anyway.
This allows you to hold down C for spread shot auto fire. If you hold down A in addition to that, it will overwrite C and switch to the lock shot. Let go of A and it will switch to auto fire again.
Controls: Joystick: 8 way
Buttons: 2-3 (A: Tap for shot, hold down for laser/lock shot, B: bomb, [C: full auto])
So we had shmups in this years competition before, but up until now none of them featured a scoring system. So score was always almost exclusively determined by how far you made it in the game. I want to change that.
I picked this one because it a) has a scoring system, b) it's considered on of the greatest shmups of all time and c) it's one Cave shmup that I haven't put much time in (total playtime should be <1h) so I hope that's fair
Gameplay/Scoring:Ketsui features a unique scoring system centered around numbered 'chips' that are dropped from defeated enemies. These chips each bare a number (which ranges from 1 to 5) signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1's and 2's) while destroying enemies at close range will yield higher-value chips (such as 4's and 5's). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5 Chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small amount of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest amount of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total amount of chips will slowly deplete throughout the duration of the boss battle. The amount of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a much higher multiplier.
Summary: You want to kill enemies close up with your rapid shot (Tab A or hold C) so they release value 5 chips, then switch to the lock shot to safely kill off enemies from a distance while still getting 5 chips until the counter reaches 0. Rinse and repeat.
Shmups.com Strategy ThreadScoring Updates:
1. WakiMiko TS 1-4 64,425,085
2. mnewt TS 1-3 25,495,732
3. yamatetsu PJ 1-2 21,037,861
4. JohnyO TS 1-2 9,237,377
5. harveybirdman TS 1-2 6,696,775
6. popsicle PJ 1-? 3,251,622
7. empardopo TS 1-? 2,937,345
8. pbj PJ 1-? 2,118,277Last day: Sunday, Sep. 20 2015 midnight Pacific
--------------------------------------------- Quest for the Bronze Joystick! The most successful competitor of each calendar year will possess & display the BYOAC Bronze Joystick Trophy. See this thread for details:
The BYOAC Bronze Joystick.
Happy Gaming!