GG! On the surface doesn't seem like dip switch 5 is giving any tangible difference. Also why Player 2? Is there any tangible difference from Player 1?
I'm not 100% on this, but it feels like higher dip settings give (some) enemies increased fire rate, and the rank barely goes down even after dying multiple times. Player 2 because i like the blue ship more.
@@Axel_Kei I see. Thanks. Perhaps Working Designs asked Taito what the dip switches do so when they hear that they decided that the 4 Lives Difficulty 5 setting is actually not that big of a deal as people say, as you shown in your run here:
@@weebnerdgaming4908 I've actually almost 1cc'd it on JP defaults (died to the last handful of enemies in the game repeatedly), and the game in general is just less fun with the defaults. Much more prone to dying to classic taito bullshit ending your credits prematurely. Like, on jp, the rank actually doesn't seem to reach max again if your first death was somewhere in stage 5, and you get a much easier stage 7 overall, but on US 5/8, it goes back to max so damn quickly again that the rank reductions barely do a thing. On 8/8 it's basically maxed starting stage 2 for the rest of the game. I agree with pretty much all the stuff you mentioned on your 'storm description too lol. Wouldn't ever recommend anyone to play with JP defaults. Also worth noting: Stage 4 boss' main part doesn't actually take ANY damage until the final screen panning. You know where it actually dies on for everyone? You can 100% avoid locking on it at any point in time previously and just do a simple 8 lock hyper laser at the end and it will die. Same thing for Stage 5 boss, it doesn't actually seem to take any HP damage on it's main middle part until it stops doing the background transformation move. Once it starts chaining attacks, THAT'S when it is actually vulnerable. I bet stage 6 boss has something similar where it doesn't actually take any damage until it does a certain number of attacks. I'm 99% sure that's the reason there is no HP bar gadget. Taito wanted to keep that shit on the down low so people don't see through their bullshit so easily lol.
Great job, and thank you for doing this!
Sweet Baby Ray'z Ray'ztorm Barbecue Sauce
GJ man. definitely gonna need a jarpig vacay after this one
Yep, time for Gayapolis
GG! On the surface doesn't seem like dip switch 5 is giving any tangible difference. Also why Player 2? Is there any tangible difference from Player 1?
I'm not 100% on this, but it feels like higher dip settings give (some) enemies increased fire rate, and the rank barely goes down even after dying multiple times. Player 2 because i like the blue ship more.
@@Axel_Kei I see. Thanks. Perhaps Working Designs asked Taito what the dip switches do so when they hear that they decided that the 4 Lives Difficulty 5 setting is actually not that big of a deal as people say, as you shown in your run here:
@@weebnerdgaming4908 I've actually almost 1cc'd it on JP defaults (died to the last handful of enemies in the game repeatedly), and the game in general is just less fun with the defaults. Much more prone to dying to classic taito bullshit ending your credits prematurely.
Like, on jp, the rank actually doesn't seem to reach max again if your first death was somewhere in stage 5, and you get a much easier stage 7 overall, but on US 5/8, it goes back to max so damn quickly again that the rank reductions barely do a thing. On 8/8 it's basically maxed starting stage 2 for the rest of the game.
I agree with pretty much all the stuff you mentioned on your 'storm description too lol. Wouldn't ever recommend anyone to play with JP defaults.
Also worth noting: Stage 4 boss' main part doesn't actually take ANY damage until the final screen panning. You know where it actually dies on for everyone? You can 100% avoid locking on it at any point in time previously and just do a simple 8 lock hyper laser at the end and it will die.
Same thing for Stage 5 boss, it doesn't actually seem to take any HP damage on it's main middle part until it stops doing the background transformation move. Once it starts chaining attacks, THAT'S when it is actually vulnerable. I bet stage 6 boss has something similar where it doesn't actually take any damage until it does a certain number of attacks. I'm 99% sure that's the reason there is no HP bar gadget. Taito wanted to keep that shit on the down low so people don't see through their bullshit so easily lol.