Radirgy DGJL ラジルギ DGJL - 21'12'' Survival time - 8.381.685 pts - 13'19'' Max reception time
A pretty decent improvement in DGJL from the previous 7mil score, albeit still a ways away from 10mil which might be a nice threshold score to reach. Another cool thing is that with this run, I went beyond 20 minutes of survival time for the first time.
The one key piece of information that let me make progress comes from a discussion with mojilove where he suggested maybe everything shaves off 1% from the life bar. And after testing it a bit, it seems like it's not too far away from what's happening! Testing the exact damage values for things is difficult since the % counter only displays integer values but it looked like enemies remove 1% regardless of size. Bullets seem to remove something in between 0.33% and 0.49% since 3 bullets are needed to go down a percentage point.
That means a wave of fast popcorn enemies is a much bigger threat than a single slow moving large enemy, and thus a more urgent priority. In my previous best runs, I usually made it to the gray helixes and wasn't sure whether to focus on them or not. With this new bit of info, I now know it is better to let the helixes run away as I focus on the smaller enemies.
And letting go of those big enemies likely let me keep my focus more and also let me forget about the whole weapon switching shenanigans with the strong sword and stuff. I got to the point where some of those helix enemies start shooting bullets when they leave, but since they shoot them towards the playfield, those are cancelled by my massive ABSNet and they aren't really a problem. However, I get the feeling I need to start using the wide shot for better coverage on the fast green popcorn enemies. As a holdover from Noa, I use the X-shot the most, but here it may not always be the best. So perhaps I can't actually forget the game lets you switch between shot types oops.
Now that I look at this replay again, I also realize something that was likely spelled out in the JP manual that I never really had the opportunity to check out : only enemies (and very likely bullets) that leave through the bottom of the screen inflict damage on Tadayo's building. That means some waves like the gray enemies that fall towards your position and turn back may not be a top priority, and missing some dark blue blimps on their way out might not inflict a penalty. I haven't fully capitalized on this piece of information but hopefully I can get some more score boosts thanks to it, by prioritizing the dangerous waves that can decrease the building lifebar if not attended to.
Played on Citra (nightly 1738), recorded with OBS Studio
#shmup #STG
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