[TAS] ファイターズヒストリーDYNAMITE - レイ [1300000pts]





The interactive transcript could not be loaded.



Rating is available when the video has been rented.
This feature is not available right now. Please try again later.
Uploaded on Jan 9, 2012

◆ キャラ別動画まとめ (play-list) - http://goo.gl/RVcwn
# この動画にはプレイ解説字幕が付いています。ご一緒にご覧ください。
# this video has a caption of playing trick. please watch with captions.

【ファイターズヒストリーDYNAMITE】 HiScore-Challenge: レイ

・タイトル : ファイターズヒストリーDYNAMITE - レイ
・最終スコア : 1300000 pts.
・BIOS(ver.) : MVS Japan ver.6
・プレイ設定 : 難易度:Lv4, タイム:99秒(Factory-Settings).
・プレイ内容 : ALL(P), ALL(F): R×33(牛無し).

◆ 動画内タイムテーブル ::
00:36 - 01面 vs. ザジー
02:25 - 02面 vs. サムチャイ
04:25 - 03面 vs. 劉飛鈴
06:32 - 04面 vs. マーストリウス
08:29 - 05面 vs. マットロック
10:22 - 06面 vs. レイ
12:28 - 07面 vs. ジャン
14:20 - 08面 vs. 李典徳
16:10 - 09面 vs. 嘉納亮子
18:08 - 10面 vs. 柳英美
20:09 - 11面 vs. 溝口誠
22:04 - 12面 vs. クラウン
24:11 - 13面 vs. カルノフ


この動画は "FinalBurn Alpha ReRecording" と "MacroLua Script" を使用して作成されています。また元々の攻略パターンやコンボレシピなどは、10年以­上前にゲーセン現役だった頃に自分自身で開発した物などをベースに一部改良を加えて、­いわゆる "TAS" の力を借りて可能な限り再現した物です。従って "連射装置" と "同時押しボタン" が装備された環境であれば、基本的には人間の手でも同じプレイが可能です。



◆ Fighter's History DYNAMITE - http://goo.gl/RVcwn

"Karnov's Revenge (MVS/Neo-Geo:Arcade)" - HiScore-Challenge: RAY

This is a play of 1300000pts in "Karnov's Revenge (DATA-EAST/1994)". It is the highest world record using "RAY", and in the time (2012-01-10). And all settings are default which is factory-settings. "Factory-Settings" is the standerd-rule for HiScore-Challenge.

This playthrough in the video is made using "FinalBurn Alpha ReRecording" and "MacroLua Script". As for the original combo-recipe or loop-method, which I developed by myself when I still played an active in a shoppe (Arcade Game-Conner) more than 10 years ago. This is the playthrough which reproduced my movement at that time by "TAS". Therefore, if you can use "Auto-Fire" and "Same-Pushing (a button which push synchronized multiple buttons: A+B or A+B+C)", a same play with the manual is possible.

This is not "No-Lose" and "No-Damage". Because lose intentionally, the round total number increases, and the score to be finally provided increases more. When aim at high-score, I do not aim to "No-Lose", "No-Damage", and "Finished by Super-Move". And so, the combo does not often succeed by interpersonal games by this method in this video, because I make much of high-score basically.

Please understand beforehand, all of plays is performed for the final high-score.

◆ Fighter's History DYNAMITE - http://goo.gl/RVcwn

  • Category

  • License

    • Standard YouTube License

All Comments

Comments are disabled for this video.
When autoplay is enabled, a suggested video will automatically play next.

Up next

to add this to Watch Later

Add to

Loading playlists...