Chaos Phoenixma wrote:
As for Platine Dispositif, I don't really care for Gundemonium Recollection, GundeadliGne is great, and I'm not really sure about Hitogata Happa yet.
Hitogata Happa is surprisingly nice because outside of Stage 0, you don't have to suicide in order to 1cc since several of the dolls are powerful enough to beat the bosses with their shots, and on Destiny 13 mode you don't have to suicide at all since you can select Sikkim or Lovers for Stage 0 which is more than powerful enough for the boss. I do have no idea how to distribute the 112 dolls you can get in a run during the maingame though. Of course, I'm playing on Euridice at the moment, so I'm not sure if suiciding becomes necessary on higher ones. I've never had a problem with suiciding in an STG as a scoring mechanic, though it's not something I prefer. My complaints about it have always been more about the rank control thing, which isn't an issue with this game.
On the subject of Destiny 13, I have no idea how you would clear Nobilmente, Allemande, or Doomsday cause I just don't understand how you could beat the TLB with only 1 of each doll(and that's in the unlikely case you no missed to it). I can't even beat the TLB with more dolls than that.
I don't really care for the other two games, but you should check out the other games Murasame's made, not just the ones released on Steam. Like Space Dynagon, which plays a lot like Kikikaikai does. He recently made a Space Harrier style game. They all have the same feel, usually in tribute towards something, such as how Happa heavily tributes towards various other shooters (one doll says "shinugayoi" when bombing, one has a toothpaste laser from Raiden, one boss is Black Heart from Garegga, Rooty is obviously derived from Psyvariar, etc).
The TLB doesn't appear unless you meet the 112 doll requirement, so I'm pretty sure Destiny13 doesn't have it (13 dolls maximum). I use Lovers for Kreuzter, mostly. As for Destiny13 Doomsday though, I have no idea.
The system is entirely 'shoot enemies with the shot or laser depending on the counter and try to cancel lots of bullets'. That's all there is to it in both modes; none of Maniac's chaining and cashing in or semi-hidden systems such as DFK 1.5's hit count multipliers. Simplicity is elegance - the extreme form of this in Cave games is DDP's system. It's similarly immediately simple and obvious what the objective is, but actually achieving it is incredibly hard.
Ultra's stages are of course entirely rote-memorized; this is nothing to do with the system, it's simply a side effect of how difficult and relentless Ultra is. A wrong move will spell your death rather than some kind of scoring system inefficiency which may happen in say, Ketsui, if you lock-shot an enemy which has a low base point value. The system is one of the simplest Cave has come up with outside of 'Pachi games.
What I'm trying to say is, bullet cancelling in Ultra is not done for score, but survival. Scoring is just part of it, many of the top replays don't stall the first midboss for score, it's just too risky for example. I guess I would play it more but it's rather disheartening dying 20 times to the first midboss before having a proper run. It even happens to a lot of the Ultra players I watch streaming. Actually the firs midboss isn't that bad with Normal Reco, though Abnormal Palm is ultimately a better character, the leaderboards speak for themselves.