Need opinion on Varth's fixed satellites
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Dylan1CC
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Need opinion on Varth's fixed satellites
I've been playing Varth since late last week (PSP Capcom Classics) and I love it so far (even the cheesier than cheesy Layer Section'esque story) I have even found some nice TATE'able controls which work well with the PSP. Anyways, today I tried the fixed pods for the first time. It seems so far as though they make the game too easy (bearing in mind I have only played the first 3-4 stages and not knowing what the later stages have in store) since they completely nullify any forward enemy shots.
For folks who are more experienced with Varth, what is your opinion on this? Do the forward fixed pods "break" the game? In any case, I personally think I will go back to the alternating pods for a clearer challenge.
For folks who are more experienced with Varth, what is your opinion on this? Do the forward fixed pods "break" the game? In any case, I personally think I will go back to the alternating pods for a clearer challenge.
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oxtsu
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In the same vein, we can ask whether the Reflect Force in Gigawing, etc, break the game. I think the answer is clearly 'no'. Also, keep in mind that Varth is very long shooter, and what seems easy is only the first 10 stages (takes so long that one might think they are far into the clear).
In other words, stick with the fixed pods...you have 27 more stages to clear. ;)
edit: You could also play w/o pods at all. This will push the rank down considerably.
In other words, stick with the fixed pods...you have 27 more stages to clear. ;)
edit: You could also play w/o pods at all. This will push the rank down considerably.
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Dylan1CC
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^^^
Thanks for the input. Well, in a way GW's reflect force is more balanced than Varth's fixed pods which are unlimited. Anyways, I dug up Malc's updated Varth review and I think he sums it up well here:
http://www.classicgaming.com/shmups/rev ... index.html
So smart pods it is for now.
Thanks for the input. Well, in a way GW's reflect force is more balanced than Varth's fixed pods which are unlimited. Anyways, I dug up Malc's updated Varth review and I think he sums it up well here:
http://www.classicgaming.com/shmups/rev ... index.html
Malc: Smart Pods try and react to the bullets coming in, and I'd say they manage to stop a very large proportion of them smashing into your ship. They offer all round protection, but are NOT guaranteed to catch every bullet. I don't even consider playing the game with fixed Pods anymore, it seems a lazy way to play by hiding behind that frontal barrier, and not actually dodging that much - Instead you are actively trying to catch the bullets.
So smart pods it is for now.
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CecilMcW00t
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CecilMcW00t
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zaphod
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Dylan1CC
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edit: Anyone know if any of the programmers who worked on this went on to Takumi?
Using fixed pods, you can literally just sit in front of the 1st boss and not a single one of his bullets will touch you (unless of course you start zig zagging). If that method works on the tougher bosses (only other one I have faced is the giant mound boss on the floating island), then I am definitely not going to use fixed unless it is impossible to 1CC. Oh well, guess I will find out when I get deeper into the game. I promise to bump this thread if I find you and Zaphod are right.
Casual play is when you make little effort in learning the patterns and credit feed like a newb. When I use smart, I feel like I am trying to approach the levels with more caution and skill.oxtsu wrote:Good luck with the all clear, guys. :p
'Smart' pods are fine for the casual mindless play.
Using fixed pods, you can literally just sit in front of the 1st boss and not a single one of his bullets will touch you (unless of course you start zig zagging). If that method works on the tougher bosses (only other one I have faced is the giant mound boss on the floating island), then I am definitely not going to use fixed unless it is impossible to 1CC. Oh well, guess I will find out when I get deeper into the game. I promise to bump this thread if I find you and Zaphod are right.
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oxtsu
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I don't think so, since powerup levels and misses will bring it up/down too. I've just had a quick play to refresh my memory, and it does appear that Smart pod rank is equal or very near podless level.zaphod wrote:Using smart pods completely DEACTIVATES the game's rank feature.
I have no idea honestly, but there were other games before Varth which pioneered the bullet nullification concept (from Irem, etc). Takumi's stuff took that to another level by turning it into a more offensive strategy.Dylan wrote:Anyone know if any of the programmers who worked on this went on to Takumi?
The Stage 1 boss is a pushover, no matter what pod style you use. Though I hear what you're saying. Remember...30 stages to clear!Dylan wrote: Using fixed pods, you can literally just sit in front of the 1st boss and not a single one of his bullets will touch you (unless of course you start zig zagging).
Smart pods use fuzzy logic to move around and catch bullets on their own. When shit gets hectic though, all that fuzzy logic goes to the toilet. You start to move erratically, not knowing whether the smart pods will do their job this time or not. That is the problem as I see it.
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Andi
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Soldato J
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Re: Need opinion on Varth's fixed satellites
Dylan1CC, does this mean that the game is playable in TATE mode? Do you mean that you reassigned the controls to play that way? I will go pick this up right now if this is the caseDylan1CC wrote:I've been playing Varth since late last week (PSP Capcom Classics) and I love it so far (even the cheesier than cheesy Layer Section'esque story) I have even found some nice TATE'able controls which work well with the PSP.
On a side note, how good (or bad) is the emulation?
Edit: Almost forgot!! Does it save the high score tables for the shmups? I hate writing down scores...
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CecilMcW00t
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Re: Need opinion on Varth's fixed satellites
Very playable in TATE mode. What I do, is set the firing button in rapid fire mode to the analog nub, and bombs to either the R trigger or the analog nub (each direction of the analog can be assigned a function).Soldato J wrote:
Dylan1CC, does this mean that the game is playable in TATE mode? Do you mean that you reassigned the controls to play that way? I will go pick this up right now if this is the case
On a side note, how good (or bad) is the emulation?
Edit: Almost forgot!! Does it save the high score tables for the shmups? I hate writing down scores...
The emulation is excellent! I haven't noticed any abnormalities with the games. Although someone who pays more attention to detail may be more helpful in this regard.
And it does have high score saving. Along with Digital Eclipse trademark normal and hardcore tables.
"I've always wanted a thing called Tuna Sasimi!"
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Soldato J
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YES!!! TATE and Hirh Score saving+configurable controls= just made this a must-buy
Thanks for the answers guys
PS Sengoku Cannon does not suck (edit: as bad as they say lol)
Thanks for the answers guys
PS Sengoku Cannon does not suck (edit: as bad as they say lol)
Last edited by Soldato J on Thu Mar 30, 2006 8:33 pm, edited 1 time in total.
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Dylan1CC
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Re Soldato:
EDIT: Ignore what I said about assigning bomb to the L trigger. I tried assigning bomb/loop to up on the analog nub again and it works great for both Varth and 1941.
I use basically the same control set up as Cecil with one exception: When I tred assigning both bomb and shot to the nub, I would sometimes find myself accidentally hitting the bomb when action got really heated. I would just assign the bomb to the left trigger. Using your thumb/palm to nudge the trigger when u really need a bomb will come naturally after awhile. So anyways: D pad movement, down on the nub for shot/rapid fire and L trigger for bomb. This basic set up also works well with any TATE game on the comp including 1941 (tap down on nub to fire, hold to charge, ect.)
EDIT: Ignore what I said about assigning bomb to the L trigger. I tried assigning bomb/loop to up on the analog nub again and it works great for both Varth and 1941.
I use basically the same control set up as Cecil with one exception: When I tred assigning both bomb and shot to the nub, I would sometimes find myself accidentally hitting the bomb when action got really heated. I would just assign the bomb to the left trigger. Using your thumb/palm to nudge the trigger when u really need a bomb will come naturally after awhile. So anyways: D pad movement, down on the nub for shot/rapid fire and L trigger for bomb. This basic set up also works well with any TATE game on the comp including 1941 (tap down on nub to fire, hold to charge, ect.)
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CecilMcW00t
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This game is really kicking my ass. I can't really make any progress in it. What weapons set up do you guys use? I'm starting to like the Machine Gun because of it's homing bomb. The Wide shot is good for the stage trips, but the bomb kind of sucks unless you aim it properly. It's hella cool how you can charge up bombs btw.
"I've always wanted a thing called Tuna Sasimi!"
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Dylan1CC
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zaphod
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CecilMcW00t
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Soldato J
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Got this yesterday (someone already traded it in! I got it for $34.99 less 10% +and part of the buy 2 used get one free deal this week at EB) and I can say I am very happy with the UMD. Great graphics (very sharp) and classic games braing back so many memories. Varth is an ass kicker, and I find 1941 pretty damned difficult too...
Oh, and as for control, so far I have been using the analog nub for movement and holding the TATE psp Star Soldier style (doesn't really bother me--I hate the psp d button...gotta track down the SF3 thingie)
Oh, and as for control, so far I have been using the analog nub for movement and holding the TATE psp Star Soldier style (doesn't really bother me--I hate the psp d button...gotta track down the SF3 thingie)
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Dylan1CC
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No, haven't found Ryu yet (love that floating island stage). I need to pop the collection back in. I have gone back to Gradius Portable for awhile, digigng deeper into Gaiden.CecilMcW00t wrote:XD Did you find Ryu yet? I was shooting wildly and then all of a sudden I heard "Shoryuken!" I started crackin up.