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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Sep 17, 2019 11:18 am 


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Joined: 25 Aug 2011
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When you have green hyper active you get a signal for when red hyper is available. Red hyper counts up while green counts down. If you try to activate red hyper too early it will cancel green hyper. If you wait too long, green hyper can end before you get a chance to activate red. That’s what the circles are indicating in hyper mode.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Sep 17, 2019 2:32 pm 


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Location: France
Trying to sum up the hyper system, as well as scoring elements.

GREEN HYPER
* Collect medals to fill the main counter. Kill popcorn with shot, and big enemies with laser to gain more medals. You also gain more medals the closer you are to enemies.
* When the main counter reaches 1000, you can trigger the green hyper
* When you trigger the green hyper, you get a screen cancel, and a decent number of invincibility frames.
* During green hyper, your shot/laser power increases a little, and enemies shot a little faster

RED HYPER
* Collect medals during green hyper to increase the central red gauge around your ship
* When the central red gauge reaches 10% of its max, you can trigger the red hyper. It might be better to wait until the red gauge is filled to get more time in red hyper though.
* When you trigger the red hyper, you get a screen cancel, and a very low number of invincibility frames, do not even count on them.
* During red hyper, your shot/laser power increases greatly, and enemies shot very faster/bigger, bad guys.
* Hyper refill is teh sh*t : right before the red hyper finishes, destroy a big enemy, or a bunch of popcorn, so that the screen fills with medals. Let the red hyper finish, then collect the medals. If you get enough of them onscreen, here you are ready to green hyper again.


SUBCOUNTER (scoring system, Original or Expert modes only, small counter on the bottom left counter)
* Subcounter increases with each medal grabbed
* Subcounter increases twice as fast while in Green or Red hyper
* Subcounter maxes at 10000
* During Green hyper : subcounter value is added to the score gained by each medal.
* During Red hyper : 2*subcounter is added. This is one of the biggest source of points in the game since each medal normally gives a maximum of 1000 points ; but with subcounter maxed at 10000 and red hyper, each medals is 21000 points. One can get about 50 millions points on stage 1 boss this way, see video courtesy of stanshall on this very forum : https://www.youtube.com/watch?v=JI05nsn ... e=youtu.be
* Subcounter decreases by 50% when the current hyper ends (not when you go from green to red)


RANK/MULTIPLIER : (scoring system, Original or Expert modes only, top counters)
* Little green rank counter increases with each medal grabbed during hypers
* Once it reaches 10000, it is reset to 0 and you gain 0.1 rank.
* The base multiplier is 1, to which is added your current rank. So 1.3 rank means x2.3 multiplier to all score gained
* Rank makes game harder : faster bullets, more bullets. It can make some later parts quite harder than what they would normally be, but the difficulty increase is nowhere near as noticeable as in Garegga.
* Rank decreases by 0.1 when you autobomb, by 0.2 when you bomb, by 0.3 when you die (and so does the multiplier)
* The multiplier is the other big source of points in the game, it can quite easily reach x3 by stage 5 or such if no-miss-no-bomb up to here.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Sep 18, 2019 4:01 am 


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Joined: 08 Jun 2011
Posts: 539
Location: Seattle
guigui wrote:
Trying to sum up the hyper system, as well as scoring elements.

GREEN HYPER
* Collect medals to fill the main counter. Kill popcorn with shot, and big enemies with laser to gain more medals. You also gain more medals the closer you are to enemies.
* When the main counter reaches 1000, you can trigger the green hyper
* When you trigger the green hyper, you get a screen cancel, and a decent number of invincibility frames.
* During green hyper, your shot/laser power increases a little, and enemies shot a little faster

RED HYPER
* Collect medals during green hyper to increase the central red gauge around your ship
* When the central red gauge reaches 10% of its max, you can trigger the red hyper. It might be better to wait until the red gauge is filled to get more time in red hyper though.
* When you trigger the red hyper, you get a screen cancel, and a very low number of invincibility frames, do not even count on them.
* During red hyper, your shot/laser power increases greatly, and enemies shot very faster/bigger, bad guys.
* Hyper refill is teh sh*t : right before the red hyper finishes, destroy a big enemy, or a bunch of popcorn, so that the screen fills with medals. Let the red hyper finish, then collect the medals. If you get enough of them onscreen, here you are ready to green hyper again.


SUBCOUNTER (scoring system, Original or Expert modes only, small counter on the bottom left counter)
* Subcounter increases with each medal grabbed
* Subcounter increases twice as fast while in Green or Red hyper
* Subcounter maxes at 10000
* During Green hyper : subcounter value is added to the score gained by each medal.
* During Red hyper : 2*subcounter is added. This is one of the biggest source of points in the game since each medal normally gives a maximum of 1000 points ; but with subcounter maxed at 10000 and red hyper, each medals is 21000 points. One can get about 50 millions points on stage 1 boss this way, see video courtesy of stanshall on this very forum : https://www.youtube.com/watch?v=JI05nsn ... e=youtu.be
* Subcounter decreases by 50% when the current hyper ends (not when you go from green to red)


RANK/MULTIPLIER : (scoring system, Original or Expert modes only, top counters)
* Little green rank counter increases with each medal grabbed during hypers
* Once it reaches 10000, it is reset to 0 and you gain 0.1 rank.
* The base multiplier is 1, to which is added your current rank. So 1.3 rank means x2.3 multiplier to all score gained
* Rank makes game harder : faster bullets, more bullets. It can make some later parts quite harder than what they would normally be, but the difficulty increase is nowhere near as noticeable as in Garegga.
* Rank decreases by 0.1 when you autobomb, by 0.2 when you bomb, by 0.3 when you die (and so does the multiplier)
* The multiplier is the other big source of points in the game, it can quite easily reach x3 by stage 5 or such if no-miss-no-bomb up to here.


Great summary. Thanks. This confirmed some of my suspicions and taught me new things too. I’ll have to keep some of this in mind in my next runs.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Sep 18, 2019 1:32 pm 


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Joined: 25 Jan 2005
Posts: 1927
Location: Nebraska, USA
Yes, thank you for the summary on the scoring and medals/hyper information! It's been a little while since I picked this up, but with this, I certainly have more information than I had before about how to approach the game. Looking forward to the physical Switch release!
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sat Oct 26, 2019 3:05 pm 



Joined: 26 Oct 2019
Posts: 3
Hi

Does anyone knows how exactly the final score is calculated when we do the 6 stages until the end ?
Does it retain the best run ?
Sometimes new points are added (with a little sound), it seems it happens when we have some bombs and lives left, but how is it calculated ?


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Nov 01, 2019 8:47 pm 


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Joined: 03 Oct 2011
Posts: 3828
Location: Southern Ontario
Every stage has an end-of-stage tally that awards bonus points for medals you collect during the stage (I believe your current medals are reset to 0 for the end-of-stage tally whenever you die) and like many shmups, on the final level the game tallies up remaining lives and bombs. It appears to give a fixed amount for each life and bomb remaining. I'm not sure what the exact value is for each (you can watch a clear of the game on Youtube and it should show you at the end as long as the player had resources left) but it's adjusted depending on the difficulty of the game.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Nov 01, 2019 8:56 pm 


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Joined: 31 Jan 2019
Posts: 93
Rolling Gunner Over Power (DLC) info


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sat Nov 02, 2019 12:06 pm 



Joined: 26 Oct 2019
Posts: 3
Thanks for the info !

I copy paste here from Twitter :

Rolling Gunner Over Power: Additional information: The graphics are basically the same as the main part, but there are changes in the game system and sound.

It ’s flooded with more bullets than the main story. However, the rolling gun is equipped with a system that can counter it, and the game balance is changed. More details later.

What will be exhibited at Digige Expo will be additional content of the existing PC package version (PC package version is required).

This time, it will be sold as an early access version. (Think of it as a location test of an arcade game)

This content will be provided to the Nintendo Switch version at a later date, but it is likely to be a long time later. I'm sorry.


Q&A :
-----
I wonder if you have any plans for arcade version? EXA Arcadia wants great content like you guys. Exclusive content is required.

I am interested in arcade games. But we can't do more than one thing at a time. And many great shmups are released at the same time, so we are currently observing and researching.

-----

Can we have rolling gunner the online leaderboard addition ?

I'm sorry.
Unfortunately, the leaderboard will not be available this time.

-----
No PS4 or Steam version planned?
The game looks really great

Thank you very much.
I would like to plan something after the physical package is released.

-----
So since I have the PC version I will go to your site to get an update, I am guessing!

We are considering support for customers who have purchased overseas PC packages.
Please wait a moment.
-----


Pictures :
https://twitter.com/rollinggunner/statu ... 44/photo/2


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sat Nov 02, 2019 1:59 pm 


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Joined: 26 May 2008
Posts: 1587
Location: France
DLC sounds nice, now waiting for Switch version...
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Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sat Nov 09, 2019 1:10 am 


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Joined: 08 Jun 2011
Posts: 539
Location: Seattle
I'm surprised this title didn't get approached for the Exa. Seems like a no-brainer.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Nov 10, 2019 6:45 pm 



Joined: 05 May 2014
Posts: 1520
Any word on the physical version? We're very late in 2019 now.


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