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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 14, 2019 9:49 pm 



Joined: 11 Sep 2012
Posts: 365
Tokyo-J wrote:
June 20th Release $19.99

Seems like a no brainer at that price. How's the difficulty on this one?
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Jun 16, 2019 3:53 pm 



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English Site is up and a Physical version is coming later this year.

https://rollinggunner.wixsite.com/rollinggunner-en
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Jun 18, 2019 7:00 pm 


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To Far Away Times wrote:
Tokyo-J wrote:
June 20th Release $19.99

Seems like a no brainer at that price. How's the difficulty on this one?


Rolling gunner is no joke when it comes to difficulty, but it does have a solid "casual" mode that is actually harder than a 1-all in DFK.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Jun 18, 2019 10:01 pm 


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Here's my reviewplay of the Switch vs PC releases.

https://youtu.be/UZeZWvW8te8
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Thu Jun 20, 2019 11:22 pm 



Joined: 26 Jan 2005
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The Switch version of Rolling Gunner weighs in at a meager 1.0gb file size + 38.1mb update download which gives us the latest version at v1.02 on the USA Nintendo eShop site today 6-20-2019. It looks awesome running in 720p mode on a larger HDTV setup. Quite impressive running at 60fps framerate on the Switch indeed. Certainly does play much better with a dedicated Switch arcade stick setup compared with the Joy-con or optional Pro Controller setup.

Protip: You can listen to the cool BGM tunes in "Replay Mode" on the Switch version of Rolling Gunner if you simply press left on the D-pad or analog stick of the Joy-con/Pro controller/ Switch arcade stick to pause/freeze the given stage replay at hand. How cool is that?

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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 3:16 am 



Joined: 24 Feb 2008
Posts: 133
I've got to agree with the above. And while, of course, it plays best with stick, it's still highly playable even using the joycon on the go which is a bonus. Even the analog stick is tolerable (possibly moreso than the joycon dpad but I'm not sure yet)

I haven't played this on PC but I feel like it might be a little smoother on the switch compared to the videos I've seen. Then again it could just be the settings of the PC or the way the video was encoded so hard to say for certain.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 4:40 am 


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This looks like if Border Down had a couple Cave guys on the dev team
I mean that in the best way possible

Unfortunately, Radirgy S already ate up my game for June.
But July is nine days away...


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 12:37 pm 


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I'm seriously impressed with this title. I've only seen the promo shots before buying, but they do nothing in demonstrating the elaborative nature of the enemies and background. I was expecting a somewhat novice effort in graphics based on what I had seen, but this is one full featured title.

Music is amazing
Enemy designs and bosses are awesome
Backgrounds are phenomenal
Game story and lore is great
Cutscenes are actually cool and worth watching
Some of the end of stage transitions are jaw dropping

I've only played novice and casual so far, but it has been highly entertaining.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 1:40 pm 


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I'm also playing this now, real good effort for the price asked, Cave-esque feeling in that hyper system.

Three quick questions :
- it seems that the number of medals released is tied to proximity. Is there another factor ?
- medals are sucked in when you get close to them. Is there another method to get them when they're far ?
- is there an instance where it would be better to let the "green hyper" end without triggering the "red hyper" ?
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 3:42 pm 



Joined: 26 Jan 2005
Posts: 349
It seems that bigger medals are produced if you kill big enemies with charge shot and smaller enemies with rapid shot. Grabbing medals is about proximity and I don't know of another way to get them. I dunno about your third question, but if you can time the red hyper correctly when a bunch of enemies are approaching the scoring potential is massive.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 8:26 pm 



Joined: 05 May 2014
Posts: 1520
Spoiler: show
Do you reach the True Final Boss without continuing? And can it be done on other modes like Novice, kinda like DoDonPachi and Crimzon Clover?


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 9:03 pm 


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xxx1993 wrote:
Spoiler: show
Do you reach the True Final Boss without continuing? And can it be done on other modes like Novice, kinda like DoDonPachi and Crimzon Clover?


Spoiler: show
I guess the only condition to trigger the TLB is to clear stage 6 without continuing. I could trigger it in Novice mode, so I'd say all other modes can trigger it too.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 21, 2019 11:25 pm 



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Spoiler: show
So just don't continue? And it can be done in all modes? Good.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Jun 24, 2019 4:31 pm 


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This game is SO good! The best new shmup I've played in ages. "Game Feel" is just spot-on, and the balance is near-perfect. This one will be in rotation for a long time to come.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Jun 25, 2019 5:27 pm 


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It seems like the RS is my go-to ship already. My best so far is stage 4 on Normal, barely cracking 55m (Not even 1/3rd of the way to the first extend). Definitely have a LOT to learn about scoring in this one...
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Jun 26, 2019 8:12 am 


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Picked this up today. Thoroughly impressed and excited about a new shmup, which doesn't happen often. My main complaint is that it is difficult to tell when you actually get hit. The audiovisual cue is too subtle IMHO. That aside, this game plays similarly to a Cave shooter, but not enough to feel overdone, which is refreshing. Interested to see when people starting getting clears. In typical fashion, Stage 3 is where difficulty appears to ramp up considerably and is where my credit ends so far.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Jun 26, 2019 4:21 pm 



Joined: 26 Jan 2005
Posts: 349
Mark_MSX wrote:
Here's my reviewplay of the Switch vs PC releases.

https://youtu.be/UZeZWvW8te8


Thanks for that informative review. I didn't realize that playing the Switch docked could have an effect on the gameplay. There is another method to hook up the Switch to a tv using a usb-c extension cable. Thinking about trying it to see if it works better. What do you think?

https://www.youtube.com/watch?v=sQZqKoi86Mk


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Jun 26, 2019 5:02 pm 


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AFXisatwin wrote:
Mark_MSX wrote:
Here's my reviewplay of the Switch vs PC releases.

https://youtu.be/UZeZWvW8te8


Thanks for that informative review. I didn't realize that playing the Switch docked could have an effect on the gameplay. There is another method to hook up the Switch to a tv using a usb-c extension cable. Thinking about trying it to see if it works better. What do you think?

https://www.youtube.com/watch?v=sQZqKoi86Mk


Interesting stuff. So far, I've had my best runs in handheld with a Hori d-pad joycon, even though I have an HRAP V for my Switch and a big tv. Something about just being up close to it like that with headphones on makes me all the more present. I haven't noticed any frame dips in handheld, at least nothing that I can blame a death on. :)
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Jun 26, 2019 11:29 pm 



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Quote:
Interesting stuff. So far, I've had my best runs in handheld with a Hori d-pad joycon, even though I have an HRAP V for my Switch and a big tv. Something about just being up close to it like that with headphones on makes me all the more present. I haven't noticed any frame dips in handheld, at least nothing that I can blame a death on. :)


I've started to play the switch in handheld mode as well. Haven't bought that nice Hori dpad yet so I just set up the switch undocked and use a pro controller. With how small the screen is it almost needs to be right in my face in order to play effectively.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Thu Jun 27, 2019 12:15 am 


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finisherr wrote:
My main complaint is that it is difficult to tell when you actually get hit. The audiovisual cue is too subtle IMHO.


I agree with that, tired of not even realizing I just autobombed.

That autobomb by the way is really, really nerfed compared to the normal bomb. The duration is cut by, like, a factor 10 and the invincibility frames are restricted to their minimum. You can chain autobomb (novice or casual) every seconds if you like.

I would also appreciate that a visual or sound feedback tells you when the "green jauge hyper" is about to end, so that I do not forget to trigger the "red jauge hyper".

Still a really great game. I did not play scoring on Original yet, but it looks like this (fortunately clear) rank system is where it's at : just make the rank go up and do not die.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Thu Jun 27, 2019 5:09 pm 


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https://www.youtube.com/watch?v=l5ZCuFHMGhw

Damn this replay is inspiring! He pulls over 30m just off the first boss! I definitely have a lot to learn about scoring. I can get to stage 4 pretty consistently now in Original mode, but I have yet to trigger even the first extend.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Thu Jun 27, 2019 9:58 pm 



Joined: 16 Apr 2018
Posts: 25
Jonpachi wrote:
https://www.youtube.com/watch?v=l5ZCuFHMGhw

Damn this replay is inspiring! He pulls over 30m just off the first boss! I definitely have a lot to learn about scoring. I can get to stage 4 pretty consistently now in Original mode, but I have yet to trigger even the first extend.


Here's my stage one score, 57m on the first boss. Working on squeezing some more out of it after some tips on Twitter.

https://youtu.be/JI05nsny2Mo


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 28, 2019 2:12 am 


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Stanshall wrote:
Jonpachi wrote:
https://www.youtube.com/watch?v=l5ZCuFHMGhw

Damn this replay is inspiring! He pulls over 30m just off the first boss! I definitely have a lot to learn about scoring. I can get to stage 4 pretty consistently now in Original mode, but I have yet to trigger even the first extend.


Here's my stage one score, 57m on the first boss. Working on squeezing some more out of it after some tips on Twitter.

https://youtu.be/JI05nsny2Mo


Nice work! I kept trying to enter "red gauge" on that mid-boss and didn't realize I should have been saving that meter to milk the rest of the chumps in the stage afterward. I'm still a little confused as to how the spew of small medals from the death of the boss is worth SO MANY POINTS but I'll definitely be trying that later tonight.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Jun 28, 2019 8:39 am 


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Jonpachi wrote:
I'm still a little confused as to how the spew of small medals from the death of the boss is worth SO MANY POINTS but I'll definitely be trying that later tonight.


From what I understand in the manual, this comes from the subcounter, the one under the medal counter :
* subcounter increases with each medal grabbed
* subcounter increases twice as fast while in Green or Red hyper
* subcounter decreases by 50% when the current hyper ends (not when you go from Green to Red) ; certainly also decreases on death/autobomb
* subcounter maxes at 10000
* subcounter value is added to the score gained by each medal, maybe even 2*subscounter is added ?

This last bit explains why more than 30 millions are gained on the spew of small medals : each small medal is worth 1000pts + 20000 subcounter. You can see the "1000+20000 pts" characters appearing in red after the last explosion.

Also factor in the rank at the top which gives about 1.4x multiplier to all points gained.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sat Jun 29, 2019 5:15 am 


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I bought it on release day last week for Switch. I´m totally impressed!!!
It catches the spirit of a cave-game:gameplay mechanics,graphics and not forget to mention a blast of a soundtrack.Can`t believe this game is selling for just 20 bucks (€) :shock:
This Game can easily compare in quality with currently top 10 shmups,imo


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Jun 30, 2019 1:15 am 


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Has anyone heard rumor of a physical copy?
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Jun 30, 2019 7:20 am 



Joined: 29 Jan 2013
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kid aphex wrote:
Has anyone heard rumor of a physical copy?


The overseas publisher Mastiff has already announced a physical version, it'll be released later in the year, US and EU.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Jun 30, 2019 8:06 pm 


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GSK wrote:
kid aphex wrote:
Has anyone heard rumor of a physical copy?


The overseas publisher Mastiff has already announced a physical version, it'll be released later in the year, US and EU.


Sweet.

Thanks, I missed that news.

I'll wait for the physical.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Sun Jun 30, 2019 10:02 pm 


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GSK wrote:
kid aphex wrote:
Has anyone heard rumor of a physical copy?


The overseas publisher Mastiff has already announced a physical version, it'll be released later in the year, US and EU.


Cannot find the news on Mastiff site. Cannot find many infos on games they released btw, do you have a link to the announcment ?
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Jul 01, 2019 12:21 am 


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Sorry double post, editing the scoring stuff after watching this video : https://www.youtube.com/watch?v=5DHZ6FMic0A

SUBCOUNTER (bottom left counter)
* subcounter increases with each medal grabbed
* subcounter increases twice as fast while in Green or Red hyper
* subcounter decreases by 50% when the current hyper ends (not when you go from Green to Red)
* 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

RANK/MULTIPLIER : (top counters)
* little green rank counter increases with each medal grabbed
* 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 rank 1.3 means x2.3 to all score gained
* rank makes game harder, and decreases when you die, autobomb (and bomb ?)
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