The screen size is important too. Mostly Japanese gamers have rather small TVs so they had more issues with that than any others. S-Video or different video standards will not give the same result as RGB, so colors may bleed out.Ed Oscuro wrote:If the game appears roughly the same on all televisions...
It's rough around the edged means it could be more player friendly which is not an issue at all. R-Type isn't much player friendly too since it has instant death and only a few check points per stage. Many players hate that while others like it or just don't complain about it.szycag wrote:like you agreed
Do you mean that devs who produces blurried ports of arcade games instead of using proper 240p?bloodflowers wrote:Tell that to the devs who produced most of the recent PS2 ports.
Did you test it on every set up?There's no setup issue, this is a visibility issue pure and simple, and it has an incredible effect on the gameplay.
Who told you?I even hear you elected not to fix a typo in the manual for the LE release, because you just didn't want to.
your responses indicate that you have absolutely no ability to take on board valid complaints and/or suggestions.
Play the Dreamcast mode, it's a result of responding to suggestions.
None backgrounds would enhance that effect even more but it would lower the games attraction. It's you who's blinded by the explosion....it has an incredible effect on the gameplay. You're blind to it however...
Ikaruga should not use the politary system then, since it's hardly playable. But it is if ou get used to it. Ikaruga even stays playable without using that system but that's not the Ikaruga concept which defines Ikaruga. Psyvariar's buzzing gameplay is much more sensitive, unusual and difficult to handle than Last Hope's rotable pod system. Psyvariar was nearly unplayable on my set up, with its spongy graphics, some PS2 ports feature. With another set up and bigger sized screen it could be better.
As I said erlier, nearly every enemy in Last Hope shoots only a few bullets heading to the players ship direction. So it's complety clear where the bullet will emerge out of the explosions. If the enemy is in front of you, the bullet will heading forward to you. An enemy below your ship will shot the bullet from that point straight to the players ship current position. And there's a pod for absorbing them.
Understand a games concept first, then complaining about it.This is at the core of the problem.