TRP-STGT 2014 Conversation Week 3: Sengeki Striker

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Eaglet
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Eaglet »

Uuuuuugh. Seems like it's gonna be rage week all over again.
Almost all of my deaths are from kamikaze enemies ramming into me from the bottom sides.
Pretty much invisible whenever there are big explosions near where they spawn.
An absolutely retarded shot limit doesn't help.
Badly designed piece of crap. :|

Officially dubbing this
Fitta Week
moozooh wrote:I think that approach won't get you far in Garegga.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by EmperorIng »

It does look like it's running off of a similar Shienryu engine, though not ST-V. And with worse character art.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by hismit »

I think the ship's sprite in this game is way too big (hitbox can be small though) therefore it visually makes grazing becomes harder.
3rd Strike is the best fighting game.

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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by PAPER/ARTILLERY »

Petition for Trap15 to explain what the hell is going on.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by trap15 »

Read the threads in Strategy and play around a bit. It's not complicated, it should be fairly easy to figure out the how. The when and where is something you'll have to figure out yourself though, that's routing.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by endoKarb »

閃激って。。。何?

extremely flashy? extremly flashy strikers? :o

an appropriate name I guess :lol:

anyway, this looks like it could be fun. didn't expect a game this danmaku-y at all.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Blackbird »

I keep mentally mistaking the name for Sengoku Ace in my head, and then I boot up the game and get incredibly disappointed that it doesn't have samurai, ninja, and Koyori in it =(.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by endoKarb »

Blackbird wrote:I keep mentally mistaking the name for Sengoku Ace in my head, and then I boot up the game and get incredibly disappointed that it doesn't have samurai, ninja, and Koyori in it =(.
ahaha, same here :D
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by spadgy »

Eaglet wrote:Almost all of my deaths are from kamikaze enemies ramming into me from the bottom sides.
I think that this has been about 90% of my deaths thus far. Still, enjoying the game enough. It's certainly distinct from what I normally play.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by KAI »

I think there's something wrong with the sound emulation, the bgm and sfx sound horrible
Oh wait...

Pleeeease choose a game with better music Metal Black next week, thanks.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Aleksei »

I'm finally getting the hang of this game.
KAI wrote: choose a game Metal Black with better music next week, thanks.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by trap15 »

Played this most of today on my PCB... starting to actually get really frustrated. Not sure that I'll meet my personal goals this week. Not nearly as enamored with this game as I was with Gemini Wing.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by chempop »

You guys should try the ASIA ver. :twisted:
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by trap15 »

The Asia version is truly masochistic. :lol:
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Jeneki »

I have an Asia region cart. Even on minimum difficulty it's still harder than Japan region, lol. Got some good laughs at a shmupmeet last year, watching people wtf. Although I will admit there is some appeal to playing a game where stage 1-2 is like most games' stage 4-5.
hanasu wrote:If you're not using autofire, it seems pretty random.
And this is the reason I don't play it much anymore. On Asia difficulty I need exact timing on when the options fire to quick-kill key enemies (Psikyo style), and without an autofire circuit I can't control them consistently. :x
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by EmperorIng »

Trap's fetish for RNG in shmups finally gets the best of him this week.
KAI wrote:I think there's something wrong with the sound emulation, the bgm and sfx sound horrible
Oh wait...

Pleeeease choose a game with better music Metal Black next week, thanks.
A whole week with every single score at ~400,000.
+-100,000 due to retarded bonus stages.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Kyper »

https://www.youtube.com/watch?v=tsdSPSq-oXs

I probably attacked too early to hit the main turret, but still...
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Blinge »

you pull back to take out a popcorn that's flying almost directly at you, main shot isn't weak enough to kill it, or you've reached the shot limit or something, you die. fucking bullshit.

Also the amount of times I've been ready to kill a big plane and my options are out of charge, so i'm sat there firing nothing thinking " oh god FIRE, PLEASE FIRE PLZZZZ "

also valcans up in this bitch
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by CptRansom »

Blinge wrote:you pull back to take out a popcorn that's flying almost directly at you, main shot isn't weak enough to kill it, or you've reached the shot limit or something, you die. fucking bullshit.
This is 90% of the reason I dislike this game (the rest is 5% the enemies who shoot while seemingly off-screen or loop back around to ram you, and 5% the shot limit).
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Eno »

Blinge wrote: Also the amount of times I've been ready to kill a big plane and my options are out of charge, so i'm sat there firing nothing thinking " oh god FIRE, PLEASE FIRE PLZZZZ "
I used to have a problem with that. They were probably charged, but just wouldn't trigger. Now I just hold the autofire all the time and press normal fire to activate them, works like a charm, for some reason.
Blinge wrote: also valcans up in this bitch
Valcans suck. When they aren't destroying the enemies I was trying to drop a ship into they are just moving around and making me lose track of my hitbox.
chempop wrote:You guys should try the ASIA ver. :twisted:
I think it was shmup of the month some time ago. Explains why I was already uncredibly unfond of this game when it was announced here :P
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Illyrian »

I just hold autofire all the time and release to make lazors happen! They only have to charge for like 2 seconds then they can fire again.

The game basically has an onscreen bullet limit. try firing from by the top of the screen and you will get almost constant autofire.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Eno »

Illyrian wrote:I just hold autofire all the time and release to make lazors happen! They only have to charge for like 2 seconds then they can fire again.
Yup, it's what I used to do, but sometimes it just wouldn't work. May have to do with autofire rate perhaps.
Illyrian wrote: The game basically has an onscreen bullet limit. try firing from by the top of the screen and you will get almost constant autofire.
Noticed that, though I think your position on screen influences fire rate too? Point blanking a big enemy near the bottom of the screen is usually suicidal, whereas it's quite doable near the middle/top.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by horaceappleton »

is anybody else having deaths where like

you're streaming left to right against a diagonal popcorn wave

you see a stray bullet crossing to your right

you think "hm, ok, i should pull back to go around that bullet"

but you just don't care enough
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Illyrian »

Someone's been playing Battle Garegga!
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by DocHauser »

Favourite moment so far: that one credit where the large blue plane decided to fly off and exit the top of the screen before the mid-boss tank even appeared. Haven't seen that happen before. Instant restart time, obviously.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Blackbird »

Okay, I've given this game a fair shot and played a bunch of credits now, but I can't get into it at all. Sorry Trap, I'm sure you like this game, but I'm just going to go full rant and get this out of my system so I can feel better and play my best for the rest of the week.

Does anyone else find this game absolutely miserable and unenjoyable on every level? This game is just terrible. It's like they made a checklist of annoying game decisions that are in mediocre shooting games and tried to cram every last one of them into one game.

- The visual effect of the options charging up when you fire is barely visible on screen. A more obvious effect like illuminating the options could have been used to indicate when they are ready.
- The player's hitbox isn't indicated in an obvious way on the ship. This is a terrible design decision in a danmaku shmup where you need to identify the hitbox in a fraction of a second and be aware of it at all times in order to thread bullet gaps. I spend more time looking at my ship instead of the patterns coming at me because of this.
- The shot patterns are atrociously boring. Almost everything in the first few stages just shoots generic aimed shots or linear variations of them, which is only threatening because the game just spams a truckton of enemies and bullets until it walls you.
- Bullets are harder to dodge than they should be because of the hitbox issue, making evading bullets in this game an unenjoyable crapshoot. Bullets are also a bit too small and easy to overlook.
- Fast moving kamikaze enemies that appear in the bottom corners of the screen with no warning. Cheap deaths all over the place.
- Everything can point blank you.
- Bombs don't give you invulnerability frames. Flying enemies that don't die instantly will happily kamikaze you through your bomb.
- Scoring in this game demands that you delay destroying enemies. I hate counterintuitive scoring mechanics that force me to do dumb, suicidal things.
- I hate destructible options. I hate them even more in a bullet hell game. Every time you thread a gap, your firepower is on the way to destruction.
- The shot limit makes your attacks weak unless you are close to enemies.
- Checkpoints.
- Power up dodging. Lasers are clearly better than the Vulcan in this game, which means dodging randomly moving power ups until they switch to the right type. In a bullet hell game. Power ups typically arrive in groups so you have to pick up a whole glob of them all at once, without picking up the useless "Valcan" option. At least Raiden Fighters only made you do this once or twice. You have to do it for the whole game here!
- The visual effects are sloppy and boring compared to it's contemporaries. It's like they took the tanks and planes theme of Raiden Fighters, lost all the mechanical detail that makes Seibu games look good, then applied a visually revolting yellow and fuschia color scheme to everything. Bullets are bland and almost all the same size. Characters look like lame Capcom ripoffs.
- The music is mediocre, midtempo EDM that does absolutely nothing to inject any tension or excitement into the game. Shmups almost universally have good music, and this game doesn't even have one memorable track! How do you mess that up!?
- The music hangs whenever a boss appears.
- In 1997, I can be playing DoDonPachi, Battle Garegga, Einhander, G-Darius, Gradius Gaiden, or... Sengeki Strikers =(.
- The big one: all-or-nothing scoring. 80% of your score comes from counterintuitive bonuses that you only have one to two attempts per stage to get. Missed the midboss tank drop or any other scoring opportunity? Take your run and shove it. Only one thing you do in the stage means anything really, the rest is pointless filler. This is just garbage design.
- Some of the above might be forgiven if the game was fun, but with so many flaws existing all at once, it's just not.

Bad graphics, bad sound, bad dodging, bad shooting, bad bombs, bad options, bad enemies, bad scoring. This game fails in virtually every category that a shmup can be measured in. I've played a lot of shmups, and I'm struggling to remember one that was worse.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Blinge »

get gud
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by trap15 »

Blackbird wrote:- The visual effect of the options charging up when you fire is barely visible on screen. A more obvious effect like illuminating the options could have been used to indicate when they are ready.
You don't need to look at them charging. You can tell when they're charged pretty easily because they stop firing entirely.
Blackbird wrote:- The player's hitbox isn't indicated in an obvious way on the ship.
It actually is! Turn on invincibility in MAME and watch the various angles that bullets hit your hitbox and you can pretty easily tell where it is.
Blackbird wrote:- The shot patterns are atrociously boring. Almost everything in the first few stages just shoots generic aimed shots or linear variations of them, which is only threatening because the game just spams a truckton of enemies and bullets until it walls you.
I think this is one of the cool things that makes this game unique. But I can see how people would dislike it, so we'll just call it a difference of opinion.
Blackbird wrote:- The music is mediocre, midtempo EDM that does absolutely nothing to inject any tension or excitement into the game. Shmups almost universally have good music, and this game doesn't even have one memorable track! How do you mess that up!?
I mostly agree here, but I think the Stage 2 track is pretty excellent. Aside from that though, yes very uninteresting.
Blackbird wrote:- The big one: all-or-nothing scoring. 80% of your score comes from counterintuitive bonuses that you only have one to two attempts per stage to get. Missed the midboss tank drop or any other scoring opportunity? Take your run and shove it. Only one thing you do in the stage means anything really, the rest is pointless filler. This is just garbage design.
Entirely agreed.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Plasmo »

trap15 wrote:
Blackbird wrote:- The big one: all-or-nothing scoring. 80% of your score comes from counterintuitive bonuses that you only have one to two attempts per stage to get. Missed the midboss tank drop or any other scoring opportunity? Take your run and shove it. Only one thing you do in the stage means anything really, the rest is pointless filler. This is just garbage design.
Entirely agreed.
All the people who hated Raiden Fighters are probably all over this game since it's easy to remember these single scoring opportunities. Seems to be perfect for an STGT or alzheimer patients in general.
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Re: TRP-STGT 2014 Conversation Week 3: Sengeki Striker

Post by Blinge »

I think it's down to it being early days for danmaku- the formula wasn't perfected yet.

I need to follow my own advice and git gud, That scoring technique with the planes on stage 2 seems bloody impossible, can't seem to damage the airbourne plane enough before i've completely obliterated the grounded ones.. or I just die.
I seem to be constantly micrododging & failing that aswell, a gentle reminder i'm not that great at using my arcade stick yet =/

bawww
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