Obscura wrote:
Dreamcast emulation is quite good these days, though.
True enough, though the compatibility is nowhere near 16 bit emulators, still, it seems. Although, I'm sure that I'm not the only person here with too weak a graphics card to quite handle full speed nulldc, much less Demul. Additionally, I feel like there are a lot of people around here who feel that arcade emulation is okay, wheras console emulation / piracy is not (at least Dreamcast or later). Maybe I'm totally wrong though. It does seem like most Naomi games (excepting Ikaruga and Under Defeat which have easily accessible 360 ports, also Steam in the case of Ika) are a bit underplayed compared to earlier shmups (MAMEable on any shitty computer) or shmups on 360 and PC, just observing things like the shmup ticker, shmup 1ccs, scoreboards, etc. Or maybe it's just in kind of a weird purgatory now where it's too new too be "classic" but too old to be new and exciting.
Then again, Border Down might just scare people off due to how hardcore it is.
On topic, I interpreted the integration as just being kind of about how games should be designed around the mechanics in them (which is honestly kind of a "no duh!" type thing, but doesn't make it unimportant!). I would include weapon mechanics as well as scoring mechanics in this, though, and sometimes scoring mechanics are a bit tacked on in the sense that the game might be designed all the way through, then the designers are like "what should we do for scoring?" "Oh, IDK, lets just throw in a grazing mechanic. Can't go wrong with that." or maybe have a chaining mechanic that doesn't have the levels designed with chaining in mind, if you get me. For example if you took, IDK, Fire Shark, and gave it Do Don Pachi's enemy chaining. Probably it wouldn't work that well. IDK how common this really is, honestly, and it seems like CAVE usually puts a lot of effort into avoiding it, though I have not played Futari.
As far as weapon mechanics though, I would probably that a game where you're actually supposed to use the bomb offensively in certain areas rather than it just being kind of a "get out of jail free" type thing would be more "designed around" it. With a little creativity it could be both! Or maybe you could have something novel instead of a bomb, like a shield. Mars Matrix is definitely designed with the shield in mind (though probably can be technically no missed w/o it), as well as the scoring, for that matter (though I sort of wonder if the levels were really intended to be as chainable as they are. The scoring system does seem to benefit from the amount the player is really in control of it). If you think about Gunbird 2, it's super designed around using the close attack regularly (it also has a bomb that it's not especially designed around, though it's probably for the better considering the difficulty, and a medalling system that is probably sort of tacked on). Some of the patterns are really not intended to be dodged (though almost certainly technically dodgeable), but rather nipped off at the bud by killing the source before it's a threat with a close attack. A lot of time being at the top of the screen, or at point blank range is significantly safer than the bottom, which is cool, though that's only sort of related to the point at hand.
While I think some of the stage hazards are really interesting and cool, as well as just how they're implemented, I think Fast Striker original mode is a good example of what not to do vis-a-vis weapon mechanics in the context of level design. There are a few places where you need to use backshot (mostly bosses), and a few places where it helps, but I feel like overall you really don't need to use backshot enough. In Elemental Master, on the other hand, it seems a lot more necessary. It does click pretty well with the scoring in maniac mode, though, at least in theory. I think that enemy chaining + bidirectional firing has a lot of untapped potential, really. IDK how much the enemy placement is designed around enemy chaining in maniac, though, because I haven't really played maniac mode much. AVE got some pretty long chains, for sure.
Anyway, I'm
really rambling here. Obscura: I think you might enjoy Mars Matrix based on the particular gripes you have with CAVE scoring systems. chaining gives you experience, which powers up your normal shot (Don't worry, it doesn't demand as much chaining as RSG to power up enough) as well as acting as a multiplier for everything for scoring. The chaining is medal chaining, so it's pretty "in-game" as well. Moreso, I'd say, than enemy chaining is, and a lot more than Futari shot switching is. Most people struggle getting the hang of the shield, but it is a super slick mechanic once you do.