It's the item shower you get every time you have all the weapons in stock.Shepardus wrote:What's the Option Complete bonus? (Kuro/Arrange systems are pretty much a complete mystery to me)

It's the item shower you get every time you have all the weapons in stock.Shepardus wrote:What's the Option Complete bonus? (Kuro/Arrange systems are pretty much a complete mystery to me)
Thanks for the MAME suggestion - I've mostly been playing new stuff and ports of old stuffs. YouTube has been good as a time saver or pre-screen before I start playing something. So many shmups, so little time =]BareKnuckleRoo wrote:No, see, don't do this. A lot of the ones being mentioned are emulated in MAME
Strania looks awesome. Gonna have to get that wifi working on my XBox 360 again so I can try this out.BareKnuckleRoo wrote:If you have an XBox 360, I strongly suggest picking up a copy of Strania.
Interesting point on the scoring systems. I rarely play for points and would hate to be forced to comply with a complex scoring system.LordHypnos wrote:It manages to strike a good balance with the weapon powering where it still encourages you to score, and rewards you for scoring, but doesn't actually force you to score. I imagine that this is an incredibly hard balance to strike, however, so that's something that you should consider. In fact, Radiant Silvergun is often beraded for forcing you to engage with the highly proscriptive scoring system in order to get your weapons to a reasonable power level to even tackle the game (I couldn't say how true this is, as I've never played it).
Thanks for mentioning this! Passive charge wasn't even on my list of possible designs. I kinda like passive charge too.LordHypnos wrote:passively charging weapons are awesome.
Thanks LordHypnos. Actually your feedback is exactly what I'm looking - it helps a lot! I should mention I'm playing shmups (and I have been for about 25 years), but I still feel like there's a lot of good ones I haven't played yet - and so little time to catch up =]LordHypnos wrote:Srry, if you weren't really looking to discuss weapons systems generally, rather than powerup discussion, specifically, btwI know that was a lot of text, but it seemed at least sort of relevant.
Didn't have this on my list either. Thanks for mentioning it. Weapon lock/link is definitely one of the less common designs out there.Shepardus wrote:I just thought I'd also mention the weapon system used in ring^-27. In the game you have a basic normal shot and a button that creates a link between you and an enemy
I like the idea of putting all those buttons on modern controllers to use. Sometimes I wonder if older shmup designs were limited by budget constraints around having too many buttons.Chaos wrote:one way to solve the problem of powerup dodging is to include a button that prevents the current weapon from switching. This button could either be held to prevent weapon switching or pressed to toggle between accepting new weapons or not.
Thanks for those examples. A timer on the pickup is an interesting approach - I wonder why it's not more common...S_Fang wrote:Is even worse when all the upgrades got cancelled when you switch over, putting you in a nasty situation.
The only games that make those right are Mushihimesama with the timer on the pickup, and Fire Barrel for the untouched upgrade.
I really like getting a new weapon after defeating a boss. To me, it makes defeating a boss even more rewarding.LordHypnos wrote:I think that Elemental Master (Technosoft, Sega Genesis / Mega Drive) is kind of an example of this. In each of the first four stages you get a new weapon after defeating the boss.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
I think one of the reasons for its prevalence is because it works so well; you can have two different shot types on one character, and you can easily adjust your movement speed to suit, all at the push of a button. It's still possible to come up with shots that function interestingly and feel really interesting to use (Ketsui's lock, Casper's sawblade scissors in Deathsmiles, Reco Abnormal in Futari). One of the reasons I like Cave so much is because of how simple yet elegant the shot/laser system feels.Squire Grooktook wrote:I like when a game has a unique and fun system for shooting stuff besides the "tap to spread, hold to laser" shit that's become super played out ever since Bullet Hell took over.
I don't really have a problem with no focus ability in shmups (I mean, they're usually designed around having or not having it, after all), but I definitely find speed switching with a separate button (e.g. most older caravan games, including Recca) to be annoying, especially if it's mapped to select, and you can't change your mapping, and there's like 5 different speeds, and only like one spot where you need to change speed and you need to change by several degrees (Recca st. 1 boss, for example). Hold button to move slower is way preferable IMO. I don't ever use autofire in those types of games either, FWIW (meaning I just tap for unfocused), though I don't mind the separate focus button, it's just kind of distracting to switch between shots all the time. For some reason I didn't mind the two shot buttons much in Eschatos though, but IIRC, you can do everything with two buttons in there, which helpsBareKnuckleRoo wrote:I think one of the reasons for its prevalence is because it works so well; you can have two different shot types on one character, and you can easily adjust your movement speed to suit, all at the push of a button. It's still possible to come up with shots that function interestingly and feel really interesting to use (Ketsui's lock, Casper's sawblade scissors in Deathsmiles, Reco Abnormal in Futari). One of the reasons I like Cave so much is because of how simple yet elegant the shot/laser system feels.Squire Grooktook wrote:I like when a game has a unique and fun system for shooting stuff besides the "tap to spread, hold to laser" shit that's become super played out ever since Bullet Hell took over.
Even if your ship has just one weapon like ChoRenSha 68k, a slowdown button is incredibly fun and easy to use and is generally a welcome addition for tap dodging compared to other speed adjustment systems (Gradius powerups, PinkSweets shifting). You don't even necessarily need to have the slowdown button tied to shot/laser, you could do something like XOP Ultra where you have a toggle button for your selected shot types, with a separate slowdown button.
That being said, innovative weapon/movement systems that work well are really fun too (Acceleration of Suguri, Strania).
Solunas wrote:How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score
A focus mode is an entirely separate subject altogether. Although I'm pretty much always in favor of having a focus. If a game wants you to move fast it should find a way to make you move fast intuitively rather then forcing you IMO. I also vastly prefer the focus to control speed only and not effect movement.BareKnuckleRoo wrote:I think one of the reasons for its prevalence is because it works so well; you can have two different shot types on one character, and you can easily adjust your movement speed to suit, all at the push of a button. It's still possible to come up with shots that function interestingly and feel really interesting to use (Ketsui's lock, Casper's sawblade scissors in Deathsmiles, Reco Abnormal in Futari). One of the reasons I like Cave so much is because of how simple yet elegant the shot/laser system feels.Squire Grooktook wrote:I like when a game has a unique and fun system for shooting stuff besides the "tap to spread, hold to laser" shit that's become super played out ever since Bullet Hell took over.
Even if your ship has just one weapon like ChoRenSha 68k, a slowdown button is incredibly fun and easy to use and is generally a welcome addition for tap dodging compared to other speed adjustment systems (Gradius powerups, PinkSweets shifting). You don't even necessarily need to have the slowdown button tied to shot/laser, you could do something like XOP Ultra where you have a toggle button for your selected shot types, with a separate slowdown button.
That being said, innovative weapon/movement systems that work well are really fun too (Acceleration of Suguri, Strania).
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Thanks for voting atro and thanks for those references. Fixeight looks amazing.atro wrote:Cool thread.
I voted "other".
I like power up systems like Outzone/Fixeight.
I like a bit of variety in weapon systems as well. But yeah, balancing can really become an insane mathematical nightmare =]Squire Grooktook wrote:I like when a game has a unique and fun system for shooting stuff besides the "tap to spread, hold to laser" shit that's become super played out ever since Bullet Hell took over.
I know it's difficult to balance, but I wish more developers would experiment.
BareKnuckleRoo wrote:I think one of the reasons for its prevalence is because it works so well;
On the other hand I can appreciate the elegance of a simple system. I sound schizophrenic, but there's definite pros and cons between traditional and innovative approaches. Both can be good, but messing up an innovative approach can be really bad.LordHypnos wrote:but it is easier to screw up novel weapons systems, I think
Thanks for voting ED-057 and thanks for that Blazing Lazers reference. That stacking upgrading system is really interesting.ED-057 wrote:I like the one in Blazing Lazers
Good point Lobinden - it helps me think of weapon management as a mini game itself.Lobinden wrote:I like the third option because it presents another resource for the player to manage whilst playing