You really need to play Gekidan Machina

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tate
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You really need to play Gekidan Machina

Post by tate »

It seems proper to appropriate Squire Grooktook’s topic title for Mecha Ritz, since its developer HEY did the music/SE for Gekidan Machina and then promoted the new STG on Twitter (https://twitter.com/hey1230/status/706391381267197952).

The freeware doujin STG Gekidan Machina was released today, as version 1.0 at http://www.freem.ne.jp/win/game/11351. It’s very much a Cave-like, but with interesting main and sub weapon options (e.g., Avoid provides momentary invincibility), as well as offering a stage with environmental hazards despite being a tate vert. The gameplay and art are incredibly polished, albeit more “normal” than Mecha Ritz. It’s also more languid – probably a bit faster than BWR+ – but there’s an unlockable ”High Speed” “EX OPTION” that changes things dramatically.

[edit: No longer applicable, since version 1.1 is out and version 0.20 has apparently been pulled. Too bad because the older bullet patterns had merit. Having just tried version 0.20 again, I realize that a big reason for my ambivalent reaction to it was the generic music used.] Strangely, version 1.0 is missing a KeyConfig application. Mecha Ritz’s CONFIG.INI can be used with some hand tuning, but you’re probably better off using the application and file from version 0.20 at http://www.freem.ne.jp/win/game/9725. Speaking of which, version 0.20 has second character that I’m hoping is another unlockable. Anyhow, it’s impressive how much progress was made since last August.

Looking forward to seeing what others with fuller STG vocabularies have to say.
Last edited by tate on Tue Mar 08, 2016 3:34 am, edited 1 time in total.
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Despatche
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Re: You really need to play Gekidan Machina

Post by Despatche »

v1.1 already out. Adds KeyConfig back.

Doesn't really seem very "normal". Feels a lot like some Mecha spinoff, except the machines aren't made of glass. I'm not surprised HEY chipped in with this game, the Gekidan developer is probably a friend.

Similar to Mecha, Gekidan Machina is a followup to a game called Gekidan Wings. It doesn't look like much from this video, though.

edit: THE FINAL BOSS IS THE BEST GOD DAMNED THING
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Squire Grooktook
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Re: You really need to play Gekidan Machina

Post by Squire Grooktook »

tate wrote:It seems proper to appropriate Squire Grooktook’s topic title for Mecha Ritz,
I actually stole it from PerfectWorld's Eschatos topic, heheh.

Tried this a bit tonight. Very interesting. Seems like you can't move "unfocused" while shooting at all, as even tapping triggers slow movement. That alone is kinda interesting. Seems to share a bit in Mecha Ritz's unusual movement, in that regard.

Will put some more time into this one. How do you unlock the speed up mode, by the way?
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Despatche
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Re: You really need to play Gekidan Machina

Post by Despatche »

Just beat the game with any weapons on any difficulty. "EX Option" can then be changed to a variety of things, such as "HighSpeed".
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tate
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Re: You really need to play Gekidan Machina

Post by tate »

Despatche wrote: Doesn't really seem very "normal". Feels a lot like some Mecha spinoff, except the machines aren't made of glass.
It feels a lot like Mecha Ritz to me too, but I can't put my finger on why, exactly. On the other hand, it has typical difficulty modes and the graphics are more in line with other pixel art. As for the Mecha series, I thought the designs were simply artistic choices, not having seen any references to glass.
Despatche wrote: Similar to Mecha, Gekidan Machina is a followup to a game called Gekidan Wings. It doesn't look like much from this video, though.
I tried it: the best thing I can say about it is that it's a proper tate doujin STG. Speaking of the Mecha series, I wouldn't be surprised if Gekidan Machina follows the Re-Mecha to Mecha Ritz to Mecha Ritz: Steel Rondo progression with versions 0.10/0.20 to versions 1.0/1.01/? to a retail release.
Squire Grooktook wrote:Seems like you can't move "unfocused" while shooting at all, as even tapping triggers slow movement. That alone is kinda interesting. Seems to share a bit in Mecha Ritz's unusual movement, in that regard.
There appears to be a very limited or even no activation window for "focus". So you end up with three movement speeds rather than the typical two. But I'm not sure I see what is unusual about Mecha Ritz's movement. Nothing there like Gekidan Machina's "Move" option for "MAIN WEAPON" that makes "focused" movement twice as fast as "unfocused". I thought this was a bug at first, but version 1.1 hasn't changed it.
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EmperorIng
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Re: You really need to play Gekidan Machina

Post by EmperorIng »

How do I get the config to recognize the keyboard buttons? The arrow keys work fine but it doesn't seem to react to any other keys when I try to select things.

EDIT: figured it out. I didn't correlate the input column with the button number column (0,1,2,3).

Looking forward to trying it out. Playing through the first level it looks like a fun and well-made Yagawa/Garegga tribute.
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Re: You really need to play Gekidan Machina

Post by donluca »

kane wrote:But man, are these boss designs awesome or what! Lots of parts to destroy, creative patterns. The fights are unexpectedly lengthy for a modern game me thinks, but they still don't drag the pace down. That alone is mighty good boss design there.
I agree, I'm having quite a bit of fun with this game! Thanks to the OP for bringing this up!
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Despatche
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Re: You really need to play Gekidan Machina

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The final boss really is the best thing.
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Bananamatic
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Re: You really need to play Gekidan Machina

Post by Bananamatic »

2 stages of pathetically easy cave clone patterns, then instant 3 deaths on environmental hazards

fun
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Bananamatic
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Re: You really need to play Gekidan Machina

Post by Bananamatic »

so it turns out that everything after the st3 instadeath is a pushover too lol

edit: also there's a tlb if you no miss
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Despatche
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Re: You really need to play Gekidan Machina

Post by Despatche »

I have way more trouble with stage 4 and 5 than stage 3.

For scoring, keep your chain going, destroy every part on mid-bosses and bosses, and no miss. I don't know if sitting on sub weapon charges gets you points.
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Zaarock
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Re: You really need to play Gekidan Machina

Post by Zaarock »

Earlier versions of this game were extremely different, with rank system, much more difficult first two stages and completely different boss patterns. Clearly some hellsinker references going on too with an alternate ship type and tokens + rank indicator arround your character.

I wonder why the dev decided to scrap all that stuff and make it into a more generic cave-style shooter, not that it's bad. Also Rapid with 30hz autofire + Sword is pretty strong for Risky difficulty.
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Re: You really need to play Gekidan Machina

Post by Shepardus »

Updated to 1.2, for those of you interested.
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donluca
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Re: You really need to play Gekidan Machina

Post by donluca »

Can anyone try to translate the patch notes? I'd love to see what they changed.
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CloudyMusic
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Re: You really need to play Gekidan Machina

Post by CloudyMusic »

I don't play the game, but the v1.2 notes seem pretty straightforward:

v1.20
- Improvements to menus and stage select
- Improvements to sound effects
- Added destructible parts and attack patterns to the last boss
- Improved the backgrounds in stages 1 and 2
- Fixed a few enemies' graphics and placement

v1.1's notes look mostly like bug fixes, but I don't totally understand some of the stuff it's referring to.
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donluca
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Re: You really need to play Gekidan Machina

Post by donluca »

Thanks!
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