Let's get a list going here. I frankly have never been much of a fan of the screen-clearing smart bomb mechanic myself, especially when not using bombs becomes fundamentally important for point bonuses. That is why I am always interested in games (especially "modern" games) that ditch the mechanic entirely. What are some games without giant bombs that wipe out bullets or grant temporary invincibility?
Examples:
R=Strict List R=Rayforce & Has a lot of bullets at certain points anyway; No bullet-clearing mechanic R=Vacant Ark & Inactive Cannon bit can block bullets, and Force melee attack converts most bullets into ammo
If such games are too rare to make a meaningful list, let's make a list of borderline cases at least:
R=Borderliners R=Chaos Field & Switching between fields wipes all bullets from screen but needs some time to recharge R=Mars Matrix & Bullet reflection mechanic basically means you spend a significant amount of game time invulnerable; gravity hole bomb wipes all bullets on screen, but requires such a long recharge to use bullet reflection again that you never want to use it even for survival
Last edited by MathU on Sun Oct 01, 2017 12:11 am, edited 3 times in total.
Of course, that's just an opinion. Always seeking netplay fans to play emulated arcade games with.
Gradius V (and other Gradius games and their spinoffs to some extent, unless the blue bell disqualifies Parodius)
Hitogata Happa
Strania
Dariusburst AC/CS (if you use Origin or Second)
Shields or other bullet-cancelling mechanics but perhaps still in the spirit of the question since using them smartly is more involved than the typical "get out of jail free" bomb:
Ikaruga
Eschatos (unless you count the flash bombs as smart bombs)
Samidare
IKUSAAAAAAAN!
RefleX
Kamui
Alltynex Second (IIRC one of the weapons is a bullet-cancelling laser)
Shoot the Bullet
Double Spoiler
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Eschatos: Instead of a smart bomb you have a rechargeable shield that cancels bullets. This is the main method of split-second defense and selectively powering through really dense patterns. There are occasional screen-clearing bombs, but they're situational pickups rather than a get out of jail card or pseudo-extra life.
I actually don't remember if they're in original mode even? Are they only in advanced mode, where they act as scoring items (and score punishing items?)
Supercharged robot Vulkaiser can count as a borderliner, you can't have more than one bomb(called Omega charge) at a time, if you bombed, you have to combine with a ship before bombing again, combine opportunities are only present at the start of the level and right before boss, so you can usually bomb only twice per level, furthermore getting hit is not a big deal since you get a health bar that recovers a bit after clearing a level, so all in all you have a game where each bomb is best used at a specific part of the game, rather than as a panic button.
Psyvariar 2, if playing as Buzz Type your bomb is the "short bomb" from the previous game and does not clear bullets, only increases graze radius and gives invulnerability.
Hydorah, borderliner, lets you play with a different special than a screen-clearing bomb, if you want to.
Special World wrote:I actually don't remember if they're in original mode even? Are they only in advanced mode, where they act as scoring items (and score punishing items?)
In Original there are flash bombs, in Advanced there are two types, the original flash bomb and a golden one that cancels bullets into score items.
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Garegga. Aside from a couple of invincibility frames (the amount depends on ship but the average is around 3-5 frames) no bomb is a "smart bomb".
The amount of times i died back in the day with an active bomb are more than i can count.
moozooh wrote:I think that approach won't get you far in Garegga.
What's the treshold for "high bullet-count"? Blazing Star has its moments of fairly tight bullet patterns, and I feel like its lack of smart bombs (and extends, too) is the biggest challenge in the game, especially against the final boss, which will easily take out your sole two extra lives with its final pattern.
They have both (conditional) "auto-bombs" and instant complete invincibility at the press of a button though. I'd say that's pretty much the same. It's one of the few Cave games that doesn't really punish you for using it from a scoring perspective, though. You gotta play really perfectly for it to really matter in your end bonus, and even then you can still use it several times (though mostly for midboss speedkills) before you get refills, as you start out with a full stock