I've never warmed up to Axelay, either, and the goofy perspective in the vertical stages, mimicking the curvature of the planet, is part of it. It's an awesome effect, but it does throw me off, and I run into similar problems. I want to like it, but I just haven't got that far yet.werk91 wrote:I know Axelay is regarded very highly by most shmuppers. Why can't I get into it? The difficulty seems unfair and mostly down to the game's design (for me at least).
There's very little time to avoid bullets due to the narrow vertical screen, and movement just seems very restricted.
Playing on easy difficulty I can't even get past the middle of the 1st stage... I'm not pretending to be a virtuoso at shmups or games in general but I've never had
another shmup give me so much grief, hell even DS 1/2/3, Sekiro and Bloodborne were fine compared to this. Besides using cheat codes is there anything else I can do?
Maybe the speed setting in the Options to max will help a bit... I expect to get stuck on stage 4, but not on the 1st one
Shmup Related Questions That Don't Deserve a Thread
Re: Shmup Related Questions That Don't Deserve a Thread
Re: Shmup Related Questions That Don't Deserve a Thread
Am I overlooking something or is there not a "highest score replay available" thread for doujin/indie games?
Re: Shmup Related Questions That Don't Deserve a Thread
Outside of the 1942 and Raiden series, are there any shmups where a good portion of your score comes from a destruction bonus? I'm kinda fond of the concept just because that's what I used to think it meant to "no miss" a game.
Re: Shmup Related Questions That Don't Deserve a Thread
There's Dead Moon on the PCE, although it really doesn't matter much there since the bulk of your score comes from destroying meteors in stage 2.blossom wrote:Outside of the 1942 and Raiden series, are there any shmups where a good portion of your score comes from a destruction bonus? I'm kinda fond of the concept just because that's what I used to think it meant to "no miss" a game.
It is, however, crucial in BlaZeon (ignore the terrible SFC port here). It's not a game for everyone (or even most people), but if you have a propensity towards Iremesque games, you might enjoy this.
Not sure if you had Viper Phase 1 already in mind with the "Raiden series", that's another one.
Re: Shmup Related Questions That Don't Deserve a Thread
Radiant Silvergun has a destruction bonus for the bosses.blossom wrote:Outside of the 1942 and Raiden series, are there any shmups where a good portion of your score comes from a destruction bonus? I'm kinda fond of the concept just because that's what I used to think it meant to "no miss" a game.
Re: Shmup Related Questions That Don't Deserve a Thread
Oh man, Blazeon awards you only for 100% destruction rate. Sounds pretty strict, I'll check it out just in case I like it. Speaking of Irem, been playing a bit of Mystic Riders lately, or rather Gun Hohki. Pretty fun game. Maybe one day I can make it past stage 3.
Somehow still never played Radiant Silvergun, maybe I'll try that tonight.
Somehow still never played Radiant Silvergun, maybe I'll try that tonight.
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To Far Away Times
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Re: Shmup Related Questions That Don't Deserve a Thread
I felt the same for a while. The game is kinda hard for what it is in the begining, but it never really ramps up all that much.werk91 wrote:I know Axelay is regarded very highly by most shmuppers. Why can't I get into it? The difficulty seems unfair and mostly down to the game's design (for me at least).
There's very little time to avoid bullets due to the narrow vertical screen, and movement just seems very restricted.
Playing on easy difficulty I can't even get past the middle of the 1st stage... I'm not pretending to be a virtuoso at shmups or games in general but I've never had
another shmup give me so much grief, hell even DS 1/2/3, Sekiro and Bloodborne were fine compared to this. Besides using cheat codes is there anything else I can do?
Maybe the speed setting in the Options to max will help a bit... I expect to get stuck on stage 4, but not on the 1st one
It just kinda clicked for me after a while and now I love it.
Re: Shmup Related Questions That Don't Deserve a Thread
@To Far Away Times, I managed to get to the end of the first level eventually, so far I always die on the boss at the end. Spacing in that game really messes me up, its cool that the bosses are huge but its not cool that there's no space left to dodge their bullets in time. The ship feeling slow and clumsy like doesn't help a great deal either. I'll keep trying and maybe eventually I'll get the hang of it, although don't see myself seeing the end of this game without cheats for level select or unlimited lives.
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BulletMagnet
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Re: Shmup Related Questions That Don't Deserve a Thread
Have you watched any replays to help yourself out? Axelay's generally not considered one of the harder shmups to beat, I'm sure it's doable once you get the hang of it.
Re: Shmup Related Questions That Don't Deserve a Thread
There are those games the majority shares an opinion on, like 'rather easy', yet a handful of players will have a problem with the gameplay, and fail at it.
Happened to me more times than I want to admit.
Happened to me more times than I want to admit.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Re: Shmup Related Questions That Don't Deserve a Thread
There's challenging games with a good balance and fair learning curve. There's also hard games due to questionable game design choices or over inflated difficulty, what describes the term artificially hard imo. I think Axelay falls into the 2nd category here, and I might be into the minority, which I'm fine with. I do want to like the game and at least see the end of it, so if nothing changes with time I will just stick some cheats on and get it over with. Then at least I can be like yeah I've played Axelay before ¯\_(ツ)_/¯
Re: Shmup Related Questions That Don't Deserve a Thread
You're probably over thinking the vertical sections in Axelay if you are struggling with them. There's not a lot going on with them to be honest. Sometimes it can be difficult to go from more modern manic shooters to something much more basic without a deliberate mental shift. At least, that's how it is for me.
The top-down stages in Axelay always bored the hell out of me. A perfect example of style over substance. If the entire game had been side scrolling levels (much better designed and more interesting to look at), I would view the game in much higher regard.
The top-down stages in Axelay always bored the hell out of me. A perfect example of style over substance. If the entire game had been side scrolling levels (much better designed and more interesting to look at), I would view the game in much higher regard.
Re: Shmup Related Questions That Don't Deserve a Thread
Style is important too, Axelay without the vertical stages would lose a lot of its identity and interest, adding more generic horizontal ones instead (you know they would have been very generic) wouldn't necessarily make it better.
Rather than non-existent those vertical stages should have been more polished...damn you Axelay 2 that never was !
Rather than non-existent those vertical stages should have been more polished...damn you Axelay 2 that never was !
Strikers1945guy wrote:"Do we....eat chicken balls?!"
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CloudyMusic
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Re: Shmup Related Questions That Don't Deserve a Thread
Not sure either of these are quite what you're after, but later Psikyo games have technical bonuses for killing the bosses in a specific way, and Yagawa games can have significant portions of your score come from destroying all of a boss's parts completely and in the proper way.blossom wrote:Outside of the 1942 and Raiden series, are there any shmups where a good portion of your score comes from a destruction bonus? I'm kinda fond of the concept just because that's what I used to think it meant to "no miss" a game.
Last edited by CloudyMusic on Wed Oct 09, 2019 8:54 pm, edited 1 time in total.
Re: Shmup Related Questions That Don't Deserve a Thread
Amusing that you should mention Psikyo, because I gave the most earnest attempt possible to learn Dragon Blaze for the past week or two. The game finally made me submit and give up. Dense Cave-like patterns mixed with Psikyo bullet speed is a terrifying combination. I've come to view it as my favorite game that I simply cannot play. Love the dragon attack, the coin collecting, etc, but damn it's far beyond my skill level.
As for Yagawa games... yeah, I've still not come around to his school of game design. Learning all the arcane secrets and then also remembering those secrets is not my idea of a good time. Allow five of the same item to drop in a row for a special option formation? I'm sorry, that sounds baffling to me. I feel I've possibly built up the game too much in my head, though. Maybe a lot of these secrets aren't necessary for a dirty clear. Maybe, maybe not?
As for Yagawa games... yeah, I've still not come around to his school of game design. Learning all the arcane secrets and then also remembering those secrets is not my idea of a good time. Allow five of the same item to drop in a row for a special option formation? I'm sorry, that sounds baffling to me. I feel I've possibly built up the game too much in my head, though. Maybe a lot of these secrets aren't necessary for a dirty clear. Maybe, maybe not?
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EmperorIng
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Re: Shmup Related Questions That Don't Deserve a Thread
Speaking of Daifukkatsu up above, I am fucking around with Black Label. One day I'd like to get a Hibachi clear.
Some questions:
For the Hibachi requirement, you can only use 2 bombs. What counts when you use bombs with Bomb Style? Does activating a Hyper when it says "Maximum" count as using a bomb? Or should you only activate a Hyper when your meter is full? Or does it only count when using the bomb itself?
I am worried that I am developing bad habits already by not activating hypers - or activating them too much. I am already getting frustrated with stupid deaths on stage 2 (goodbye TLB requirements) despite managing to eke into the beginning of stage 4 a few times. Is there a tip to more quickly build hyper meter with bomb style? Strong Style seems to be more constant but the bullets are too thick at that point, and if I can't get to Hibachi then there isn't much use in going for Zatsuza.
Some questions:
For the Hibachi requirement, you can only use 2 bombs. What counts when you use bombs with Bomb Style? Does activating a Hyper when it says "Maximum" count as using a bomb? Or should you only activate a Hyper when your meter is full? Or does it only count when using the bomb itself?
I am worried that I am developing bad habits already by not activating hypers - or activating them too much. I am already getting frustrated with stupid deaths on stage 2 (goodbye TLB requirements) despite managing to eke into the beginning of stage 4 a few times. Is there a tip to more quickly build hyper meter with bomb style? Strong Style seems to be more constant but the bullets are too thick at that point, and if I can't get to Hibachi then there isn't much use in going for Zatsuza.
DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality
Re: Shmup Related Questions That Don't Deserve a Thread
Not really, they can help but clearing is perfectly viable without any "arcane" knowledge other than a basic understanding of rank control. People like to get the homing option formation for stage 6 of Battle Garegga because it's easy to set up with the turret wall, but the special option formations don't see much use outside of that.blossom wrote:Maybe a lot of these secrets aren't necessary for a dirty clear. Maybe, maybe not?
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To Far Away Times
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Re: Shmup Related Questions That Don't Deserve a Thread
How do you unlock the type E shot in Gradius Rebirth?
I cleared the easist difficulty and unlocked Type D.
I cleared the easist difficulty and unlocked Type D.
Re: Shmup Related Questions That Don't Deserve a Thread
I agree that style is important, but also feel it's completely pointless if there's no substance to go along with it. It's even worse when said style is doubled with a nauseating viewpoint and wonky collision detection like it is in Axelay.Xyga wrote:Style is important too, Axelay without the vertical stages would lose a lot of its identity and interest, adding more generic horizontal ones instead (you know they would have been very generic) wouldn't necessarily make it better.
Rather than non-existent those vertical stages should have been more polished...damn you Axelay 2 that never was !
Personally, I don't find its side scrolling stages generic in the slightest. They are full of life and detail, more so than any other game in the genre on the system. It's like actual creative effort was put into them, and it shows.
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Squire Grooktook
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Re: Shmup Related Questions That Don't Deserve a Thread
I've really never understood the big revulsion some people have for Axelay's vertical stages. To my mind it always looked and played like a very standard vert, but with just a bit of mode 7 distortion of the background and (some) enemy sprites near the top. It never felt to me like it controlled or played differently at all compared to a standard vert (IIRC neither bullets nor player hitboxes or speeds are distorted further along the screen, so it's purely visual).
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.
Re: Shmup Related Questions That Don't Deserve a Thread
Auspiciously timed discussion for I just revisited this - while I either don't mind or even like most parts in the vertical stages now, I will concede that this was a long process for me. I concur with To Far Away Times that you probably have to invest some time into figuring out reliable solutions for some of the trickier spots even though your intuition tells you that they are in fact not all that difficult (and they aren't for the most part). There are a handful of decisions that can lead to frustration at first for sure:
- The hit detection is immaculate when it comes to actual bullets, it's rather harsh in conjunction with enemy collisions. It seems like either some enemies have a hitbox that extends their sprites or a couple of pixels above your ship are also considered to be part of your hitbox, leading to some situations where you might unceremoniously bump into an enemy that clearly is not touching you at all. With regular enemies, most of this can be mitigated if you stick to proper routes in the stages, except for stage 1 on the highest loop (either the third on Normal or the second on Hard), where the added resilience results in hectic melanges.
- The worst offender in that regard is by far the midboss in stage 3 as far as I'm concerned. Despite quite a bit of experience with the game over the years, I almost always lose a life during the second phase. Chances are he's going to corner you in an infelicitous manner sooner or later, leaving you with only the option to hopefully get hit by a bullet so that the temporary invincibility allows you to not get crushed either by the boss itself or its constant swarm of escorts. It is possible to manipulate his movement in such a way that you can escape unscathed, it's deceptively difficult to actually pull off, especially on higher loops.
- The fire dragons in the fifth stage likewise have an iota too much health for my personal taste, it's not all that uncommon to lose a life while they are on their last sliver of health. This is particularly vexing for they just move around the screen, making you feel like a fool to die to such a jejune behaviour.
Generally speaking, one trait in Axelay that can be hard to stomach is that when you start out, the game ostensibly has a tenet which it rarely follows. You notice that a hit from a bullet doesn't kill you yet only takes away one slot and are delighted. Soon after you discover that almost all of your deaths will come from the instant sort, however: collisions with enemies, getting hit by needles in stage 4 or missiles in stage 6, those terrifying flyswatter guys in the final stage (always lose a life on difficulties above Normal there, too), the fourth boss can swap your currently selected weapon for an empty slot, upon which the next hit kills you, the list is respectable. The procedural process of learning how to overcome some of those hurdles was not all that pleasant for me (unlike, say, a second loop in an arcade Irem game where much of the enjoyment originates from finding strategies that let you overcome seemingly overwhelming odds), it becomes a much better game once you do have the exigent knowledge, though, at least that was the case for me. I will also say that I consider the bosses in the vertical stages to be delectable, especially the third; their patterns sport a healthy dose of RNG on the highest loops which can lead to exciting constellations.
- The hit detection is immaculate when it comes to actual bullets, it's rather harsh in conjunction with enemy collisions. It seems like either some enemies have a hitbox that extends their sprites or a couple of pixels above your ship are also considered to be part of your hitbox, leading to some situations where you might unceremoniously bump into an enemy that clearly is not touching you at all. With regular enemies, most of this can be mitigated if you stick to proper routes in the stages, except for stage 1 on the highest loop (either the third on Normal or the second on Hard), where the added resilience results in hectic melanges.
- The worst offender in that regard is by far the midboss in stage 3 as far as I'm concerned. Despite quite a bit of experience with the game over the years, I almost always lose a life during the second phase. Chances are he's going to corner you in an infelicitous manner sooner or later, leaving you with only the option to hopefully get hit by a bullet so that the temporary invincibility allows you to not get crushed either by the boss itself or its constant swarm of escorts. It is possible to manipulate his movement in such a way that you can escape unscathed, it's deceptively difficult to actually pull off, especially on higher loops.
- The fire dragons in the fifth stage likewise have an iota too much health for my personal taste, it's not all that uncommon to lose a life while they are on their last sliver of health. This is particularly vexing for they just move around the screen, making you feel like a fool to die to such a jejune behaviour.
Generally speaking, one trait in Axelay that can be hard to stomach is that when you start out, the game ostensibly has a tenet which it rarely follows. You notice that a hit from a bullet doesn't kill you yet only takes away one slot and are delighted. Soon after you discover that almost all of your deaths will come from the instant sort, however: collisions with enemies, getting hit by needles in stage 4 or missiles in stage 6, those terrifying flyswatter guys in the final stage (always lose a life on difficulties above Normal there, too), the fourth boss can swap your currently selected weapon for an empty slot, upon which the next hit kills you, the list is respectable. The procedural process of learning how to overcome some of those hurdles was not all that pleasant for me (unlike, say, a second loop in an arcade Irem game where much of the enjoyment originates from finding strategies that let you overcome seemingly overwhelming odds), it becomes a much better game once you do have the exigent knowledge, though, at least that was the case for me. I will also say that I consider the bosses in the vertical stages to be delectable, especially the third; their patterns sport a healthy dose of RNG on the highest loops which can lead to exciting constellations.
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Squire Grooktook
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Re: Shmup Related Questions That Don't Deserve a Thread
'nother big part of learning the game is just getting the most out of the Vulcan, and knowing when to use Macro Missiles (or whatever your third slot choice may be) for focused damage. Just using the Vulcan well is like half the game imo.
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.
Re: Shmup Related Questions That Don't Deserve a Thread
What do you define as 1cc in games like Alpha Mission 2, where there are two loops, but not much of a divider between them, and level numbers just go up.
Normally, 1cc means first loop, right?
Example video: Second loop starts at about 41:15, and level is just called Area 7.
https://youtu.be/WNLZzshvtNU
Does that mean that reaching area 7 = 1cc?
Normally, 1cc means first loop, right?
Example video: Second loop starts at about 41:15, and level is just called Area 7.
https://youtu.be/WNLZzshvtNU
Does that mean that reaching area 7 = 1cc?
Re: Shmup Related Questions That Don't Deserve a Thread
No.Buffi wrote:Normally, 1cc means first loop, right?
The term "1cc" can only be unambiguously used for non-looping games. If the game loops, it's better to speak of "1-All", "2-All" etc. depending on the number of loops cleared.
Re: Shmup Related Questions That Don't Deserve a Thread
Yeah, it's definitely more clear with something like 1-ALL.Plasmo wrote:No.Buffi wrote:Normally, 1cc means first loop, right?
The term "1cc" can only be unambiguously used for non-looping games. If the game loops, it's better to speak of "1-All", "2-All" etc. depending on the number of loops cleared.
I was just looking at the glossary/terms list which states:
"“one-credit clear” (abbreviated “1CC”) which refers to a player’s having managed to complete all stages (one loop or more) of a shmup without losing all of his lives, thus not needing to continue at all"
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Klatrymadon
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Re: Shmup Related Questions That Don't Deserve a Thread
Getting back into Battle Traverse, but I'm a bit stumped as to why it registers a HRAP4 Kai as two controllers (and assumes two people are playing at the character select screen). I've tried a fresh installation in case it was anything to do with previous stick settings, but it's doing the same thing. Any ideas?
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BareKnuckleRoo
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Re: Shmup Related Questions That Don't Deserve a Thread
Battle Traverse did this to me too with a few different controllers. It's not too difficult to workaround though, just map the Start button and the ones for player 2 it thinks exist to buttons on the controller you'd never press, then you can map the rest for player 1. You may also have some success mapping keyboard inputs to the controller via JoyToKey if that fails.
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Klatrymadon
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Re: Shmup Related Questions That Don't Deserve a Thread
Ah, that's excellent, thanks a lot! Player 2's controls seemed to be 'locked' (unresponsive to clicks) in the config exe but I'll definitely try it again with JoyToKey - forgot how versatile it is!
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BareKnuckleRoo
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Re: Shmup Related Questions That Don't Deserve a Thread
There are apparently two documented codes for CV1000 hardware in the MAME driver source comments that do not appear to be documented elsewhere. If you want to, these will allow you to reset unlocks in CV1000 CAVE games such as the extra characters and stages in Deathsmiles, as well as Strong style in Dodonpachi Daifukkatsu. I have not tested yet but presumably it also resets the Mushi Ultra unlock as well as the Mushi Futari "always meet Spiritual Larsa in God Mode even when credit feeding" unlock code. From a functional standpoint, I can't think of a reason you'd want to disable any of the codes, with the exception of the Spiritual Larsa always encounter code since it changes how scoring works in God Mode where she's normally only encountered on a perfect no-miss of the game and you could use the code to practice her.
Note: when you enter the code as the game boots up the confirmation you get that it worked is on the CHECKING EEPROM screen. Instead of CHECKING as it goes through the EEPROM, the word instead says INITIALIZE.
" - During boot hold P1 Right+A+B+C and P2 Left+A+B+C - Forcibly initialise non-volatile data (EEPROM or NAND settings area)"
There's also this:
" - During boot hold P1 A and P2 A - Reset random numbers generator at each game start. Probably was used during testing or/and competition events."
Note: when you enter the code as the game boots up the confirmation you get that it worked is on the CHECKING EEPROM screen. Instead of CHECKING as it goes through the EEPROM, the word instead says INITIALIZE.
" - During boot hold P1 Right+A+B+C and P2 Left+A+B+C - Forcibly initialise non-volatile data (EEPROM or NAND settings area)"
There's also this:
" - During boot hold P1 A and P2 A - Reset random numbers generator at each game start. Probably was used during testing or/and competition events."
Re: Shmup Related Questions That Don't Deserve a Thread
This is an embarrassing question, however I've not really been able to find the answer... how do you use bombs in Omega Fighter? All of these items seem to slow down the game, yet I've seen replays where a screen clearing bomb is used.