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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Feb 11, 2020 11:01 am 


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Joined: 26 May 2008
Posts: 1711
Location: France
^ It is, almost on par with some Cave games, though less polished for sure.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Tue Feb 11, 2020 9:59 pm 


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Joined: 08 Jun 2011
Posts: 579
Location: Seattle
guigui wrote:
^ It is, almost on par with some Cave games, though less polished for sure.


I honestly think it's better than some of the Cave titles. Really hoping this studio puts out more titles. They did a great job with RG.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Feb 12, 2020 3:27 pm 


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Joined: 03 Oct 2011
Posts: 4347
Location: Southern Ontario
It's an amazing doujin game for sure, really stoked to see it has an arcade release in the works now.

The only problem is the unusual slowdown that's added to the Over Power version, still not sure if that's intentional or not.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Fri Feb 14, 2020 3:48 am 


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Location: Southern Ontario
I discovered that Rank 15 is indeed the minimum to trigger the TLB and not 16 when I accidentally triggered the TLB on an Original difficulty run where I didn't mean to.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Thu Mar 05, 2020 11:18 pm 


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Joined: 19 Jul 2017
Posts: 107
Location: Brisbane, Australia
Physical Edition announced for Switch: https://mobile.twitter.com/PhysicalityG ... 5199358978


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Mar 25, 2020 4:30 pm 



Joined: 15 Jan 2010
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djsheep wrote:
Physical Edition announced for Switch: https://mobile.twitter.com/PhysicalityG ... 5199358978


Preorders are now opened.


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Wed Apr 01, 2020 10:42 pm 


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Joined: 03 Oct 2011
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Location: Southern Ontario
There's a version 2.10 update you can get by using the URL and download key and redownloading Rolling Gunner OverPower. Can confirm that the version 2.10 resolves the unusual slowdown issues in the first OverPower release 2.01 version. It now runs exactly like the original version 1.20 release.

Kudos for the dev team for quickly addressing and fixing it.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Sep 14, 2020 12:47 am 


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Joined: 26 Jan 2005
Posts: 373
BareKnuckleRoo wrote:
There's a version 2.10 update you can get by using the URL and download key and redownloading Rolling Gunner OverPower. Can confirm that the version 2.10 resolves the unusual slowdown issues in the first OverPower release 2.01 version. It now runs exactly like the original version 1.20 release.


Is it possible to get the Overpower dlc on the Switch edition? Bought the Japanese version on the Switch eshop, but I can't seem to figure out how to get this going. PC version only?


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Sep 14, 2020 7:20 pm 


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Location: Southern Ontario
So far it's PC only, the Overpower update hasn't been released for the Switch.

On the upside, the standard mode of the game is the better of the two. Overpower gives you a new soundtrack you can use in either mode, but the actual Overpower mode itself is weird and has a ton of bullet cancelling. It's among the most bullet cancel-y shmups ever made.
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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Sep 14, 2020 8:49 pm 


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Thanks for the info. Ya, I'm not a big fan of bullet cancelling either. There was one shmup for 360 that was especially egregious in this regard. Think it was called Bullet Soul Infinite burst. Game that pops into my mind when I think about that.

https://www.youtube.com/watch?v=YPplqMWmGPk


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 Post subject: Re: Rolling Gunner (Switch)
PostPosted: Mon Sep 14, 2020 9:04 pm 


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Location: Southern Ontario
Bullet Soul was kinda weird in that the bullet souls (when you killed enemies) didn't seem to do anything. They had no apparent scoring relevance. At least in Danmaku Unlimited 3's Spirit mode, you can still freely use them to graze to build meter so they play a scoring role.

Rolling Gunner Overpower is closest to something like Deathsmiles Mega Black Label on Level 999, except with a forgiving shield system, and the ability to block ALL shots, including with your new cannon. You want to constantly be cancelling enemy shots to score points, basically, but it kinda removes the joy of dodging enemy patterns. The main threat becomes the constant aimed bullets fired erratically whenever enemies are destroyed, so you're mostly dodging angled revenge bullets.
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