
I clearly still don't really grasp scoring in this game. I can do just well enough to get all the extends, but I have no idea how some of you are hitting 1B.
True, those bosses are really fun but can be quite tricky at first. They follow well-defined patterns and have a certain rhythm though, so it's a matter of practicing a bit more, that's it. You've got thisbcass wrote:Nice clears on R-Type Leo BareKnuckleRoo and SPM. I spent a few hours on this making save states a few weeks ago, and found the bosses from stage 3 onwards to be really tricky. It felt like there was a lot going on and that you needed good multi-tasking abilities (which I don't). I don't think it's as easy as it's relatively low ranking on the JPN STG Difficulty Wiki suggests (as is often the case).
You're misunderstanding the list's rankings I think. The list is meant to show relative difficulty to other games, but just because R-Type Leo is ranked 15 out of 45 doesn't mean it's necessarily easy in an absolute sense. Other games at that ranking are 1-All of Under Defeat, Mushihimesama Original, and Guardian Force, which are not trivial clears by any means. The fact that there's a lot of games rated above R-Type Leo is because there's a lot harder shmups out there, but it doesn't mean R-Type Leo isn't challenging.bcass wrote:I don't think it's as easy as it's relatively low ranking on the JPN STG Difficulty Wiki suggests (as is often the case).
I fully understand the nature of the list, and still disagree with many of the entries within it. When I was judging R-Type Leo's difficulty, I was comparing it to games that I had already completed that are in that list, not its absolute position within the list.BareKnuckleRoo wrote:You're misunderstanding the list's rankings I think. https://shmups.system11.org/viewtopic.php?f=1&t=56114&hilit=japanese+stg+wikibcass wrote:I don't think it's as easy as it's relatively low ranking on the JPN STG Difficulty Wiki suggests (as is often the case).
The list is meant to show relative difficulty to other games
The only game above Leo that I have completed on that list is R-Type (1-ALL). I would place that below Leo, because I think R-Type requires little in the way of difficult dodging and is mostly about memorisation. Just for fun, here's how I would rearrange them based on games I have cleared in that small bracket of the list:BareKnuckleRoo wrote:Ah, sorry, my misunderstanding then. Where would you put it on the list, then? I don't think it's unreasonably placed. I consider the ones on 17 definitely tougher than Leo (Gunbird is not a slouch, DDP has a lot of resources but consistent difficulty throughout the game especially from S3 onward).
Agreed on all counts.BareKnuckleRoo wrote:I don't have as much experience with the first R-Type, and I know exact ranking is subject to opinion, but I am familiar with the CAVE titles listed there and can make some educated speculation about the positioning of those games on the wiki list (which I mostly agree with):
• You get a TON of resources in DFK 1.5 as well as Akai Katana. Learning the laser wheels is a major hurdle for the DFK clear, but the sheer number of bombs and hypers you can get to cancel stuff with doesn't make this an excessively hard clear by any means. It'd be harder if you're not used to bullet hell games, but from a mechanical difficulty standpoint, learning to use bombs and pointblank laser on bosses during the bomb to get hyper refills isn't too tough, and the game has autobombs, making it forgiving of hits. AK lets you use your special meter to go invulnerable at-will, so good use of resources will see you through the trickier spots.
• Futari BL Original has screen-filling shot types, particularly if you use Reco, and bosses get melted very, very quickly. Many of the game's attacks can be evaded by use of tap dodging, and the hitbox is quite small. There's admittedly very different movements involved in a bullet hell game vs R-Type Leo, so comparing the two is tricky, but a 1CC in both is comparable enough that I don't see any reason to quibble over a difference in ranking of a few spaces.
• R-Type Leo features 3 useful weapons including the boss-melting red beam, and freely usable homing attack that can quickly clear the screen. The first R-Type game is likely ranked higher because memorization is much more involved; you have to learn and plan ahead of time when to move your gunpod around, when to use the charge attack, etc. Leo on the other hand is mechanically much simpler, with the main decisions being when and where to use (or not use) the homing shot. Learning the game is much simpler, with a couple specific difficulty spikes being the primary obstacles to the clear. I also think Leo's a shorter game? That might be part of what influenced its ranking.
Can you post a screenshot of the JP version's options menu you're trying to adjust?I wanted to check out arcade mode next, but for some reason the screen scaling options don't work in this mode, and the screen is scaled way too small to play on my TV. It lets you change the values, but the screen size remains the same. Is this normal? I have the NTSC-J release.
Are you adjusting the screen in the options prior to the game, or have you tried doing it in the pause menu? Each mode has its own screen settings as I am sure you are aware of, and I just tried both before starting a game and when the game is paused; the English release has no issues with screen zoom (widescreen TV, all the zoom settings work normally in the arcade/Origin mode). What kind of TV are you using? Are you connecting with HDMI? Maybe record an unlisted video showing what you're doing in the menu, I'm sure someone else with a JP Xbox 360 and the game can compare.bcass wrote:I tried with Wide Mode set to on and off, but changing the Screen Zoom value has no affect.