Most inessential Psikyo vert.
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Rob
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Most inessential Psikyo vert.
Tough pick, I know.
How could I even begin to choose between the first 3 games, so the answer is obviously Strikers 1999. It is a game sandwiched between two of the best shooters ever (and therefore contain much of their attributes), yet somehow manages to be completely mediocre. Amazingly inessential!
-Awkward looking medals in place of coins, decreased bonus for chaining.
-Possibly their blandest ship selection ever. I've gone through them 3 or more times and still can't choose.
-While it's nice to choose how much of the charge bar to use, they're still the blandest ships ever and DB also did this (with good ships/characters).
-Technical bonuses, while an interesting addition, were implemented much better in DB with the dragon shot.
-Other than that, lacking an extra scoring opportunity like gemhead/gold icon in GB2 and DB.
-Style is slick, kind of Strikers 1 updated, but entirely unmemorable. At least Sengoku Ace and Gunbird 1 have some style (and much nicer soundtracks).
-Terrible soundtrack.
This is to make sure this game doesn't even make the poll for Psikyo week.
How could I even begin to choose between the first 3 games, so the answer is obviously Strikers 1999. It is a game sandwiched between two of the best shooters ever (and therefore contain much of their attributes), yet somehow manages to be completely mediocre. Amazingly inessential!
-Awkward looking medals in place of coins, decreased bonus for chaining.
-Possibly their blandest ship selection ever. I've gone through them 3 or more times and still can't choose.
-While it's nice to choose how much of the charge bar to use, they're still the blandest ships ever and DB also did this (with good ships/characters).
-Technical bonuses, while an interesting addition, were implemented much better in DB with the dragon shot.
-Other than that, lacking an extra scoring opportunity like gemhead/gold icon in GB2 and DB.
-Style is slick, kind of Strikers 1 updated, but entirely unmemorable. At least Sengoku Ace and Gunbird 1 have some style (and much nicer soundtracks).
-Terrible soundtrack.
This is to make sure this game doesn't even make the poll for Psikyo week.
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Twiddle
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Strider77
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I really enjoyed strikers 1999, I thought it was alot of fun... but then again scoring systems do nothing for me. I get more out of survival and destruction rate. Thats just me though. Everyone raves about sengoku blade and I thought that was really bland....
i don't think Segoku was awful, I still want to pick it up, but I find it the most bland out the ones I have played....
OH!! how could I forget Sol Divide!!
i don't think Segoku was awful, I still want to pick it up, but I find it the most bland out the ones I have played....
OH!! how could I forget Sol Divide!!
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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Rob
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Kinda. It does offer a few things different from the usual Psikyo stuff: alternate stages, hidden coins, horizontal orientation. I think it's the best of their most simplistic games. Nice graphics and character selection (good attack variation - charge shots actually useful...), too.Strider77 wrote:Everyone raves about sengoku blade and I thought that was really bland....
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mulletgeezer
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samurai ace, gunbird and strikers are all more inessential than 1999. there is some truth in your points, but you seem to be ignoring the fact that shit music and worthless scoring systems are a part of nearly every psikyo vert. i find the visual style and the quality of the bosses puts this above most psikyo verts. it's true the game is lacking unique features but i think it should be shortlisted in the psikyo week poll as it has a better scoring system than most of their games.
still, don't worry - DB or GB2 are bound to win as long as neither of the first two strikers games makes the list. then again - could it be you're scared s1999 could win the vote if fans of the other strikers games vote for it in the absence of their preferred game?
still, don't worry - DB or GB2 are bound to win as long as neither of the first two strikers games makes the list. then again - could it be you're scared s1999 could win the vote if fans of the other strikers games vote for it in the absence of their preferred game?

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Rob
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Yeah, I think none of these should be in the poll for the simple fact that their scoring systems are survival and luck (because of stage order, in games where not all stages are selected) based.mulletgeezer wrote:samurai ace, gunbird and strikers are all more inessential than 1999.
Well I imagine 45 Plus and II are better options and will hopefully be chosen in addition or in its place. It's a scary thought regardless, both Strikers devotees and 99's selection.could it be you're scared s1999 could win the vote if fans of the other strikers games vote for it in the absence of their preferred game?
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Icarus
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I find Psikyo too simplistic for my tastes. I can understand the appeal in their games being plain and simple, and not packed with complex rank systems, full-stage enemy chaining, colour switching, bullet cancelling and so on, but when all their games look and almost play the same as the last...
In any rate, I find Strikers 1999 not too bad, I prefer it over S1945 I and II, Gunbird and Gunbird 2, and Space Bomber, because its clean looking and efficient, and does what it does well. Dragon Blaze is their best game, but only because they actually bothered to try something different with the dragonshoot attack (and even then it acts like a pseudo-Gunbird-melee attack).
In any rate, I find Strikers 1999 not too bad, I prefer it over S1945 I and II, Gunbird and Gunbird 2, and Space Bomber, because its clean looking and efficient, and does what it does well. Dragon Blaze is their best game, but only because they actually bothered to try something different with the dragonshoot attack (and even then it acts like a pseudo-Gunbird-melee attack).

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professor ganson
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Since I haven't played Strikers 1999, I'm not disagreeing with Rob in suggesting that Gunbird takes the prize, as far as verts go. I like the game quite a bit-- indeed it's what I'm playing these days. But it's pretty obvious that it lacks the depth of GB2 and DB, two of my very favorite games, period. Strikers I and II also have a ton of replay value-- at least for me, since it's unlikely I'll ever manage a first-loop clear of either. On the other side, Gunbird is relatively accessible and reasonably fast-paced. Like the worst Macallan whisky-- still pretty damn good.
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Rob
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This is why I get picky about the details.Icarus wrote:but when all their games look and almost play the same as the last...
One thing really bothering me about Psikyo games lately (after playing APB) is 1 extend. Scrooges. The rank is nearly as harsh (depending on game), and little way of controlling it. That's annoying.
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Icarus
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I can live with only one extend as that is part of the game's design. Raizing requires lots of Extends because the main way to manage rank (in particular games) is to suicide. You can do a pseudo-Raizing rank control technique in Psikyo games by rapidly "suiciding" - powering down your ship - to keep the rank down a bit. I think Mills said that surpressing Shot power like in APB is also recommended for beginners to control rank.Rob wrote:One thing really bothering me about Psikyo games lately (after playing APB) is 1 extend. Scrooges. The rank is nearly as harsh (depending on game), and little way of controlling it. That's annoying.
In any rate, I'm not too big a fan of Psikyo. The one thing that always bothered me about the later games, and especially the bullet-filled ones from S1945 II/GB2 and onwards is the "one path through the bullets" style of gameplay. The idea that there is only one good way through a pattern by either influencing the direction of the pattern itself, or exploiting holes, does not strike me as fair design. There should be complexity in bullet patterns, granted, but enough intelligent design to allow freeform movement and development of alternate strategy. Fixed design in this manner moves the game from "manic" to "rigid memoriser".
I think I play too much Raizing though, so my tastes in gameplay design have been narrowed somewhat. ^_-

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Rob
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I can't live with it, by 2-1 usually.Icarus wrote: I can live with only one extend as that is part of the game's design.
I think there are a few approaches to many patterns in GB2 (especially with a character that has a bullet cancelling attack), although during the stage coin placement makes it somewhat limiting.and especially the bullet-filled ones from S1945 II/GB2 and onwards is the "one path through the bullets" style of gameplay. The idea that there is only one good way through a pattern by either influencing the direction of the pattern itself, or exploiting holes, does not strike me as fair design.
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Icarus
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Yeah, surviving the first loop is a lot harder in later Psikyo, but not because of the lack of extends...Rob wrote:I can't live with it, by 2-1 usually.
I was referring mainly to the boss attack patterns. Many of them seem impossible to get through unless you are familiar with the best way to influence/avoid the patterns - that mech eagle boss in GB2 (stage5?) is one such boss, and the big yellow tank that follows it being another (fires a bullet net that leaves zero room for error) - and thats what irritates me, boss tactics is a process of trial and error, and a lot of times its more error than success.Rob wrote:I think there are a few approaches to many patterns in GB2 (especially with a character that has a bullet cancelling attack), although during the stage coin placement makes it somewhat limiting.

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professor ganson
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It is nice to have a little room for error or multiple solutions to a problem, but if there are the occasional situations with unique solutions or no room for error, that's not a big deal to me-- provided that there is a practice mode available. What's frustrating to me, personally, are the cases where I have no practice mode to work with, as with Strikers 1945 I. It's a drag for me to get to level 1-6 only once each session. That translates into very little time spent with the part I really need to work on. If I had more time for gaming, this would be less of an issue. But as it is, I either need a practice mode or more extends, as Rob suggests.Icarus wrote:I was referring mainly to the boss attack patterns. Many of them seem impossible to get through unless you are familiar with the best way to influence/avoid the patterns - that mech eagle boss in GB2 (stage5?) is one such boss, and the big yellow tank that follows it being another (fires a bullet net that leaves zero room for error) - and thats what irritates me, boss tactics is a process of trial and error, and a lot of times its more error than success.
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PC Engine Fan X!
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Strikers 1999/Strikers 1945 III arcade PCB...
I dig the Japanese Bios version of Strikers 1999 PCB...is one of my favorite arcade shmups on a Supergun setup. ^_~
Sure, the USA Bios version of Strikers 1945 III has enduring qualities of it's own as well...
It has that signature Psikyo style of it's own... ^_~
PC Engine Fan X! ^_~
Sure, the USA Bios version of Strikers 1945 III has enduring qualities of it's own as well...
It has that signature Psikyo style of it's own... ^_~
PC Engine Fan X! ^_~
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Rob
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I'm not sure how this is any different than most shooters, except for the fact that they're harder patterns. I recall BulletMagnet saying the same things about some Boredom patterns (zero room for error), so it's all a matter of preference and interpretation, I guess.Icarus wrote:Many of them seem impossible to get through unless you are familiar with the best way to influence/avoid the patterns - that mech eagle boss in GB2 (stage5?) is one such boss, and the big yellow tank that follows it being another (fires a bullet net that leaves zero room for error) - and thats what irritates me, boss tactics is a process of trial and error, and a lot of times its more error than success.
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Icarus
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Thats true. But with Boredom, you very rarely trigger "the pattern" unless you do something wrong (destroying both guns on a chopper), while you don't have that choice with said GB2 bosses, you have to dodge the pattern, or bomb through it, no escaping it.Rob wrote:I'm not sure how this is any different than most shooters, except for the fact that they're harder patterns. I recall BulletMagnet saying the same things about some Boredom patterns (zero room for error), so it's all a matter of preference and interpretation, I guess.

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landshark
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Re: Strikers 1999/Strikers 1945 III arcade PCB...
What is the difference? I was not aware there were different 1999 versions.PC Engine Fan X! wrote:I dig the Japanese Bios version of Strikers 1999 PCB...is one of my favorite arcade shmups on a Supergun setup. ^_~
Sure, the USA Bios version of Strikers 1945 III has enduring qualities of it's own as well...
It has that signature Psikyo style of it's own... ^_~
PC Engine Fan X! ^_~
Strikers 1999 is my favorite Psikyo. I'm not sure why you dislike it so much. I'd definitely put Sol Divide and Gunbird 1 at the bottom of the list. I hate those games. Gunbird bores the living hell out of me. Sol Divide seems a bit too much like memorizing which spells to use when. I want to like that game but can't.
Gunbird 2 was such a big improvement over GB1.
I actually liked Space Bomber quite a bit.

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Twiddle
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BulletMagnet
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I also recall you disagreeing with me when I said it.Rob wrote:I recall BulletMagnet saying the same things about some Boredom patterns (zero room for error), so it's all a matter of preference and interpretation, I guess.
