Best Cave game? Experts please discuss

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Icarus
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Post by Icarus »

( ̄へ ̄)
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Rob
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Post by Rob »

The first boss is not a good example of general strategy, since it's obviously a breeze anyways with nothing that's helpful to block.
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BulletMagnet
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Post by BulletMagnet »

Icarus wrote:In Guwange, your Shot has more use than your Shikigami, the Shikigami is for bullet-trapping only, with limited defensive and offensive capabilities.
The one thing I might add to that is that it's also very important for keeping your chain going, as I tend to find that most (though not all) enemies increase the skull meter more quickly when attacked with the spirit than the regular shot...plus, of course, in some cases (such as "trapping" a bullet until the third boss appears, or simply attacking something to the side or behind you) you need to use it to hit stuff your main shot can't.

I guess that could be part of my problem, since I don't like letting the skull meter decrease very long and end up using the spirit a lot...and end up getting hit by something and losing a chunk o' coins. :lol:
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Icarus
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Post by Icarus »

BulletMagnet wrote:... as I tend to find that most (though not all) enemies increase the skull meter more quickly when attacked with the spirit than the regular shot...plus, of course, in some cases (such as "trapping" a bullet until the third boss appears, or simply attacking something to the side or behind you) you need to use it to hit stuff your main shot can't.
Might want to change that.

All small enemies, and a few particular types of medium sized ones fill the chain meter when destroyed with Shot. Some medium enemies, and all large ones fill the meter when destroyed with Shikigami. Knowing which ones do what is an essential part of maintaining your chain meter.
Rob wrote:The first boss is not a good example of general strategy, since it's obviously a breeze anyways with nothing that's helpful to block.
LOL. I didn't say I was blocking every pattern the boss threw at me. ^_-
http://bigcore.rsdio.com/icarus/guwange_st2boss_icr.avi

To my memory, there are only three boss forms that require use of the Shikigami to block particular patterns:
- stage3 (Catspider), second form
- stage5 (that freak that jumps around), first form
- stage6 (Guwangesama, giant baby version), second form

The rest are straightforward.
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BulletMagnet
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Post by BulletMagnet »

Icarus wrote:All small enemies, and a few particular types of medium sized ones fill the chain meter when destroyed with Shot. Some medium enemies, and all large ones fill the meter when destroyed with Shikigami. Knowing which ones do what is an essential part of maintaining your chain meter.
Indeed, though about the only "small" enemy I can recall encountering are the bats...IIRC pretty much everything from foot soldiers on up reacted better to the spirit. Been a little while since I played last though...
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Icarus
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Post by Icarus »

BulletMagnet wrote:Indeed, though about the only "small" enemy I can recall encountering are the bats...IIRC pretty much everything from foot soldiers on up reacted better to the spirit. Been a little while since I played last though...
Small enemies include the footsoldiers.
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BulletMagnet
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Post by BulletMagnet »

Hm, guess I'll hafta look for that next time I pull it up on MAME...funny I don't remember it that way though.
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Rob
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Post by Rob »

You also get a bunch of extra gold by using the shot, after 1000. Hitting those small enemies bit by bit and keeping the meter above 5 will have it quickly rising. It's pretty surprising, after the little struggle to get that first 1000.
Icarus wrote:there are only three boss forms that require use of the Shikigami to block particular patterns
And other patterns that don't "require" you use it, but can be made easier doing so.
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system11
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Post by system11 »

Mushihimetama. How can you not love a talking dancing animated Reko? Oh - shooters?

Mushihimesama then for me. I just enjoy the way it plays, and the different game modes keep me interested, even the scoring is slightly different I think. Very strong in the graphics and audio department too, apart from the somewhat bland level 2 tune.

Espgaluda would be a close second. I've not yet played II, but having heard the OST, the music is a definite weak point. Three levels in it loses its way entirely.
System11's random blog, with things - and stuff!
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Kaiser
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Post by Kaiser »

From old cave shmups i recommend DDP uhhh you've played that and esprade though it's milking with B button takes more time

From new cave shmups I recommend those:Espgaluda,ibara,mushihimesama
though i'm waiting for ps2 port of Espgaluda 2,Pink sweets,Mushihimesama Futari heh (I didn't like DDP3 because it doesn't have that great feel as DDP)
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chtimi-CLA
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Post by chtimi-CLA »

in no order:
DOJ: one of the most brutal shooters of all time, requires some practice to be fully enjoyed but the hypers add more depth than it looks.
ketsui: great everything
dangun: hectic speed, the cave game that is the most about being "in the zone". simple but excellent scoring system that only adds to the speed.
guwange: great coherent style, imaginative patterns and exceptionnal bosses

honourable mention:
donpachi
Icarus wrote: In Guwange, your Shot has more use than your Shikigami, the Shikigami is for bullet-trapping only, with limited defensive and offensive capabilities. It is not your primary weapon, unlike, say Shikigami no Shiro (LOL).
I don't agree, one of the spirit's main use is to cancel bullets during stages. Like in progear, all bullets trapped in the explosion of an enemy are cancelled and turned into coins. Then the cancelling propagates to all slowed down (pink) bullets.
This technique is extremely important to survive especially in stage 6.
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