http://www.geocities.jp/abashi99/
I can't play it atm so I don't know what to say, but his other games are good...
New freeware stg - SPARK SPECTRA.
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Frederik
- Posts: 2554
- Joined: Sun Nov 06, 2005 7:14 pm
The second game is some sort of bullet pattern trainer. The last pattern is the last form of the true final boss in Mushi; although I can´t tell how accurate those patterns are since I never played the newer cave games from which these patterns come. You don´t shoot and have a slow-down button; sadly I can´t read all those options written in japanese.
The game you linked doesn´t recognize my gamepad somehow (the other one did), so meh. Looks a bit ugly, the enemies look like blurry dice
The game you linked doesn´t recognize my gamepad somehow (the other one did), so meh. Looks a bit ugly, the enemies look like blurry dice
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Pixel_Outlaw
- Posts: 2646
- Joined: Sun Mar 26, 2006 3:27 am
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PC Engine Fan X!
- Posts: 9794
- Joined: Wed Jan 26, 2005 10:32 pm
Can't see the graphics on Spark Spectra demo...suggestions?
I d/l this Spark Spectra and upon clicking it, I can hear the BGM tune + the sound FXs but can't see the graphics. Upon checking the Display properities on the computer, it's lowest resolution is stated at 800 x 600. I think the game does require display rate at 640 x 480 to run properly though, right? Of course, I'm running Win XP OS...
It sure would be nice to see the graphics combined with the BGM tunes + sound FX too...
and what do you think about the generic BGM tune present in Spark Spectra? -- Could it be spiced up a bit more or what? Perhaps a bit more techno-ish sounding beats to it along the lines of Psyvariar Medium Unit or Psyvariar Revision techno beats? ^_~
PC Engine Fan X! ^_~
It sure would be nice to see the graphics combined with the BGM tunes + sound FX too...
and what do you think about the generic BGM tune present in Spark Spectra? -- Could it be spiced up a bit more or what? Perhaps a bit more techno-ish sounding beats to it along the lines of Psyvariar Medium Unit or Psyvariar Revision techno beats? ^_~
PC Engine Fan X! ^_~
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Pixel_Outlaw
- Posts: 2646
- Joined: Sun Mar 26, 2006 3:27 am
Well since I share the same hobby I'm probably judging it more favorable than some others would. One thing that stood out to me was how the enemies moved. They moved with a lot of character but again look like simple photoshop gradients with some dots on them. I suppose it works on some levels as a style but for something so colorfull i would like to see a bit more detail. The music I thought was catchy but nothing memorable. Atleast the visuals of the game went together. Would I play it again? Yes, probably but not for a long period of time. At least people are carrying on shmup making when the market outside of Japan hasn't.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Frederik
- Posts: 2554
- Joined: Sun Nov 06, 2005 7:14 pm
I never like those abstract vector styles in freeware shmups, like in Kenta Cho games or Warning Forever, although I really love the gameplay in them. Well, aside from Tumiki Fighters - I find that game SO adorable.
But imagine Warning Forever with high quality sprites and effects, plus a proper soundtrack - that would be pure gold.
But imagine Warning Forever with high quality sprites and effects, plus a proper soundtrack - that would be pure gold.
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Pixel_Outlaw
- Posts: 2646
- Joined: Sun Mar 26, 2006 3:27 am
I like that game the way it is. Sprites might get more repetative then the simple shapes. There arn't really that many shapes if you look closely.FrederikJurk wrote: But imagine Warning Forever with high quality sprites and effects, plus a proper soundtrack - that would be pure gold.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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maco
- Posts: 91
- Joined: Wed Jan 26, 2005 12:57 am
I’ve had a small amount of time to try this now.
The score system seems based on getting chains which increase how much the enemies are worth, then tapping the Z button to release the special attack which adds a multiplier to whatever you’ve increased the enemies point value to.
There also seems to be some colour based chaining system, but I can’t read the help file to understand the details better.
Sadly there doesn’t seem to be joypad support, though it’s easy to fix by using that joytokey program.
The controls are:
Z = Spread shot, but if tapped releases the special attack.
X = Straight shot, but if tapped a single big shot (like Mars Matrix.) is released.
C = Bomb.
Z+X = Straight shot but ship is slowed.
X+Z = Homing shots but ship is slowed.
And arrow keys move ship.
I don’t know what differences if any, the different shot types make to scoring.
I quite like this game so far and find the graphics perfectly fine.
I’m especially relieved to play a game with different coloured bullets after playing Mushihime with its monotonous purple bullets.
1. Stage select (choose the different bullet patterns).
2. Degree of hardness (this rises in game anyway if you survive long enough).
3. Bomb and life settings.
4. Reduces bullet hit detection.
5. Invincibility.*
6. Slowdown key one setting (creates slowdown to the desired amount when slowdown button is pressed).
7. Slowdown key two setting (ditto).
8. Ship speed.
9. Slow button ship speed (how slow the ship goes when you press the slow button).
* Replay won’t save with this on.
R + Space to view replays.
The score system seems based on getting chains which increase how much the enemies are worth, then tapping the Z button to release the special attack which adds a multiplier to whatever you’ve increased the enemies point value to.
There also seems to be some colour based chaining system, but I can’t read the help file to understand the details better.
Sadly there doesn’t seem to be joypad support, though it’s easy to fix by using that joytokey program.
The controls are:
Z = Spread shot, but if tapped releases the special attack.
X = Straight shot, but if tapped a single big shot (like Mars Matrix.) is released.
C = Bomb.
Z+X = Straight shot but ship is slowed.
X+Z = Homing shots but ship is slowed.
And arrow keys move ship.
I don’t know what differences if any, the different shot types make to scoring.
I quite like this game so far and find the graphics perfectly fine.
I’m especially relieved to play a game with different coloured bullets after playing Mushihime with its monotonous purple bullets.
When you start the game, the settings in order from top are:FrederikJurk wrote:The second game is some sort of bullet pattern trainer...sadly I can´t read all those options written in japanese.
1. Stage select (choose the different bullet patterns).
2. Degree of hardness (this rises in game anyway if you survive long enough).
3. Bomb and life settings.
4. Reduces bullet hit detection.
5. Invincibility.*
6. Slowdown key one setting (creates slowdown to the desired amount when slowdown button is pressed).
7. Slowdown key two setting (ditto).
8. Ship speed.
9. Slow button ship speed (how slow the ship goes when you press the slow button).
* Replay won’t save with this on.
R + Space to view replays.