Seriously, who is going to beat CAVE?
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evil_ash_xero
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You know, I had Psyvariar Ultimate or somesuchthing for the PS2 for a while. I don't mean to sound like a graphics whore or whatever, but what was up with the graphics? I know it was for Dreamcast, but so was Ikaruga and Under Defeat. I mean, they looked cheap as hell. If they didn't have a better understanding of how to do polygons, they shoulda gone with sprites.shoe-sama wrote:psyvariar 2 reminds me of those broken doujins i play all the time
You just take one mechanic and abuse the crap outta it.
s/m
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MX7
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spadgy
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Harlequin
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BAH! That Top 25 list is flawed. The reason i bever vote in it.unsane wrote:BulletMagnet wrote:Isn't Shiki 2 on the forum's Top 25 list? If not, it was, very recently
Indeed, it's ranked #9 all time.
powerfuran wrote:If we talk about mechanics as a big part of the modern shmup as a genre, I just can't understand (for instance) why Mushihimesama Futari is in some way superior to Shikigami no Shiro 2.
The only Cave games that ranked higher than shiki2 were Dodonpachi (#1) and ESPGaluda (#8 ) heh.
1. Battle Garrega
2. Ibara
Thats all the list you need right there
Harlequin
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Arvandor
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Skyline
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Not really a fair comparison. Psyvariar 2 on Dreamcast hardware (NAOMI) vs. Medium Unit/Revision on souped-up PS1 hardware (Taito G-NET)spadgy wrote:Quite agree. While I'm a fan of the series, and adore the look of the DC Psy-2, the first one is a blurry mess of a rainbow coloured drinker's omelette on the PS2. Maybe it's better in the arcade?
Same goes for Shikigami No Shiro, the first one looks really bland compared to II.
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Ghegs
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Statements like this boggle my mind.Arvandor wrote:I mean, even if you don't like Cave, there's still no justification in ranking shiki 2 over a Cave game, except maybe Donpachi =P
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.
My videos
My videos
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shoe-sama
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spadgy
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You're right, but I wasn't trying to compare the two on technological grounds. I was talking more about style/aesthetics. I've seen nicer looking games that Psyvariar Medium Unit/Revision on a SNES (and I still love Psyvariar Medium Unit/Revision)Skyline wrote:Not really a fair comparison. Psyvariar 2 on Dreamcast hardware (NAOMI) vs. Medium Unit/Revision on souped-up PS1 hardware (Taito G-NET)spadgy wrote:Quite agree. While I'm a fan of the series, and adore the look of the DC Psy-2, the first one is a blurry mess of a rainbow coloured drinker's omelette on the PS2. Maybe it's better in the arcade?
Same goes for Shikigami No Shiro, the first one looks really bland compared to II.
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Rob
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Shikigami II has a more interesting scoring system than most Cave games. Which says a lot since all you do is scrape bullets. A different strategy for each character is also more of a move forward than being locked into one route with minor variations.Arvandor wrote:o_O I hadn't noticed this, what the hell is wrong with people? I mean, even if you don't like Cave, there's still no justification in ranking shiki 2 over a Cave game, except maybe Donpachi =PThe only Cave games that ranked higher than shiki2 were Dodonpachi (#1) and ESPGaluda (#8 ) heh.
If you were serious.
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spadgy
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Yeah - surely if you don't like Cave (and I do) and you do like Shiki 2, surely you'd be allowed to prefer the one you...well... prefer?shoe-sama wrote:yeah wtf donpachi is frickin awesomeGhegs wrote:Statements like this boggle my mind.Arvandor wrote:I mean, even if you don't like Cave, there's still no justification in ranking shiki 2 over a Cave game, except maybe Donpachi =P
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powerfuran
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MX7
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spadgy
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DEL
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!
spadgy wrote;
Random trivia I know
More trivia:- Twice I've been behind a crappy silver car with the number plate R.TY5E. It can't be a personalised plate because its on a cheap car. Strange coincidence
Back on Topic, ill6 is right in saying that if you're not talking about a Cave release then basically you'll have very little to talk about in today's shoot'em up world. Almost a monopoly.
For the people here who have actually played the original Salamander (Mame or PCB) to the end of a loop, yes the DANGER DANGER DANGER DANGER from Britney's Gimme More track is the exact same as the Salamander Last Boss warning, just sped up a bit.Somewhere else on this thread DEL was saying Brittany Speares samples a shmup in her latest single. Salamander maybe.
Random trivia I know
More trivia:- Twice I've been behind a crappy silver car with the number plate R.TY5E. It can't be a personalised plate because its on a cheap car. Strange coincidence
Back on Topic, ill6 is right in saying that if you're not talking about a Cave release then basically you'll have very little to talk about in today's shoot'em up world. Almost a monopoly.
Last edited by DEL on Wed Jan 16, 2008 3:48 pm, edited 1 time in total.
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Kaede
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cool.sammy
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Honestly, the bullet hell thing is getting pretty rediculous. I used to be able to 1CC dodonpachi on saturn. That was pretty fun. But DOJ and Ibara kick my ass. I would like to see some games more reminiscent of the mid 90s games, like Strikers 1945 I, the 90s Raiden games. Also I do think that the earlier 8ing/Raizing shooters probably had them beat as well. Batrider especially, and the mahou daisakusen games (although I suck at them terribly), had a lot of character and interesting gameplay mechanics. And of course it's hard to throw away the Batsugun Special, which is a lot of fun and had great music.
Yes newer Cave games are very PRETTY, but I think gameplay-wise they lose out to the slightly older generation of arcade shooters. That's just my opinion though (But please, don't stop making oldschool style games for those of us that are a little slower
)
Yes newer Cave games are very PRETTY, but I think gameplay-wise they lose out to the slightly older generation of arcade shooters. That's just my opinion though (But please, don't stop making oldschool style games for those of us that are a little slower
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drboom
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moozooh
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I believe one of the big reasons the shmup development is going the "bullet way" is due to the fact that there were hundreds (literally) of classic type shmups during 80s-90s, which is considerably enough to milk nearly every possible variation from it. There's only so much you can do with sparse and/or aimed shots.
Designing patterns, on the other hand, is like designing levels in wall-dodging games, except the "walls" shift shape and morph according to artist's intent and player's actions, giving the artists more freedom and the players more control and a more interesting challenge (dodging through a maze, instead of just jerking away from a sniper bullet's trajectory). I'm pretty sure there's still a lot of classic type shmups you haven't played yet, little reason to wait for new ones. And I'm pretty sure we'll see more bullet hell games with original gameplay in the near future.
Designing patterns, on the other hand, is like designing levels in wall-dodging games, except the "walls" shift shape and morph according to artist's intent and player's actions, giving the artists more freedom and the players more control and a more interesting challenge (dodging through a maze, instead of just jerking away from a sniper bullet's trajectory). I'm pretty sure there's still a lot of classic type shmups you haven't played yet, little reason to wait for new ones. And I'm pretty sure we'll see more bullet hell games with original gameplay in the near future.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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cool.sammy
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That maybe true, but there are other areas where you can make the games interesting. Ikaruga's style (I don't consider Ikaruga to be manic, although it is quite difficult
), 'bullet grazing' style games, and other scoring techniques.
I actually was thinking about writing a music simulation / shmup hybrid, although I've been distracted by writing physics simulations which has become very interesting to me. But one day I'd like to get back to the music sim shooter idea.
Graphics and sound are always improving, new gameplay ideas come about now and then, but mostly i'm content with bursts of 'more of the same' kind of stuff. I can only speak for myself.
I actually was thinking about writing a music simulation / shmup hybrid, although I've been distracted by writing physics simulations which has become very interesting to me. But one day I'd like to get back to the music sim shooter idea.
Graphics and sound are always improving, new gameplay ideas come about now and then, but mostly i'm content with bursts of 'more of the same' kind of stuff. I can only speak for myself.
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Twiddle
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The prime casualty in this sort of design is fast patterns and boss fights that don't take forever to finish.moozooh wrote:I believe one of the big reasons the shmup development is going the "bullet way" is due to the fact that there were hundreds (literally) of classic type shmups during 80s-90s, which is considerably enough to milk nearly every possible variation from it. There's only so much you can do with sparse and/or aimed shots.
Designing patterns, on the other hand, is like designing levels in wall-dodging games, except the "walls" shift shape and morph according to artist's intent and player's actions, giving the artists more freedom and the players more control and a more interesting challenge (dodging through a maze, instead of just jerking away from a sniper bullet's trajectory). I'm pretty sure there's still a lot of classic type shmups you haven't played yet, little reason to wait for new ones. And I'm pretty sure we'll see more bullet hell games with original gameplay in the near future.
so long and tanks for all the spacefish
unban shw
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<Megalixir> i'm stuck in a hobby with gays
unban shw
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