Favorite Cave scoring system.

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points to

DonPachi series
16
15%
ESP Ra.De.
4
4%
Dangun Feveron
10
9%
Guwange
2
2%
Progear
14
13%
Ketsui
19
17%
ESPGaluda
21
19%
Mushihime-sama
5
5%
something else
4
4%
I like Cave but I don't play for score.
14
13%
 
Total votes: 109

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elfhentaifan
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Post by elfhentaifan »

LUNardei wrote:My vote will remain a secret :o
mushihimesama ultra mode? :wink:
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PsikyoPshumpPshooterP
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Post by PsikyoPshumpPshooterP »

nah Pink sweets


haha wowwza
The cave whore count in this thread is unbelievable!!!
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spadgy
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Post by spadgy »

Rob wrote:People who just want to blow shit up outnumbered by the most "score for its own sake" robotic memorization scoring system: puh-lease. That's all I'm saying.
Good point. I'd tended to agree with the idea restrictive scoring systems and the like are really important and popular, and I do love playing a shmup 'properly' by obeying the scoring system. but blowing the crap out of stuff and weaving all over the shop like an air ace is surely the root appeal to most shmup fans? Scoring maybe comes second?
320x240
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Post by 320x240 »

spadgy wrote:Good point. I'd tended to agree with the idea restrictive scoring systems and the like are really important and popular, and I do love playing a shmup 'properly' by obeying the scoring system. but blowing the crap out of stuff and weaving all over the shop like an air ace is surely the root appeal to most shmup fans? Scoring maybe comes second?
After reading these forums I'm not so sure about that. A growing number of people seem to like the memorization/puzzle element more.
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Randorama
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Post by Randorama »

You can't score without blowing up stuff, that is an entailment of the form A|-B (A asymmetrically entails B).

Also, is that important what the others like? I endorse unmutualism as long as it is soberly exposed.

(spot the reference!).
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RGC
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Post by RGC »

videogames
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Rob
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Post by Rob »

Randorama wrote: Also, is that important what the others like?
I prefer it if people like Axelay.
Veracity
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Post by Veracity »

Mushi Original? Or is that a cop-out to the same degree as Ibara?
Rob wrote:does anyone love chaining in DDP and not DOJ or the other way around?
Kind of. In Donpachi I just found it irritating, but it's somewhat compulsive in DOJ. Haven't really played DDP, but from a brief look in MAME I'm not keen on that iteration, either. I think DOJ's relative appeal may be precisely that it's such an utter bastard - it seems much easier to drop the chain almost anywhere if you don't constantly attend to it, whereas the others are more about not screwing up a handful of choke points. Then again, I don't think I've chained even the whole of 1-1 - whether it'd still seem amusing after the Nth restart if I ever threw serious time at it I'm not so sure. It's certainly not so much hit chaining as damned invisible bees all over the place that make me want to stick forks in the *pachi developers' heads, but whatever.

Part of the perceived misreporting might be about score/'fun' (or survival?) being a bit of a false dichotomy. You're probably right, for instance, that most ESPRa.De. players skip the snooze-inducing boss milking, but isn't that sort of 'not playing for score'? Conversely, you could play Dangun Feveron as if it's Parsec47, trying to get as many points as possible without ever aspiring to the rigorous spawn memorization needed to play it 'properly'.
spadgy wrote:blowing the crap out of stuff and weaving all over the shop like an air ace is surely the root appeal to most shmup fans? Scoring maybe comes second?
Maybe when I was twelve, though, granted, you could still call it the initial appeal on that basis. Not meant to be derogatory, though it probably sounds it ('My precise means of utilizing disposable electronic entertainment products is superior to yours'), just that personally I've seen them as puzzles with pretty audio/visual gimmickry and a twitch execution element for as long as I've had the critical faculties/excessive time on my hands to give it any thought. Indeed, the fact shooting games tend to be less 'twitchy' than they're often perceived is a lot of the reason I still find them fun long after losing patience with the wrist-spasm nonsense fighting games depend on so heavily. Video games in general are fairly rarely very effective simulations of anything much, but I don't think shooters have even been trying for some time (why/how is that plane flying backwards?, etc, etc).
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shoe-sama
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Post by shoe-sama »

Veracity wrote:Video games in general are fairly rarely very effective simulations of anything much
pretty much everything involves problem solving
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-Bridget-
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Post by -Bridget- »

Much as I love Cave's games, I usually just cant get into their scoring systems too much, myself.


Which is partly due simply to my terrible memory, cant memorize these things worth crap.


DDP, in particular, definitely dont care much for that scoring system. It's very very restrictive..... just a slight mishap and you can drop your current chain.

Mushi seems a little less restrictive there.



My vote has to go to Progear, though. I definitely enjoy playing for score in that game, yes. And it can even be useful in survival. Easily one of my favorite shmup titles, even if the 4th stage is pure evil.


I like Ibara's scoring in Arrange mode, as well.
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