good score shmup
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ex.machina
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good score shmup
apart from ikaruga, what do you think are excellent shmups when playing on high score and what features make them great?
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Fenrir
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elfhentaifan
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moozooh
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Perfect Cherry Blossom:
1) finely tuned risk/reward balance (steep but fair);
2) strategic versatility and depth;
3) no "score ceiling" other than player's abilities (a very important thing).
GigaWing is great, too. Doesn't have a score ceiling either, and is very accessible.
I guess I could say Dangun Feveron is cool when played for score, but doing otherwise is plain not fun.
I haven't tried Mushi Futari or Espgaluda yet, but those seem to be cool as well.
1) finely tuned risk/reward balance (steep but fair);
2) strategic versatility and depth;
3) no "score ceiling" other than player's abilities (a very important thing).
GigaWing is great, too. Doesn't have a score ceiling either, and is very accessible.
I guess I could say Dangun Feveron is cool when played for score, but doing otherwise is plain not fun.
I haven't tried Mushi Futari or Espgaluda yet, but those seem to be cool as well.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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ForceDevice
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jp
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kengou
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Homura and Ikaruga have my two favorite scoring mechanics but ESPGaluda is up there too. ESPRa.De. is not bad either (although Galuda's arrange is better in every way). I don't like most of the Cave time-based chain systems, with the exception of Guwange because you can actually be creative about maintaining your chain in that one. Progear is another good one, once you get the hang of it, since scoring tons of grey gems can also clear a screen of bullets and help you survive.
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
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Aru-san
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Time-chain shmups:kengou wrote:Homura and Ikaruga have my two favorite scoring mechanics but ESPGaluda is up there too. ESPRa.De. is not bad either (although Galuda's arrange is better in every way). I don't like most of the Cave time-based chain systems, with the exception of Guwange because you can actually be creative about maintaining your chain in that one. Progear is another good one, once you get the hang of it, since scoring tons of grey gems can also clear a screen of bullets and help you survive.
DONPACHI
Wait for popcorn enemies to appear...wait a little longer...shoot. Repeat.
DODONPACHI
Kill the popcorn enemies...SLOWLY. Balance shot with lasers when it comes to small enemy with big enemy.
DDPDOJ
Kill the popcorn enemies...EVEN MORE SLOWLY. In spite of a longer time phase, not mastering it result in frowning veterans...that play the game about yay hundreds of times.
I can see why you'd hate time-based chaining on some games. DDPDOJ is no exception. =3

[ Wonder Force IV -sorry Frenetic :c- ]
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Enhasa
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MathU
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I really enjoy Chaos Field's scoring system. You have to keep a multiplier up by either absorbing bullets with a special attack or locking onto a target with a homing attack. You essentially have to keep the multiplier chain going the whole stage to get the best scores, but being able to use a homing attack at any given time makes this easier to manage and more dynamic.
Last edited by MathU on Sat May 03, 2008 6:52 pm, edited 1 time in total.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
Always seeking netplay fans to play emulated arcade games with.
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Macaw
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beam
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- Battle garrega: you have to play for score in order to go further.
- Kamui: wait for you missile weapon gauge to be full and blast up to 16 enemies at the right time to get max multiplier. Time your shooting according to this and know the enemy placement. Moreover the blast weapon share the same gauge as the Missiles.
- Nomltest: eat bullets to increase score, kill group of enemies completely to increase the multiplier.
- eXceed3rd Jade Penetrate : score to get extends (like Battle Garrega without the rank thing). The game is hard but you have to get extends in order to 1cc it. And there's a lot of it.
- Star Soldier/Soldier Force : don't miss enemies, destroy all the secret tiles, defeat some enemies before they appear completely on the screen, kill 2 "big eyes" enemies simultaneously.
There's also Zen Ichi, Mars Matrix and- Giga Wing.
- Kamui: wait for you missile weapon gauge to be full and blast up to 16 enemies at the right time to get max multiplier. Time your shooting according to this and know the enemy placement. Moreover the blast weapon share the same gauge as the Missiles.
- Nomltest: eat bullets to increase score, kill group of enemies completely to increase the multiplier.
- eXceed3rd Jade Penetrate : score to get extends (like Battle Garrega without the rank thing). The game is hard but you have to get extends in order to 1cc it. And there's a lot of it.
- Star Soldier/Soldier Force : don't miss enemies, destroy all the secret tiles, defeat some enemies before they appear completely on the screen, kill 2 "big eyes" enemies simultaneously.
There's also Zen Ichi, Mars Matrix and- Giga Wing.
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Necronopticous
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I like the Raiden Fighters Jet scoring system, just because it's so hilarious complicated to explain, and there are completely freaking different stages that you have to trigger to earn high scores.
My favorite scoring system is the one used in Mushi's MANIAC & ULTRA, though. I feel like I'm playing a rhythm game at the same time as a ridiculously difficult manic shmup. It takes a while to familiarize yourself with it, and that's its biggest flaw, but once you know what you're doing it's nothing but fun. Definitely the most satisfying chain-based score system I have ever delved into.
There's also something to be said about the single-frame pickup medal chaining system used in Strikers 1945 III. It's an extremely simplistic system that adds a hell of a lot of flair and flavor to the game, which is why I think it is so charming, even if it's not very advanced. This in conjunction with the "shoot-the-core" style tech bonuses available on each boss made this one stand out to me.
My favorite scoring system is the one used in Mushi's MANIAC & ULTRA, though. I feel like I'm playing a rhythm game at the same time as a ridiculously difficult manic shmup. It takes a while to familiarize yourself with it, and that's its biggest flaw, but once you know what you're doing it's nothing but fun. Definitely the most satisfying chain-based score system I have ever delved into.
There's also something to be said about the single-frame pickup medal chaining system used in Strikers 1945 III. It's an extremely simplistic system that adds a hell of a lot of flair and flavor to the game, which is why I think it is so charming, even if it's not very advanced. This in conjunction with the "shoot-the-core" style tech bonuses available on each boss made this one stand out to me.

