sunburstbasser, you wrote:Gradius syndrome. Get a good power level, die, and have NOTHING. Sent to a checkpoint and you might get a pair of speedups by the time you get to the point you died at. Poor balancing all around. R-Type at least tried to fix this by giving you the charge shot so you weren't dependent on the Force for your offense.
Darius II is even worse. Instant respawn, but you'll go from full-power to nothing. I quit playing this game on MAME because it seems like you have one life; the others are just to get a few points before game over rather than for victory. Darius Gaiden fixed this by knocking down your power but not raping you completely.
Truxton II is making me made because it seems that the hit box isn't just the ship, I'd swear its actually a little larger (reverse bullet-hell?). The weapons also seem designed for popcorn enemies rather than larger foes and don't deal enough damage consistently.
You are *so* right about the Gradius series as far as I am concerned, sunburstbasser (

), as well-apparently most of these kinds of shmups here can SEVERELY punish you indeed for the rest of the game if you even goof up in the slightest and die just once, especially in the later stages... no matter how hard you try!!!
The 1989 arcade version of Gradius III (as well as a direct port of it on PS2) is quite the worst offender of the bunch, frankly, because of its outright outrageous difficulty level at default, and also because of the fact that there are no continues either. I mean, once you are shot down, you are
totally screwed big-time with absolutely 0% chance of a recovery period, with the worst place for this being the end-section of Stage 9 where you have to dodge so many countless fast-flying cube crystals that stick to both the wall and themselves upon impact, also!! We are talking about “
force my blood pressure past the forsaken-damned roof in under 5 seconds” hard, you know that!?
As for Truxton II though, I noticed myself that it was MUCH tougher to blow up larger enemies (including bosses) with even your fully powered-up weapons than you can with popcorn enemies (usually the smaller ones)... add that to the overwhelming number of enemy shots coming right towards you, and the enemy has quite an unfair advantage itself, with the large hitbox on your ship not helping matters much in your favor. Look, no wonder Truxton II is such a rather damned difficult shmup to clear through in one credit, let alone
no-miss all of the whole six (6) stages that this game provides in total!!!
Then, mirkvid wrote:Being killed by an enemy that spawns from the bottom of the screen, or one that makes its way beneath you....WEAK.
Also - 400th post!

First of all, mirkvid, congratulations to you on your 400th post here on these fantastic Shmups forums right here... I’ll bet it took you a damn good while to get to this milestone of yours, so TRULY well done for getting there!!!

!!
Second, being killed by an enemy from behind *really* sucks big indeed... I have had quite some of those moments, and they truly annoy the living piss out of me as one of my shmup nightmares that I have been through in the past.
And moving on, The Coop wrote:
Ha ha! I've have that kind of thing happen so many times in different shmups. It makes your heart drop

Absolutely. In fact, it is just one of those “
punch the monitor hard and break it with your fist”-based moments for so countless many players (as was shown in that brief video piece that Dragoforce presented us a link to just now here), which is another reason why Gradius can play such a cruel, cruel game against you in this kind of an unfair regard... WOW!!!