that's just crazy talk.PsikyoPshumpPshooterP wrote:Strikers 1999 > Any cave game
More like:
8ing/Raizing > Any Cave Game.
that's just crazy talk.PsikyoPshumpPshooterP wrote:Strikers 1999 > Any cave game
but that no longer makes any sense due to ibara MMP and pink sweets .Strikers 99 is awesome even if the 2nd loop is way way beyond my skill level atm insta rape everytime .roker wrote:that's just crazy talk.PsikyoPshumpPshooterP wrote:Strikers 1999 > Any cave game
More like:
8ing/Raizing > Any Cave Game.
the old Raizing games have their own charm about them without all the bright colors, flowers, and cuteness of those Cave games ... MMP and Pink Sweets kick assclp wrote:but that no longer makes any sense due to ibara MMP and pink sweets .Strikers 99 is awesome even if the 2nd loop is way way beyond my skill level atm insta rape everytime .roker wrote:that's just crazy talk.PsikyoPshumpPshooterP wrote:Strikers 1999 > Any cave game
More like:
8ing/Raizing > Any Cave Game.
http://shmups.system11.org/viewtopic.php?t=27153spadgy wrote:All this talk of Strikers means it might have to be the next one for me to really tear through. I've got the PCB and not put enough time in. I love the energy of that game
Probably in the name of bullet visibility (which, admittedly, wasn't a huge issue for them in the first place) - players can glance at the screen and instantly know "purple = bad" (or blue/red/etc. in Galuda, depending on the mode you're in), and the designers only have to make the backgrounds, player shots, etc. complement a single color in the visibility department. Whether or not this decision is worth the more limited aesthetics attached to it is up for debate, of course.clp wrote:aye ive been rinsing dangun recently and would really love to know how cave went from multi coloured awesome looking bullets to one colour purple bilge fest.
This sense of security also produces hilarious results when exceptions occur.BulletMagnet wrote:players can glance at the screen and instantly know "purple = bad"
Im trying to improve 1st loop is no probs gonna have to use save states to practice loop 2 though i cant even begin to get anywhere lol shits hardcore .Necronopticous wrote:http://shmups.system11.org/viewtopic.php?t=27153spadgy wrote:All this talk of Strikers means it might have to be the next one for me to really tear through. I've got the PCB and not put enough time in. I love the energy of that game
Get in there--the lot of you.
This complaint I find pretty amusing, considering how many Psikyo games blatantly reuse, like, everything from their earlier games. In regards to style, it's either fantasy, or steampunk, or fantasy steampunk. In regards to scoring system, it's either collecting some shinies, technical bonuses, or collecting some shinies with technical bonuses. Bosses are all transforming mechas. I'm obviously exaggerating, but I'm sure you see the pattern.clp wrote:sadly however cave are one trick pony in this department so no chance of that
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
It's faster and it has more bullets!evil_ash_xero wrote:What makes Strikers 1999 superior to the other two?
TECHNICAL BONUSevil_ash_xero wrote:What makes Strikers 1999 superior to the other two?
TECHNICAL BONUSRob wrote:What are Dragon Blaze's "little twists"?
You had a pet dragon.Rob wrote:What are Dragon Blaze's "little twists"?
The X 36 ship in strikers 99 is fast .Dodging psikyo bosses attacks in especially the later games relys on much more than correct positioning , reflex's due to constant rank and bullet speed changes and also the precision of maneuvering through and as EVERY boss you play against in any shmup you play does the same thing every time i find it hard to believe you dont move into positions knowing whats coming and where to be .Its true psikyo has a solid identity in every game but i think the boss sprites are absolutely stunning and i never get bored of mecha ! same cant be said for pre pubescent girl bosses though .moozooh wrote:
I guess I'm rather picky about what kind of challenge I prefer, because "move into position x,y to avoid an otherwise undodgeable barrage", so prevalent in the vast majority of Psikyo boss fights, is definitely not my cup of tea. I love dodging on reflex, not on knowing where to stand not to get hit.
Also, for some reason I prefer my craft to have comparably high speed if the bullets are fast — something that is just not there with most Psikyo games I've played. RFJ, which has basically the same (or even faster) bullet speed as Psikyo games, doesn't seem so dumb because I can play as JS, Ixion, Miclus, or their slaves (and that is what I do there). That is a huge reason I love RFJ and have a somewhat decent score for it.
This complaint I find pretty amusing, considering how many Psikyo games blatantly reuse, like, everything from their earlier games. In regards to style, it's either fantasy, or steampunk, or fantasy steampunk. In regards to scoring system, it's either collecting some shinies, technical bonuses, or collecting some shinies with technical bonuses. Bosses are all transforming mechas. I'm obviously exaggerating, but I'm sure you see the pattern.clp wrote:sadly however cave are one trick pony in this department so no chance of that
Rob wrote:What are Dragon Blaze's "little twists"?
Even Psikyo went the extra mile with the cool little mechanisms that allow the transformations of the fightercraft into the hulking mecha bosses. Watch them in the hidden Test Menu selection screen via a special Psikyo maintenance code.clp wrote:The X 36 ship in strikers 99 is fast .Dodging psikyo bosses attacks in especially the later games relys on much more than correct positioning , reflex's due to constant rank and bullet speed changes and also the precision of maneuvering through and as EVERY boss you play against in any shmup you play does the same thing every time i find it hard to believe you dont move into positions knowing whats coming and where to be .Its true psikyo has a solid identity in every game but i think the boss sprites are absolutely stunning and i never get bored of mecha ! same cant be said for pre pubescent girl bosses though .moozooh wrote:
I guess I'm rather picky about what kind of challenge I prefer, because "move into position x,y to avoid an otherwise undodgeable barrage", so prevalent in the vast majority of Psikyo boss fights, is definitely not my cup of tea. I love dodging on reflex, not on knowing where to stand not to get hit.
Also, for some reason I prefer my craft to have comparably high speed if the bullets are fast — something that is just not there with most Psikyo games I've played. RFJ, which has basically the same (or even faster) bullet speed as Psikyo games, doesn't seem so dumb because I can play as JS, Ixion, Miclus, or their slaves (and that is what I do there). That is a huge reason I love RFJ and have a somewhat decent score for it.
This complaint I find pretty amusing, considering how many Psikyo games blatantly reuse, like, everything from their earlier games. In regards to style, it's either fantasy, or steampunk, or fantasy steampunk. In regards to scoring system, it's either collecting some shinies, technical bonuses, or collecting some shinies with technical bonuses. Bosses are all transforming mechas. I'm obviously exaggerating, but I'm sure you see the pattern.clp wrote:sadly however cave are one trick pony in this department so no chance of that
I find this ironic when I scored eleven million and haven't even bothered to check there.Dragoforce wrote:clp post in the high score forum, that makes him more awesome than you.ChurchOfSolipsism wrote:Seriously man, you manage to make meclp wrote:aww another dangun diss , did it rape you hard ?pretty damn hard with almost every post of yours. Just get it over with and post a pic of your gigantic dick or your shmup collection, I don't think it makes much of a difference around these parts...
Why is that a bad thing?esreveR wrote: They have pretty much no secrets other than the golden idols and TECHNICAL BONUS.
You got eleven milions in Dangun Feveron?esreveR wrote:I find this ironic when I scored eleven million and haven't even bothered to check there.
Don't forget about the secret train in Strikers 45 and the different bosses you can trigger in Strikers 45, Strikers 99 and Gunbird. There's also one hidden gem fountain in each stage of Gunbird 2 and several coin fountains in Dragon Blaze.esreveR wrote:They have pretty much no secrets other than the golden idols and TECHNICAL BONUS.
I'd say Dragon Blaze IS quite spectacular, though. Something about its presentation rubs me the wrong way (maybe the turtles riding the ostriches in the desert? I'ts just silly in utterly uninspiring way), but it's one hell of a spectacle as a whole. The misty stage is a masterpiece, visually up there with the first stage of Gradius II.Plasmo wrote:I personally like Psikyo shmups very much, nothing spectacular, but solid and fun games.
Hectic, oh yes. If you're not pointblanking like a madman, you're screwed by the sheer bulletstorm. All this coupled with TECHNICAL BOUNS and the gold coins greed factor makes for one of the most frantic shmup experiences I can think of.I don't really like Dragon Blaze, too hectic imo.