Ahem, miscounted.zinger wrote:Randorama: Two points? I count three? Or wait, one was a slow point and the other two were quick?![]()
I don't see who's forcing you to play DOJ, or any other shmup, in a certain way. Do you have Ikeda pointing a gun at you when playing? Most modern shmups give a remarkable range of options, on how one approaches the game. This could have been a possible reason on why a conceptual distance between "playing for score" and "playing for survival" formed, in the first place.The fact that DOJ chaining is boring for me is proof enough. For me, that is. But it doesn't matter, it was just an example. My point was that systems that "feel like work" shouldn't be forced upon any player.
Interestingly, I got it wrong. Gun Frontier has rank, and at higher rank levels the screen is literally flooded with enemies and bullets. If anything, Battle Garegga has medals, and it is more fast-paced. So, Garegga without rank and medals would be more like, uhm, Kyukyoku Tiger or something like that.As for Garegga without a rank system, medals and a score counter being Gun Frontier with different graphics? You've got to be kidding me? Gun Frontier is one of the most sedate arcade shooters in existance, while Garegga on the other hand is tsunami inducing manic hell!![]()
I agree with everything Ghegs has said in his last post, anyway. But let me re-iterate one point which seems to be worth re-iterating:
Rank was a system that several past games implemented to make the difficulty of a level, section, stage, etc. more or less hard, with respect to player's performance, and that first appeared in check-point based games such as Gradius.austere wrote:Well rank doesn't make sense (I mean, why don't they just fire at you with full force, lol)
In the past, programmers possibly designed stages and their difficulty with respect to an intended attack power of the player's ship. Rank allowed to make stages harder if the played showed to have mastered a game enough to e.g. reach a stage at full power, or make the game easier if the player somehow stumbled and up until a certain stage, without enough power-ups.
It allows for a more flexible playtime-per-credit ratio, which is a golden standard by which programmers and arcade operators (say, my uncle...) approached the conundrum of difficulty. Five to ten minutes per coin, usually corresponding to stage 3/4 out of 6/7 stages, were a common target up until the late '90s.
In fact, several shmups have bottleneck stages at this time/stage mark...
Many modern games have more flexible difficulty systems, e.g. extra enemies or enemy sequences, which often are intertwined with the possibility to score higher scores.
So, bitching and whining about rank in 2012 is a bit late, among other things.