Gradius VI Petition?
Re: Gradius VI Petition?
G-Rev provided the graphics engine for Gradius V didn't they?
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Re: Gradius VI Petition?
@ChainsawGuitarSP: That kind of posting isn't acceptable. Go read the Forum Rules.
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Obiwanshinobi
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Re: Gradius VI Petition?
I'd agree about unskippable cutscenes if I didn't suspect some extensive data loadings occur behind them. If I'm right about that, the alternative would be to just stare at loading screens (bear in mind where both take place).BIL wrote:Possibly due to Gradius V's glaring flaw, its "epic" running time. It's a big grand shooter epic that could've done with being tightened up to half the hour-plus duration. With skippable cutscenes. The game is pretty damn solid otherwise, it's just bloated.
As for the length, S&P2 helped me understand what Treasure did there. Stage select allows you to work on particular stages one by one. Very unlike coin-op games, but neither is one really.
I suppose people talking shit about Treasure here didn't play S&P2.
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Re: Gradius VI Petition?
I always wanted to like the Gradius games, but then I die, lose all of my power ups, chain die through the rest of my lives with a ship that can't kill a mosquito, and rage. 

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Obiwanshinobi
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Re: Gradius VI Petition?
Gradius V leaves your options when you die so you can pick them up. There's no checkpointing unless you choose so (but then the game gets REAL hard).
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Re: Gradius VI Petition?
And in some Gradius there is the Konami code. It gives you full power ups if you can't handle the downgrade.
I'm all for a new Gradius though. Bring it on! Even if it does play like Otomedius. Well, I might rent it if its like that but still...
I'm all for a new Gradius though. Bring it on! Even if it does play like Otomedius. Well, I might rent it if its like that but still...
Re: Gradius VI Petition?
Have you played Gaiden? It deals with this in a cool way: You can choose the order in which you get upgrades, so you can stack the options closer to the front.Obscura wrote:I always wanted to like the Gradius games, but then I die, lose all of my power ups, chain die through the rest of my lives with a ship that can't kill a mosquito, and rage.
IGMO - Poorly emulated, never beaten.
Hi-score thread: http://shmups.system11.org/viewtopic.php?f=2&t=34327
Hi-score thread: http://shmups.system11.org/viewtopic.php?f=2&t=34327
Re: Gradius VI Petition?
Without having played Gradius V (of the ones that use the traditional power up system, I've only played 1 and 2, and never gotten past the second stage of either), wouldn't a lack of checkpointing make it even easier to chain-die?Obiwanshinobi wrote:Gradius V leaves your options when you die so you can pick them up. There's no checkpointing unless you choose so (but then the game gets REAL hard).
Sure, you get your options, but you're coming back at a speed that's practically stationary, and if you didn't have a power-up to spend when you died (so you don't get the speed-up), it seems like you'd be about to get slaughtered while being unable to move.
Re: Gradius VI Petition?
Yeah, I get that impression too. If you use training mode to skip ahead it'll take forever loading compared to the in-game split second of black screen. GV uses some weird unspooling ala Ikaruga (both games' engines assisted by G-Rev, incidentally). Noisiest PS2 shooter ever.Obiwanshinobi wrote:I'd agree about unskippable cutscenes if I didn't suspect some extensive data loadings occur behind them. If I'm right about that, the alternative would be to just stare at loading screens (bear in mind where both take place).
But maybe if the game's early stages weren't so long-winded with their ambling down corridors of drifting popcorn, it wouldn't need to load as much. Maybe the whole first fifteen minutes is a stealth loading screen...
I'm well aware of S&P2's option to play episodically, but that game's levels really do feel like self-contained attractions. STGs and similarly straight-laced arcade games like Metal Slug just feel blatantly truncated when earlier stages of a credit are chopped out, no matter how boring those stages are (ignoring tutorial levels and the like). I wish GV had been a coin-op as initially planned so the slack pace would've been addressed.As for the length, S&P2 helped me understand what Treasure did there. Stage select allows you to work on particular stages one by one. Very unlike coin-op games, but neither is one really. I suppose people talking shit about Treasure here didn't play S&P2.
Gradius V's scrolling speed is generally pretty mild, and the powerful Option controls, better default shot and less glacial initial speed make it easy to get back in the game. It can really suck to die at a boss with no powerup capsules onscreen, but I guess that's the tradeoff.Obscura wrote:Without having played Gradius V (of the ones that use the traditional power up system, I've only played 1 and 2, and never gotten past the second stage of either), wouldn't a lack of checkpointing make it even easier to chain-die?

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Re: Gradius VI Petition?
This. They did a great job with ReBirth and are the best candidate for a new traditional Gradius. I'd love for them to make a more challenging game for arcades.MathU wrote:Only if it's by M2.
Observer wrote:WELCOME TO VIOLENT CITY. That's all the storyline I need.
Re: Gradius VI Petition?
Excuse me, I'm confused...
What's "chain-die"? And what does chaining have to do with Gradius?
What's "chain-die"? And what does chaining have to do with Gradius?
Re: Gradius VI Petition?
The infamous Gradius checkpoint respawn syndrome. ^_~ You know, like Ebola but you haemmorage lives instead of vital fluids. Gradius III has a particularly awful strain.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: Gradius VI Petition?
Semi-related:
What order should I generally be going for power-ups in?
Generally, unless I've got some reason to do something different, my "generic" order is:
speed -> speed -> missile -> option -> option -> option -> option -> (almost certainly dead by now, but on the off chance I'm not) laser
Occasionally, I get a forcefield by mistake when I go "crap, didn't realize I had option, and I just grabbed another powerup... dammit."
Stage 1 of Gradius 2, I go for laser before option (I use the Gradius 1 ship, so the laser lets me cut through those damn dragons quickly), and don't bother with missile until stage 2.
What order should I generally be going for power-ups in?
Generally, unless I've got some reason to do something different, my "generic" order is:
speed -> speed -> missile -> option -> option -> option -> option -> (almost certainly dead by now, but on the off chance I'm not) laser
Occasionally, I get a forcefield by mistake when I go "crap, didn't realize I had option, and I just grabbed another powerup... dammit."
Stage 1 of Gradius 2, I go for laser before option (I use the Gradius 1 ship, so the laser lets me cut through those damn dragons quickly), and don't bother with missile until stage 2.
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Obiwanshinobi
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Re: Gradius VI Petition?
In Gradius V there are various funky options' behaviour patterns. (Then you unlock more of those.) Just experiment in that game.
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Re: Gradius VI Petition?
I don't have a way of playing Gradius V, since I don't own a PS2.
Re: Gradius VI Petition?
http://www.youtube.com/watch?v=RxbRxLupFL4#t=4m30sKollision wrote:Excuse me, I'm confused...
What's "chain-die"? And what does chaining have to do with Gradius?
Re: Gradius VI Petition?
Sin and Punishment 2 to me feels like a pretty textbook example of an arcade-like game that is far too long for its own good. I'm not sure exactly how it happened, but as some point they forgot that they were making a game that people might want to play all the way through for score and got carried away with cramming content into it. I've thought about trying to beat Sin and Punishment 2 for a good score before, but by the time I get to stage 5 in a single practice session (a run with deaths that is), I've been on-edge for literally hours and it just starts feeling like work to keep hammering through it. It's a shame too because I quite enjoy its scoring system.Obiwanshinobi wrote:I suppose people talking shit about Treasure here didn't play S&P2.
Of course, that's just an opinion.
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Obiwanshinobi
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Re: Gradius VI Petition?
There's ABSOLUTELY no point in practicing this way. Stage select allows you to practice each and every stage, as well as play it for the score. I mean, really.MathU wrote:Sin and Punishment 2 to me feels like a pretty textbook example of an arcade-like game that is far too long for its own good. I'm not sure exactly how it happened, but as some point they forgot that they were making a game that people might want to play all the way through for score and got carried away with cramming content into it. I've thought about trying to beat Sin and Punishment 2 for a good score before, but by the time I get to stage 5 in a single practice session (a run with deaths that is), I've been on-edge for literally hours and it just starts feeling like work to keep hammering through it. It's a shame too because I quite enjoy its scoring system.
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Re: Gradius VI Petition?
Sin and Punishment 2 to me feels like a pretty textbook example of an arcade-like game that is far too long for its own good.

Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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EmperorIng
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Re: Gradius VI Petition?
While I do get fatigue (lol) from SnP2 now and then, length is by no means a detriment, because everything in the game is so good I'm glad there is as much of it as possible.

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Re: Gradius VI Petition?
hmmm, now I seeErppo wrote:http://www.youtube.com/watch?v=RxbRxLupFL4#t=4m30sKollision wrote:Excuse me, I'm confused...
What's "chain-die"? And what does chaining have to do with Gradius?
thanks

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BulletMagnet
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Re: Gradius VI Petition?
That was downright painful to watch.
Re: Gradius VI Petition?
The only Gradius III I had ever seen before was the cube rush.Erppo wrote:http://www.youtube.com/watch?v=RxbRxLupFL4#t=4m30sKollision wrote:Excuse me, I'm confused...
What's "chain-die"? And what does chaining have to do with Gradius?
Holy crap, that game looks like total bullshit.
Re: Gradius VI Petition?
Except play for a full-clear score, which is what I'd like to focus on, but it's so tough to stay focused for the duration because the game is so long.Obiwanshinobi wrote:Stage select [in Sin and Punishment 2] allows you to practice each and every stage, as well as play it for the score.
And in case it's not clear, I think Sin and Punishment 2 is a great game. It's just so damn long.
Of course, that's just an opinion.
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Obiwanshinobi
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Re: Gradius VI Petition?
Plays effectively the same either way. It's not like you need Konami Code to power up in Stage Select. Maybe calling it Practice Mode would have helped Treasure to get the point across.
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Re: Gradius VI Petition?
I was cringing so hard while viewing

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Herr Schatten
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Re: Gradius VI Petition?
This pretty much describes every Treasure game ever.MathU wrote:I'm not sure exactly how it happened, but as some point they forgot that they were making a game that people might want to play all the way through for score and got carried away with cramming content into it.
I can see why some people like that approach (as there's usually a lot to like in the games), but it's definitely not for everyone. Including me.
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Obiwanshinobi
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Re: Gradius VI Petition?
Even Rakugaki Showtime?Herr Schatten wrote:This pretty much describes every Treasure game ever.
I don't think Radiant Silvergun and Alien Soldier are the same kind of games as S&P2 and Gradius V.
How come Shinobi (2002) and Ninja Five-O are more obviously not games of single runs than S&P2? I'd understand if somebody who have 1cc-ed every stage in S&P2 on Hard complained about it not being as much fun to 1cc the whole game on Normal, but I'm pretty sure your average malcontent didn't deign to work on particular stages separately before the main course that is bitching on the internet.
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BareKnuckleRoo
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Re: Gradius VI Petition?
If you have a powerup waiting on the bar you can give yourself a Speedup instantly, not to mention powerups are super plentiful. Most of the game can be dealt with quite readily with only two Speedups, and even the default speed/1 Speedup feels much more manageable than other Gradius games due to the vastly reduced hitbox. Also note that your ship & each option can have 4 bullets onscreen at a time instead of the usual 2, meaning popcorn's not all that tough to hit and you're actually fairly powerful with all your options, even without Laser.Obscura wrote:Sure, you get your options, but you're coming back at a speed that's practically stationary, and if you didn't have a power-up to spend when you died (so you don't get the speed-up), it seems like you'd be about to get slaughtered while being unable to move.
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Obiwanshinobi
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Re: Gradius VI Petition?
I play Gradius V with just two speed-ups if possible, but then again, I usualy use slower ships in shmups when there's a choice.
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