The BIG thread of Shmup grievances.

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Bananamatic
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Re: The BIG thread of Shmup grievances.

Post by Bananamatic »

RNGmaster wrote:Lack of deadzones are a kick in the balls, yes, but really what is wrong with having to stay away from the screen edges? This is a CAVE game, of course there's memo and cheapshots, Progear just happens to be a bit more obv than most. I 1-alled on a shitty run with about 5 days of practice, so it's not like it's a difficult clear.
The issue is not the game being hard to clear

the issue is the game being a cheap unfun piece of shit
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dunpeal2064
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Re: The BIG thread of Shmup grievances.

Post by dunpeal2064 »

I did not enjoy Progear as much as other Cave stuff.

It felt like a lot of the flak was meant to be cancelled more than it was meant to be dodged... which I like in something like Giga Wing, but in Progear you also have to have your gem built up in order to cancel bullets off of other cancelled bullets, which just feels foreign.

I guess its not much different than Futari, but in that one, the bullet cancelling was pre-set in spots, certain enemies cancelling bullets. In Progear, you have to know where the spots are when dodging will become very difficult (I don't want to say impossible)

Stage 4 really left a scar on my balls.

I still like the game, but perhaps it just didn't click yet.
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Ruldra
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Re: The BIG thread of Shmup grievances.

Post by Ruldra »

Progear is awesome, it's one of my favorite Cave games. My only gripe with it is that most of your score comes from no-missing/no-bombing instead of cancelling bullets.
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Aliquantic
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Re: The BIG thread of Shmup grievances.

Post by Aliquantic »

Ruldra wrote:Progear is awesome, it's one of my favorite Cave games. My only gripe with it is that most of your score comes from no-missing/no-bombing instead of cancelling bullets.
This, and to clarify, almost all of the score coming from the loop, making it a not very forgiving game at all, even by Cave standards. I have no idea how you can ram enemies even on your first credit though...
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DrTrouserPlank
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Re: The BIG thread of Shmup grievances.

Post by DrTrouserPlank »

Is one version of Progear a lot harder than the others?. I've got three versions and one of them is much harder from the outset.
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mesh control
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Re: The BIG thread of Shmup grievances.

Post by mesh control »

Japan version is the hardest version.
lol
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ChainsawGuitarSP
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Re: The BIG thread of Shmup grievances.

Post by ChainsawGuitarSP »

Bananamatic wrote:I'll briefly change the topic to PROGEAR'S STAGE DESIGN IS SO FUCKING HORRIBLE IT MAKES DAIOH LOOK GOOD
At least it's not made by Konami or ends with a "ius". :D
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BareKnuckleRoo
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Re: The BIG thread of Shmup grievances.

Post by BareKnuckleRoo »

mesh control wrote:Japan version is the hardest version.
Is it really that much harder? I'm more used to the Japan version now, but it seems that the early stages aren't that much of a jump in difficulty, and by stage 4 it's very much like the American version.
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Ruldra
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Re: The BIG thread of Shmup grievances.

Post by Ruldra »

Japanese version has default difficulty set to 4, while in the US version the default is 2. Can't comment on in-game differences as I only played the japanese version.
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Chaos Phoenixma
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Re: The BIG thread of Shmup grievances.

Post by Chaos Phoenixma »

Japanese version is the second hardest.

US was set to 2, japan to 4, and the other version which isn't accepted on the scoreboards is set to 8.
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Re: The BIG thread of Shmup grievances.

Post by O. Van Bruce »

Restarting stage 1 LEAD of Hellsinker like there is no tomorrow... getting 900 spirits before the boss it's like a miracle now...
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RNGmaster
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Re: The BIG thread of Shmup grievances.

Post by RNGmaster »

I don't know how to do the attack in GB2 1-6 where the boss spams two speeds of bullets from both shoulders. No matter how precisely I emulate Godhand's strats something always hits me. Ah, the perils of using a character nobody plays as...
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O. Van Bruce
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Re: The BIG thread of Shmup grievances.

Post by O. Van Bruce »

sometimes I misread けつい as きつい ... well I need both for completing that fucking game T-T

Stage 5 dat stage 5 >.>
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Re: The BIG thread of Shmup grievances.

Post by Captain »

currently playing sigma star saga and am insanely underleveled. (on purpose)
It makes the game brutal when you die so easily and do low damage.
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Chaos Phoenixma
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Re: The BIG thread of Shmup grievances.

Post by Chaos Phoenixma »

And something I didn't think I'd ever be saying, but I really hate the stage 1 boss of Futari Black Label Original.

Let's point blank phase 2 for a bit with the correct shot for extra gold. Barely any gold. Oh, some more gold the next time. No gold at all. Maybe a lot more gems another time. Then barely any or none And so on with seemingly random results each time. It's so damn annoying.

Not that I even got much of anywhere earlier because I kept screwing up stage 3.
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Hagane
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Re: The BIG thread of Shmup grievances.

Post by Hagane »

Why the hell does pressing turn + shot in Zero Gunner 2 activate the special attack? The game has a separate button for it already. I get a lot of accidental special attacks because I try to turn and shoot at the same time.
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Illyrian
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Re: The BIG thread of Shmup grievances.

Post by Illyrian »

Chaos Phoenixma wrote:And something I didn't think I'd ever be saying, but I really hate the stage 1 boss of Futari Black Label Original.

Let's point blank phase 2 for a bit with the correct shot for extra gold. Barely any gold. Oh, some more gold the next time. No gold at all. Maybe a lot more gems another time. Then barely any or none And so on with seemingly random results each time. It's so damn annoying.

Not that I even got much of anywhere earlier because I kept screwing up stage 3.
What the hell are you talking about?

The amount of gold you get from pointblanking is detirmined by:
1. Are your options point blanking as well?
2. Is your stage counter at 9999?
3. How close are you?

If you can get your options locked on a point blank range you don't even need to point blank with Reco as well.

Edit: None of that is the fault of the boss, it's you, not knowing the game mechanics properly.
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Chaos Phoenixma
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Re: The BIG thread of Shmup grievances.

Post by Chaos Phoenixma »

1. I'm using Palm, so it's not like I have these options.

2. Counter is between 20,000- 21,000 usually for me. The counter below that isn't at 9,999 for very long because it's draining due to it being a boss fight.

3. I'm on top of the boss until it starts shooting.
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Illyrian
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Re: The BIG thread of Shmup grievances.

Post by Illyrian »

Aah okay well Palm is harder to use in original mode for point blanking.

To be honest if you're just trying to learn the game then you should worry less about point blanking bosses :)
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ChainsawGuitarSP
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Re: The BIG thread of Shmup grievances.

Post by ChainsawGuitarSP »

I can't enjoy the original Gradius because of stupid rank and I refuse to turn on the wait option for better reaction time. orz
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Chaos Phoenixma
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Re: The BIG thread of Shmup grievances.

Post by Chaos Phoenixma »

Transcendence in Judgment SilverSword's Special Mode.

I was consistent at this fight able to do it well without dying. I know how to handle the fight. Then all of a sudden starting yesterday I'm just sucking at it and can't do it without dying.

I also haven't figured out how to properly handle Divine Expression's second phase with the default ship in Special Mode or E3. I do want a default ship clear of this mode too.
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Obscura
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Re: The BIG thread of Shmup grievances.

Post by Obscura »

I fucking swear, Dragon Blaze's implementation of rank might be the dumbest shit ever.

Rank down makes the bullets move slower. Would be fine, except that it means that the bullets aren't getting off the fucking screen fast enough, meaning that it's impossible to get into the position you need to be in.

That's right- lowering the rank actually makes the game harder. Good fucking job there, guys.

Actually, I don't think I've ever seen a good implementation of rank in any shmup. Shmup developers need to go play Capcom's 80s arcade platformers (especially Strider and Black Tiger) and learn to do shit the right way (hint: it's not some "dynamic difficulty" crap, it's a way to make sure that dying and losing your power-ups doesn't instantly kill your chances to progress any further).
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Re: The BIG thread of Shmup grievances.

Post by trap15 »

You don't like the way the Garegga/Batrider/Bakraid handle rank? What about Gradius series? Darius? I'm interested to hear about your opinion, actually. What would be a good rank system, and why; as well as what makes a bad one and why?
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Illyrian
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Re: The BIG thread of Shmup grievances.

Post by Illyrian »

I personally like Mushi Futari Ball's rank system in original mode.

Generally, anything involving the words "rank" and "yagawa" can be pretty bad in my opinion, not including DFKBL.
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Giest118
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Re: The BIG thread of Shmup grievances.

Post by Giest118 »

As a point of personal preference, I don't like rank systems because it seems like a punishment for playing well. Having said that, some of my favorite shmups use rank systems, so it can't be said that they ruin the game; I would just prefer that they weren't there.

Exceptions can be made if the effect and way to control rank are lulzy and obvious, such as DFK Black Label or Ketsui Arrange.
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Re: The BIG thread of Shmup grievances.

Post by Erppo »

I thought making the bullets faster (or patterns harder) was a reward for playing well. The better you play, the more fun the game becomes. It's perfectly logical.
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Re: The BIG thread of Shmup grievances.

Post by Zengeku3 »

Pfft. Rank is soooo gay. Just keep the difficulty ball bustingly hard at all times or things will get boring. :P
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Obscura
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Re: The BIG thread of Shmup grievances.

Post by Obscura »

trap15 wrote:You don't like the way the Garegga/Batrider/Bakraid handle rank? What about Gradius series? Darius? I'm interested to hear about your opinion, actually. What would be a good rank system, and why; as well as what makes a bad one and why?
I'm awful at the Gradius games (I've never made it past the mothership rush at the end of the Moai stage of the first game), and shouldn't really have an opinion, but the rank system of Gradius 1 and 2 actually seems good.

I haven't played arcade Darius- I'm only familiar with the kinda bad SNES Darius games- so I can't comment on that one.

The Garegga-style "use rank as a tool to beat the player over the head to force score-play in order to have the extends to suicide to keep going" is an interesting idea, but it seems that there should be a more intuitive way to force a player to play for score in order to survive. Also, I really hate medal chaining (nothing pisses me off more than dying, watching my shrapnel hit an enemy on the right side of the screen, and watching it drop a medal I can't catch...), and since scoring is so intimately tied to rank management, that puts a damper on things for me.

In my opinion, rank is best used as a tool like it is in Strider or Black Tiger, to keep a game with a "power loss on death" system to keep from spiraling out of control one way or the other (no rank, and if the player does too well early, he basically puts the game in "god mode" OR you suffer from an even worse version of Gradius syndrome where dying once and losing your power-ups is the same as losing all of your lives [to be fair to Gradius, recovery actually seems very possible in at least the first game; I'm using the term "Gradius syndrome" just so everyone immediately knows what I mean. Gradius 1's rank system actually seems to do this job well]). In Strider, for instance, the rank seems to be based almost entirely on the power-ups you currently have, with a slight rank reduction if you're on your last life. The benefit of the power-ups usually outweighs the rank increase (although certainly not always- see the bombs in stage 2, or the first Amazon section in stage 4), but only barely- meaning, a player has incentive to grab them, but it's not entirely crippling if they die once.

Games with checkpoints have some pretty obvious advantages here, since they start the player in a "stable" state after death, as opposed to non-checkpoint games, where a player is just dropped onto the left side of the screen no matter what is going on and about 2 seconds behind as far as killing things goes. Unlike a lot of people here, I actually like checkpoints for a lot of reasons- for the above, but also because it makes memorizing tricky sections in "normal play" without "dedicated"/savestate practice easier, and because it ensures that a credit lasts a few minutes even for a complete beginner, which helps a game get its hooks in. I'm surprised that there aren't any vertical manic/bullet hell games that use them (or, at least, that I don't know of any).

DOJBL *almost* gets this right. Obviously, rank needs to be a lot higher while in hyper (Deathsmiles doesn't do this, and it tends to get kinda boring while in hyper, at least if not in Death Mode, since it leaves you much too strong for the game), and to reduce again when out of hyper, for the reasons explained above. However, the huge hyper-rank increases when popping more than one hyper at once seem to be out-of-place, especially if you assume that the player is going to save hypers sometimes to use at tricky spots (one death in DOJBL can throw hyper-timing enough that you end up with two hypers in a spot where you'd normally want to use one, and dodging the item as it slowly flutters down actually isn't easy; the hitbox on the things is damn big, and it seems like missing one actually jacks your hyper-gauge sky high, so you'll probably get another shortly after).

Dragon Blaze's rank system half-works (reducing HP after death or power down makes sense, because it makes it easier to kill things when at lower power), and half doesn't (reducing bullet speed frequently makes Dragon Blaze harder, since it's frequently really important to be at a certain spot when a certain enemy appears, and it's nice if previously shot bullets are willing to get off the screen quickly to facilitate this; adding power-up carriers during boss fights is an awful idea, since not only does that mean trying to dodge popcorn shots during a boss fight [which means that a rank drop made the game significantly harder], but since they come down on the edge of the screen, you frequently won't even get to kill them and grab the power up from them).
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Re: The BIG thread of Shmup grievances.

Post by KAI »

Zengeku3 wrote:Pfft. Rank is soooo gay.
Shut up, rank is Pink and Sweet, very manly.
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Re: The BIG thread of Shmup grievances.

Post by Kollision »

Zengeku3 wrote:Pfft. Rank is soooo gay. Just keep the difficulty ball bustingly hard at all times or things will get boring. :P
I assume you're a Ketsui lover then! :wink:
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