Racketboy "Hidden Gems" - IT'S UP!

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Zorator
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by Zorator »

Obiwanshinobi wrote:rather, it is another topic - little known hacks and modes of well known games).
That is a very good idea. I would be interested in both that article/discussion and one dedicated to borderliners and shmup-esque games.

As much as I like the Racketboy articles, I have to admit I'm liking the in-depth threads leading up to them here even more!
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by shadowbringer »

AeroStar, if there's still room for it (it's a GB-only title afaik), please :D

like that Cyvern and Thunder Dragon 2 are on it, though I'm disappointed that Varth isn't.. more well liked (I can understand that the default firerate sucks on it, but regenerating bombs -- even with the "wiggling to refill them faster" thing -- and the planned use of items for using their invulnerability to kill enemies are things that I don't see often). Happy for Bio Metal, though :D
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by BPzeBanshee »

BulletMagnet wrote: Never say never, but at this point I still haven't been convinced regarding the "gem" part of the equation...the medaling in particular, like Trizeal's, seems very haphazard to me, and some sections come across as very quarter-munchy. Feel free to set me straight if I'm missing something though, as I don't know the game inside and out. As far as Rapid Hero is concerned, it and its HMs make up what I might call the "lovably generic" part of the list, i.e. the "just another jet plane shooter" that you still somehow enjoy (Air Gallet certainly isn't one of mine, but it's got enough fans for a mention). There's still time for changes, so feel free to say whatever you feel needs saying.
Well I'll put down my two cents then since I get the impression that your (and this forum's) view of the game is somewhat based on misconceptions, especially your worry about the medalling.

1. Medal method
In regards to the medalling, it looks tedious at first but not nearly as much as you think. There are no extends so it's not like it's absolute necessity to collect medals, and unlike Battle Garegga and co it doesn't take many to get it back up to max value (10 > 20 > 30 > 40 > 50 > 100 > 500 > 1000, so 8 which can appear in a span of like 1 second in this game). You can actually get more points just forgetting about picking up medals in some segments and killing everything on the screen than wasting your time trying to bump up the chain again, so it's pretty lax while still leaving lots of room for optimisation.
Some parts will probably make you rage if you're not careful (the V-pattern tanks from left/right/top/bottom in Stage 3-A come to mind) but that's where stockpiling and using of the void charge shot come in real handy, or better yet actually noticing they've been on the screen for about 5 seconds and actually killing them. I'm not terribly familiar with how Trizeal works but from what I've seen/heard this is pretty much the prototype concept for it but there are a few noticeable differences. It basically boils down to knowing the right place to be at the right time - not unlike a lot of shooters hailed to be so good here.

2. Objective-based stage progression
Raiden Fighters have some things like this such as bonus enemies appearing if you quick-shot a series of bombers, but this takes it to entire segments of the stage. Some of the requirements are pretty straightforward (kill the three blue tanks in Stage 2 quick enough and the stage scrolls to two train tracks, otherwise it goes straight to the boss) while others (like progression into 3-A/3-B) there isn't much to guide you on that - no one complains about this with Cave's TLB requirements. :P
I think this is probably one of the less-noticed but more awesome parts of the game. I've seen games do similar stuff by transferring to alternate stages but none that actually change the in-stage positions and content - of if there are there can't be that many.

3. weapon design
By themselves the wide shot, homing missiles and laser are pretty plain but I quite like the mixed weapon system which Trizeal changed to make separate. I'm not the foremost expert but I thought having all three of the weapons at various power levels quite interesting and something I haven't seen in other shmups.

4. Lack of information
It took me getting trap15 interested in the game for us even to get something of a half-decent ST thread for it, with sound banking fixes in MAME a nice bonus. Before that there was an RQ which had next-to-nothing on it and a few people saying the PCB likes to overheat and the game is 'lacklustre' - so channeling the forum search function and Googlefu didn't actually benefit that much results as to how the game works. Oh, and Thunder Force (the forum member, not the game)'s post citing something about a possible relation to the Seibu Kaihatsu devs, one Nico video and a few YouTube vids played by people who had as much of a clue as I did. If that's not hidden mechanics I don't know what is.

Fun Fact:
The jury's still out on this one but I actually suspect there's a second upgraded board for G-Stream around the place that may or may not fix some of the more niggling issues about it, although it could be possible that the most obvious sign of this that I've seen (the actual ship appears in the title screen) may be a time-delay unlock of some sort on the same board, so who knows. The lack of an actual staff role when there was obviously meant to be one seems odd too.

So yeah, I actually quite like this game. It's obscure, probably a bit more sane than what I've seen come out of some of Triangle Service's titles, and a damn shame the few people who realise this exists don't like it because of some non-existant proximity scoring mechanic they can't actually explain, or it doesn't look enough like Cave.
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by BulletMagnet »

Obiwanshinobi wrote:Not sure if Recca is all that hidden...
Anyone else want to weigh in on this? I'd say the game is relatively obscure, though perhaps not QUITE as much as some of its companions on this list.
If you played Guardian Force and didn't like it, I give up, but come on - the Fun Weapons™ in that one have to count for something.
I still have some unpleasant memories of drifting into bullets in the Saturn version, but decided the game was worth an HM. Y'know, for the Fun Weapons. ;)
it is another topic - little known hacks and modes of well known games).
I leave that one to you, then!
AeroStar, if there's still room for it (it's a GB-only title afaik), please
I'm not sure about this one...doesn't it have a "jump" ability to leap over bullets and scenery?
like that Cyvern and Thunder Dragon 2 are on it, though I'm disappointed that Varth isn't..
Varth is there, but as an HM...I know it has its fans here (including, most notably, the notoriously selective Rob), but I could never quite get on board with it, myself. Still needed a bit more tweaking to really shine IMO.
Well I'll put down my two cents then since I get the impression that your (and this forum's) view of the game is somewhat based on misconceptions, especially your worry about the medalling.
I still say the medaling is a pain in the tuchus, but decided to give it another HM spot to round things out. A decent compromise?

Hopefully this edit will just about do it...
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by BPzeBanshee »

BulletMagnet wrote: I still say the medaling is a pain in the tuchus, but decided to give it another HM spot to round things out. A decent compromise?
I suppose. Guess you're not much of a Raizing guy either then? :lol:

Fun fact 2: I forgot to mention that while it doesn't have a Garegga-like tolerance of what constitutes a medal drop (bad point) once you deploy the charge shot the value locks until the charge disappears (good point, and also quite a long time in areas like the final stage where you rack up 999 particles).
Anyone else want to weigh in on this? I'd say the game is relatively obscure, though perhaps not QUITE as much as some of its companions on this list.
I'm with you on that. Certainly never heard of it until Kaiser recommended it to me after I whinged about a lack of anything good on the NES (this was obviously quite some time ago). There's plenty of it with the advent of the net though so it probably isn't all that hidden compared to some of the other titles.
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by shadowbringer »

BulletMagnet wrote:
AeroStar, if there's still room for it (it's a GB-only title afaik), please
I'm not sure about this one...doesn't it have a "jump" ability to leap over bullets and scenery?
yes, it has a jump ability (jumps cost jump meter, which recharges itself over time, and can be ended whenever you release the jump button), stages with walls that you can't jump or shoot through, enemies that shoot in both planes (don't remember any which shoot at both planes at the same time), 7 stages, I was a child when I played that game, and have "beaten" the game on Easy/Normal (not sure about the latter) by wasting all lives and continues.
Scoring is simple and straightforward enough (kill enemies, collect the same weapon powerups, which will increase in value but not in power), all weapons are useful (some not as much as others depending on the stage), one in particular, I didn't find in other shmups (the laser, which looks like those bending lasers from Image Fight, but you actually control when/where they'll bend by holding and releasing the shot button).
Boss fights are fun, stages are fun as well (I like the bgm for the last 2 stages the most, and the final boss), the 7th one has enemies which lay paths of walkable tiles (you don't want to kill them too early), and enemies that eat them (you focus on these).
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by BulletMagnet »

BPzeBanshee wrote:Guess you're not much of a Raizing guy either then?
Actually I tend to like Raizing's stuff (though not to the same extent as some others here); in a nutshell, the two things that I personally prefer about, say, Garegga's medaling versus G-Stream/Trizeal's are 1) Medals don't fall offscreen as fast (though they do get faster as rank rises), and thus you have at least some chance of catching one you weren't specifically expecting, and 2) Medals aren't dropped by pretty much every single thing you shoot, so you don't have to worry about catching medals falling simultaneously on opposite sides of the screen when you hit two popcorn enemies at once with your spread shot. Again, though, that's just my personal take.

Some of Aero Star's features sound interesting, but I'm still hesitant to add it...in some ways I'm almost tempted to say it heads into a "borderliner-ish" direction, and set it aside for that reason. Anyone else care to weigh in?
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by BulletMagnet »

One last(?) bump before I finalize the list and start cooking up the actual article text!
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by Friendly »

I just noticed
Dangerous Seed, Legion
Hidden? Sure. Gems? Errrrrrrmmmm
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by Drum »

Friendly wrote:I just noticed
Dangerous Seed, Legion
Hidden? Sure. Gems? Errrrrrrmmmm
Well, they're runner-ups. But Chouji Meikyuu Legion is too a gem - defend yourself. I don't think you can.
I like Dangerous Seed cos it has a very satisfying basic shot spam, but I didn't get much more out of it tbh.
IGMO - Poorly emulated, never beaten.

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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by Friendly »

It only said "Legion" in this list, which is the name of a PC Engine game...

http://www.pcengine.co.uk/HiRes/Legion-front.jpg

(Mod edit: changed huge image into a link -Ghegs)
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by Drum »

Yeah, I know (cos i did a google search to see if there was some confusion keke), but it's actually chouji meikyuu - it was discussed upthread. There's some confusion about how to anglicise it I expect so I guess he's just going with legion for now. It's a pretty cool little vert with a bunch of neat gimmicks like time rewinding. Which is old hat nowadays but in '87 it was pretty novel.
Last edited by Drum on Fri Sep 14, 2012 11:27 am, edited 1 time in total.
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/10)

Post by Friendly »

Ok, so it's a case of mistaken identity. Never played Chouji Meikyuu Legion, I suppose I should give it a look. I still maintain that Dangerous Seed is no gem, though ;)
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Re: Racketboy "Hidden Gems" - Final Revisions (UPDATE 9/7)

Post by BPzeBanshee »

BulletMagnet wrote: Actually I tend to like Raizing's stuff (though not to the same extent as some others here); in a nutshell, the two things that I personally prefer about, say, Garegga's medaling versus G-Stream/Trizeal's are 1) Medals don't fall offscreen as fast (though they do get faster as rank rises), and thus you have at least some chance of catching one you weren't specifically expecting, and 2) Medals aren't dropped by pretty much every single thing you shoot, so you don't have to worry about catching medals falling simultaneously on opposite sides of the screen when you hit two popcorn enemies at once with your spread shot. Again, though, that's just my personal take.
Yeah it does seem like a personal preference thing. The way I see it you still need to know when a medal will drop from where, the difference is G-Stream's enemies are specific about which ones will drop medals (nearly all of them) and which ones don't (ie. the first tanks in Stage 2) whereas Raizing ones drop once every 5 enemies or if killed a certain way which G-Stream also does in some cases. The weapons have their uses and the Wide Shot is actually detrimental to scoring if boosted but damn excellent at surviving and killing heaps of enemies (which in itself gives you a lot of score when there's enemies around).

Maybe I should put a scoring run of the first few stages on YouTube. Regardless of how often I lose the chain I do pretty well regardless unless I bust all my lives on Stage 2 or something.
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by BulletMagnet »

It's almost ready!

The first post has been updated with the full text for the article: a few things have been changed around since the last time the list was updated, but for the most part everything was left as it stood as I worked on the descriptive part. If you still feel strongly about changing the lineup at this point you can still feel free to suggest a shift, though at this point I think it's safe to say that the list is mostly finalized.

Anyway, if you get the chance give the article a read and let me know if I've left anything important out or gotten any details wrong: hopefully RB can have this one up in earnest soon!

Thanks again for all the help so far! :D
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by Ghegs »

There is of course SideLine which is as hidden and a gem as they come, but considering how little information is publicly available it's a tad difficult to talk about it...
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by BPzeBanshee »

I wonder if maybe Over Horizon could have a little bit more elaboration put onto it. Other than that, all good. Liked the G-Stream mention though it still kinda reads like you have no idea how the game works. :P
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by Op Intensify »

Let’s begin with Air Gallet, the only release of note by Gazelle
Come on, Gazelle's Sailor Moon beatemup is a hidden gem in its own right.
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by trap15 »

It was even designed by Joker Jun!
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by moh »

gave me a good read while my prof was running on about nothing in class.

article turned out really well :D
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by moh »

gave me a good read while my prof was running on about nothing in class.

article turned out really well :D
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by BulletMagnet »

Ghegs wrote:There is of course SideLine which is as hidden and a gem as they come, but considering how little information is publicly available it's a tad difficult to talk about it...
Yeah, I'm half-tempted to wedge in an HM someplace, but chances are it might have to wait for now...
I wonder if maybe Over Horizon could have a little bit more elaboration put onto it. Other than that, all good. Liked the G-Stream mention though it still kinda reads like you have no idea how the game works.
I'll try to flesh those out a bit...any suggestions on how to sound less ignorant of G-Stream are welcome!
Come on, Gazelle's Sailor Moon beatemup is a hidden gem in its own right.
Heh, it would seem that Racketboy agrees with you! I can reword that section easily if it makes things a little bit smoother.
It was even designed by Joker Jun!
I imagine development hit a temporary snag when he attempted to integrate his fan-fiction character, Tuxedo Shades.

Thanks for the suggestions, will include them in the next revision; feel free to keep them coming in the meantime. :)
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by BPzeBanshee »

BulletMagnet wrote: I'll try to flesh those out a bit...any suggestions on how to sound less ignorant of G-Stream are welcome
Well, you make the point-blanking sound like it's some kind of typical thing, which is only half right. I for one have not seen another shmup where the main mechanic is diving into an enemy as its dying and reaping tiny-ass particles. So it's to a point 'point-blanking enemies' to kill them off and grab the medals easily, but then moving up/around additionally for the particles. Give it a play in MAME some time and you'll see what I mean, or I could maybe up a video in the next few days. Certainly not as straightforward as XII Stag, for sure.

EDIT: TLDR: less about 'loltypical' point-blanking, more particle collecting from dying/dead stuff, the REAL unique feature.
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Re: Racketboy "Hidden Gems" - TEXT UP!! (Updated 9-30)

Post by Hagane »

Op Intensify wrote:Come on, Gazelle's Sailor Moon beatemup is a hidden gem in its own right.
Is it? Besides its high quality visuals I see nothing remarkable in that game. Quite pedestrian for 1995.
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by BulletMagnet »

Okay, making one last push to finally finish this...made the following changes since the last post:

1) At RB's request, shuffled the order of the entries

2) Applied the latest batch of suggestions from the rest of the forum

3) Edited the wording throughout to hopefully make for a smoother read.

Let me know if there's anything else to fix up before I send this up to the boss: hopefully the final version will look mostly like this.
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by Koa Zo »

just a small suggestion,
Spriggan Mark 2 might be a good game to include as an honorable mention under Hyper Duel.
Both are overlooked games from prominent shmup developers. Both are side scrolling flying mech games. And both have wingmen which will fly along and help out in the battle.
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by exquisite_torture »

As an old MSX boy I really enjoyed your Manbow write up in the OP.
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by BPzeBanshee »

Liking the G-Stream mention. Good stuff. :)
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by BulletMagnet »

Koa Zo wrote:Spriggan Mark 2 might be a good game to include as an honorable mention under Hyper Duel.
Both are overlooked games from prominent shmup developers. Both are side scrolling flying mech games. And both have wingmen which will fly along and help out in the battle.
I can see the similarities to Hyper Duel, but I already mentioned the first Spriggan as an HM under Rude Breaker, and mentioned there that (as far as I know) the sequel is generally not as well-regarded. If nothing else the regenerating shield is probably a bit too much even for Compile fans, who are already used to relatively smooth sailing in their games...anyone else want to weigh in on this one?
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Re: Racketboy "Hidden Gems" - FINAL REVISIONS (Updated 11-19

Post by BulletMagnet »

Bumping one more time for any last-minute suggestions...after this it's one last spit-shine and off to Racketboy!
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