Where is the joy in savestating Hibachi if you can't even get there on the first place

You use the save states to practice the difficult parts leading up to the end so that you can indeed get there.Uzumakijl wrote:Going in with the music analogy, It's like either learning a "hard" guitar solo in a song and never doing all the other difficult chords which last much longer and are 85% of the song.
Where is the joy in savestating Hibachi if you can't even get there on the first place.
Well yes can't really argue with that. What I mean to say is sometimes things happen during a run that you might not have anticipated or practiced for. For example, my save states are saved with a fully-powered shot which assumes I haven't just died on the previous boss. Lets say I do die on that boss and have to start the next level with nothing but the standard shot. Now my tactics might have to change from what i've practiced with. Although I suppose I could make another save state to practice that eventuality (or just not die at that boss like a tool).NTSC-J wrote:TrevHead (TVR) wrote:The point of using them is so you know what to do at every point in the game. If you're having success when practicing the stage separately but flub things up during a run, it's an issue of your nerves getting to you or maybe a lack of concentration which is a skill in itself. Usually experience will help you get over those problems.
If you are calling them cheaters, you are doing exactly that.chempop wrote:I'm not judging other people's accomplishments
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
moozooh wrote:I think that approach won't get you far in Garegga.
Or just games without rank or insignificant rank for the section being practiced that can be practiced just the same by simply credit feeding after the initial credit.. It's just a longer way of practicing said section than a savestate or stage select, right? Continues are certainly "intended" for PCB play but I get the impression that some people are even against practice by credit feeding(if they only enjoy playing single credits themselves).Erppo wrote:What about the Psikyo games that have stage practice options built in the PCBs?
The way this is phrased, it could be sarcastic, seething, or totally innocent. I honestly can't suss out the intention. It's just so ambiguous.emphatic wrote:Save states are awesome, they can make anyone a superplayer without the need of any skill. Playing a PCB the way it was manufactured to be played is stupid and time consuming.
To me that's part of the fun with these games.Vamos wrote:obliterated because you didnt know what was coming.
moozooh wrote:I think that approach won't get you far in Garegga.
Aw shit, I forgot that patience was a virtue and I spent hours practicing stages 4 and 5 of MushiFutari. Damn it. I am no longer virtuous.KAI wrote:Again.
What about game without them? Don't tell they just not worth your time.
Patience is a virtue, don't forget that.
Deathsmiles is a good example of a game with a practice mode that is lacking. The inability to be able to practice the second section of the last level and the final boss from a selectable menu means that I can't even consider clearing it. Frankly, even on difficulty 3, the entirety of the game's difficulty is that stage and that boss.KAI wrote:Again.
What about game without them? Don't tell they just not worth your time.
Patience is a virtue, don't forget that.
Observer wrote:WELCOME TO VIOLENT CITY. That's all the storyline I need.
I like how you pretend this kind of games are so badly designed that no other stage teaches you shit about how to play the game, playing the whole game is supposed to develop your overall skill so you can tackle on the very last part of the game adapting the strategies and things you learned during all the other stages.DrTrouserPlank wrote:The inability to be able to practice the second section of the last level and the final boss from a selectable menu means that I can't even consider clearing it. Frankly, even on difficulty 3, the entirety of the game's difficulty is that stage and that boss.
I agree that you will develop dodging skills and the ability to predict projectile paths by playing earlier stages, but I'm strongly of the opinion that stage-specific practice and knowledge is mandatory for clearing them without loss of lives. I think that stage 3 of Futari is no more similar to stage 4 of Futari than stage 3 of Espgaluda 2, or progear or anything else. Each stage is so specific and requires individual knowledge that I'm not sure previous stages in the game really aid you in the game you are playing anymore than other shooters would.Uzumakijl wrote:I like how you pretend this kind of games are so badly designed that no other stage teaches you shit about how to play the game, playing the whole game is supposed to develop your overall skill so you can tackle on the very last part of the game adapting the strategies and things you learned during all the other stages.DrTrouserPlank wrote:The inability to be able to practice the second section of the last level and the final boss from a selectable menu means that I can't even consider clearing it. Frankly, even on difficulty 3, the entirety of the game's difficulty is that stage and that boss.
What's that all about?Bananamatic wrote:Trendymosaic.jpg
This is actually true when it comes to Deathsmiles, specifically. Only the EX stage and the final stage (more the former than the latter) pose any difficulty whatsoever, and level 999 on any stage in MBL. This wouldn't apply to most games, but it actually does here, especially given how a large part of the difficulty in Deathsmiles comes from knowing what's happening next (and suicide bullets, which you will not get on the early stages). Even wrong clocks can be right sometimesUzumakijl wrote: I like how you pretend this kind of games are so badly designed that no other stage teaches you shit about how to play the game, playing the whole game is supposed to develop your overall skill so you can tackle on the very last part of the game adapting the strategies and things you learned during all the other stages.
A friend of mine has no ability to memorize level layouts even after quite a few tries... I wonder if you're the same, though he doesn't exaggerate anywhere near as much. It should not take you more than a few goes through a level to have a pretty good memory of everything, and even when strict routes are helpful, you should be getting a very good memory of the level very quickly. My friend simply doesn't seem to develop that sort of memory very well, and is surprised by patterns he's seen a couple dozen times already (and immediately forgets everything after a day or two).DrTrouserPlank wrote: ... but that's because I'm adamant that almost photographic memorisation of stages is a necessity... well, it certainly would be for me at least.
I'm not trying to make silly posts. I'm trying not to get responses like in other threads tonight which are stupid .jpgs, but actually have a discussion on-topicAliquantic wrote:This is actually true when it comes to Deathsmiles, specifically. Only the EX stage and the final stage (more the former than the latter) pose any difficulty whatsoever, and level 999 on any stage in MBL. This wouldn't apply to most games, but it actually does here, especially given how a large part of the difficulty in Deathsmiles comes from knowing what's happening next (and suicide bullets, which you will not get on the early stages). Even wrong clocks can be right sometimesUzumakijl wrote: I like how you pretend this kind of games are so badly designed that no other stage teaches you shit about how to play the game, playing the whole game is supposed to develop your overall skill so you can tackle on the very last part of the game adapting the strategies and things you learned during all the other stages.
A friend of mine has no ability to memorize level layouts even after quite a few tries... I wonder if you're the same, though he doesn't exaggerate anywhere near as much. It should not take you more than a few goes through a level to have a pretty good memory of everything, and even when strict routes are helpful, you should be getting a very good memory of the level very quickly. My friend simply doesn't seem to develop that sort of memory very well, and is surprised by patterns he's seen a couple dozen times already (and immediately forgets everything after a day or two).DrTrouserPlank wrote: ... but that's because I'm adamant that almost photographic memorisation of stages is a necessity... well, it certainly would be for me at least.
I feel like that DrTrouserPlank doesn't even make top 3 for silly posts on this thread
Stupidest post I've read in a good while. Of course, making a savestate gets rid of the need of making a strategy and having the execution to perform it.emphatic wrote:Save states are awesome, they can make anyone a superplayer without the need of any skill.
Exactly.Hagane wrote:Stupidest post I've read in a good while. Of course, making a savestate gets rid of the need of making a strategy and having the execution to perform it.emphatic wrote:Save states are awesome, they can make anyone a superplayer without the need of any skill.
How can some people not realize that all you are doing with a savestate (or stage practice) is going directly to what gives you trouble, skipping the parts you can already perform? It speeds your improvement because you don't waste your time needlessly waiting to get to the hard parts, not because it gives you superhuman powers. You are still you when practicing.
I completely know what you mean... is this the defining trait of a Raizing player? heheEaglet wrote:That and the adrenaline rush you get when going into something you don't already know by heart is something i'm too addicted to to get rid of. It's why i started playing STGs in the first place after all.