Let's discuss Psyvariar, the best shmup series of all time
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Bananamatic
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Let's discuss Psyvariar, the best shmup series of all time
Why isn't everyone playing it? Simple and intuitive scoring, great music, none of that looping stuff, well designed stages with scoring in mind. It also has colorful patterns for the 2hu "cave is 2purple4me" guys
And if you already are playing it, do you think the auto roll button in the ports makes it too easy? It's pretty hard to roll without a stick
And if you already are playing it, do you think the auto roll button in the ports makes it too easy? It's pretty hard to roll without a stick
Re: Let's discuss Psyvariar, the best shmup series of all ti
Radirgy.Bananamatic wrote:Simple and intuitive scoring, great music, none of that looping stuff, well designed stages with scoring in mind. It also has colorful patterns for the 2hu "cave is 2purple4me" guys

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nasty_wolverine
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I have both for PS2, i prefer playing 2 because the graphics in 1 in letterbox mode give me a headache, some weird filtering going on there.
One the best in innovative game design and presentation.
auto roll is good, unless you have 100 spare controllers
One the best in innovative game design and presentation.
auto roll is good, unless you have 100 spare controllers

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Weak Boson
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Re: Let's discuss Psyvariar, the best shmup series of all ti
Best shmup series of all time? Yes, quite. Although I mostly play Revision. I think it is undeniably the pinnacle of the series and an absolutely amazing game.
About rolling: when I first played Psyvariar there was no chance I would have been able to play without the button because I was a novice to the genre and moving my ship normally was hard enough. It was really helpful for me to get into the game and into a position to work out scoring routes and milking bosses.
Does it make the game too easy? I think that depends on the player, so people should just do what they find fun. What is certain is that it means you can't compare your scores to the records achieved in arcade conditions. That became a problem for me at some point so I have now stopped using it.
You might think having to relearn the game would be a pain. You'd be completely wrong. A game this fun you want to be learning as many times as possible.
But sadly the PS2 isn't as handy as it used to be so I've not been able to give it the time it deserves. I'm guessing this is why a lot of other folks don't play it too. Can it be emulated properly?
About rolling: when I first played Psyvariar there was no chance I would have been able to play without the button because I was a novice to the genre and moving my ship normally was hard enough. It was really helpful for me to get into the game and into a position to work out scoring routes and milking bosses.
Does it make the game too easy? I think that depends on the player, so people should just do what they find fun. What is certain is that it means you can't compare your scores to the records achieved in arcade conditions. That became a problem for me at some point so I have now stopped using it.
You might think having to relearn the game would be a pain. You'd be completely wrong. A game this fun you want to be learning as many times as possible.
But sadly the PS2 isn't as handy as it used to be so I've not been able to give it the time it deserves. I'm guessing this is why a lot of other folks don't play it too. Can it be emulated properly?
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Bananamatic
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Re: Let's discuss Psyvariar, the best shmup series of all ti
What controller do you use? Continuously doing up/down or left/right on a keyboard makes your hands hurt and doing it on the average dpad results in a ton of diagonals.Weak Boson wrote:Does it make the game too easy? I think that depends on the player, so people should just do what they find fun. What is certain is that it means you can't compare your scores to the records achieved in arcade conditions. That became a problem for me at some point so I have now stopped using it.
And even if you get a stick you break it way faster than on the average shmup.
Re: Let's discuss Psyvariar, the best shmup series of all ti
Rolling? Is it like the wiggle thing in XII Stag?
{if it is I'm out, I never want to go through it again}
Anyway, I never played Psyvariar so I should probably start with the first one....
What should I be looking forward to, actually?

{if it is I'm out, I never want to go through it again}
Anyway, I never played Psyvariar so I should probably start with the first one....
What should I be looking forward to, actually?
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Obiwanshinobi
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Re: Let's discuss Psyvariar, the best shmup series of all ti
This filter can be toned down to nought (see "Options"; I think you need to press select). Then the game shimmers like an early PS2 title, but I like it better that the filtering.nasty_wolverine wrote:I have both for PS2, i prefer playing 2 because the graphics in 1 in letterbox mode give me a headache, some weird filtering going on there.
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The way out is cut off

The way out is cut off

Re: Let's discuss Psyvariar, the best shmup series of all ti
2 on DC was, and it's stupid bullshit, which is why I don't own it any more.Kollision wrote:Rolling? Is it like the wiggle thing in XII Stag?![]()
{if it is I'm out, I never want to go through it again}
Anyway, I never played Psyvariar so I should probably start with the first one....
What should I be looking forward to, actually?
XBL & Switch: mjparker77 / PSN: BellyFullOfHell
Re: Let's discuss Psyvariar, the best shmup series of all ti
Bought Revision some years ago, foolishly sold it a while after as I wasn't progressing at all and came to regret it some time later. Now have Medium Unit and Revision carts again and all is well.
Very simple to play, exceptionally difficult to play well.
Never played on a pad, nor with a roll button
Very simple to play, exceptionally difficult to play well.
Never played on a pad, nor with a roll button

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TrevHead (TVR)
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I don't have a DC or PS2 but wouldn't mind playing these games now I've got a stick. How well do they emulate? Any suggestions which versions to try, I especially want to play the second game since I enjoy watching / listening to the music and superplays on YT.
Last edited by TrevHead (TVR) on Fri Jul 05, 2013 12:24 am, edited 1 time in total.
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Weak Boson
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I use a stick. I'm not really worried about it breaking. I thought it was broken already so anything from here is a plus.Bananamatic wrote:What controller do you use? Continuously doing up/down or left/right on a keyboard makes your hands hurt and doing it on the average dpad results in a ton of diagonals.Weak Boson wrote:Does it make the game too easy? I think that depends on the player, so people should just do what they find fun. What is certain is that it means you can't compare your scores to the records achieved in arcade conditions. That became a problem for me at some point so I have now stopped using it.
And even if you get a stick you break it way faster than on the average shmup.
Just played a few credits to refresh my memory. It's not like I can move with the speed and precision of a superplayer but I'm able to get what was average play with a roll button without it - at least as far as I've got into the game playing this way. I've found it's more important to position yourself correctly than to be contantly wiggling. You also have to make use of all the time one roll will get you. My main problem is when you get a level up the temptation is to completely freak out but I think it'd pay to be more controlled. I'd really love to be able to see a superplayer's hands when they play.
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Bananamatic
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I gave it another shot without the roll button, mind you right now i'm emulating the ps2 version of Psyvariar 2 (the input lag doesn't matter much in this game)
Funnily enough it's easier to play with the analog stick than with the dpad on the pad I have. Looked up stuff on the internet and pretty much everyone says that you need a stick.
Plus apparently in psyvariar 2 it doesn't fully emulate the manual rolling speed - you stay slow until you level up, then you get automatically faster during the shield. Pretty hard to say if it's fair, but the devs probably put it in the port for a reason.
Funnily enough it's easier to play with the analog stick than with the dpad on the pad I have. Looked up stuff on the internet and pretty much everyone says that you need a stick.
Plus apparently in psyvariar 2 it doesn't fully emulate the manual rolling speed - you stay slow until you level up, then you get automatically faster during the shield. Pretty hard to say if it's fair, but the devs probably put it in the port for a reason.
Re: Let's discuss Psyvariar, the best shmup series of all ti
Psyvariar 2 is the only game in the series that I personally played. It looks and plays good but to be honest I just don't care for it. Then again I'm bias for older shmups in general that isn't a bullet hell.
Re: Let's discuss Psyvariar, the best shmup series of all ti
I picked up Psyvariar 2, first xbox version. That and Shikigami 2 are the only two import games I have for that console.
Such a weird game if you just pick up and play it with no idea what's going on.
Such a weird game if you just pick up and play it with no idea what's going on.

Typos caused by cat on keyboard.
Re: Let's discuss Psyvariar, the best shmup series of all ti
I can't get into Psyvariar 2 even though I love both originals Medium and Revision. Not sure why, just doesn't seem to have the same buzz (pun intended.)
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Let's discuss Psyvariar, the best shmup series of all ti
Psyvariar Revision is what you want to play, since Medium Unit is just a weaker Revision and Psyvariar 2 has weak Bonus Stage design for almost every level.
As for why it's not appreciated, depends on the target audience:
- casuals/beginners: they never roll so they can't graze and the ship moves slowly, they fire non-stop so the enemies die right away and you sit doing nothing, and run away from bullets or literally panic when they see the grazing effects, japanese arcade players pick up mechanics very quickly but others need a proper introduction or tutorial, those show up in arcade games sometimes so it would have been a possibility for Psyvariar
- good players: I imagine complaints about too much invincibility, like Ikaruga, even though the game puts you at risk of dying more often than any other if you actually take every grazing opportunity that it offers, playing for survival kills the fun in this game
Doesn't help that everyone whinges about the graphics in the games that have good design, the effect is so strong in fact that almost everyone is convinced Psyvariar 2 is the best just because of the Sega Naomi graphics.
As for why it's not appreciated, depends on the target audience:
- casuals/beginners: they never roll so they can't graze and the ship moves slowly, they fire non-stop so the enemies die right away and you sit doing nothing, and run away from bullets or literally panic when they see the grazing effects, japanese arcade players pick up mechanics very quickly but others need a proper introduction or tutorial, those show up in arcade games sometimes so it would have been a possibility for Psyvariar
- good players: I imagine complaints about too much invincibility, like Ikaruga, even though the game puts you at risk of dying more often than any other if you actually take every grazing opportunity that it offers, playing for survival kills the fun in this game
Doesn't help that everyone whinges about the graphics in the games that have good design, the effect is so strong in fact that almost everyone is convinced Psyvariar 2 is the best just because of the Sega Naomi graphics.

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null1024
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I remember fiddling with Psyvariar Revision in MAME once or twice and liked it... although the machine it was running on was way too slow to really handle it. Gonna play the PS2 version, eventually.
The waggle thing on a keyboard felt odd.
I've played Psyvariar 2 on a friend's DC, but I've had all of 10 minutes of contact with it.
The waggle thing on a keyboard felt odd.

I've played Psyvariar 2 on a friend's DC, but I've had all of 10 minutes of contact with it.
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
Re: Let's discuss Psyvariar, the best shmup series of all ti
I have the first one on ps2, played it a few times and tought it was good, but playing this game without a stick just doesn't feels right.
Overly obsessed asian girls fanatic.
23/08/2013 : I now swear on my honor (like I have any) never to use a bomb again.
23/08/2013 : I now swear on my honor (like I have any) never to use a bomb again.
Re: Let's discuss Psyvariar, the best shmup series of all ti
Played the revision a little while ago, had some good ideas and level design but I hate spinning bullshit in general and definitely wasn't a fan of the graphics/artstyle.
2.5 bananas out of 5
2.5 bananas out of 5
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Weak Boson
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I guess this rolling business is pretty controversial but for those wondering what the point of it is: it's vitally important to be able to control the rate at which you buzz bullets. It's not just about making it challenging to get the maximum rate, it's so you have more control over how full your gauge is so you can time your leveling up. It means the game (particularly the boss fights) have a lot more strategic depth. Whether the same effect could have been achieved without requiring you to furiously fling your fist about is another matter - but I guess that's why they put the button in the ports.
As for the graphics. In clean and clear tate I do think it looks pretty good. Not amazing, but it has bright colours, pretty patterns and plenty of octahedra. Can't ask for much more than that.
As for the graphics. In clean and clear tate I do think it looks pretty good. Not amazing, but it has bright colours, pretty patterns and plenty of octahedra. Can't ask for much more than that.
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R-Gray 1
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I played psyvariar 2 on dreamcast.
when I choose the 2nd character the bomb sucks and the game is harder. I liked that challenge I couldn finish the game with that char.
I noticed if u improve ur gameplay or scoring the next stage difficult change easy/normal/hard.
really had fun with this game. great music, great stage design.
about the roll i was not sure if i only need level up or just move right-left-right-left lol I think it works with me i dont remember well
when I choose the 2nd character the bomb sucks and the game is harder. I liked that challenge I couldn finish the game with that char.
I noticed if u improve ur gameplay or scoring the next stage difficult change easy/normal/hard.
really had fun with this game. great music, great stage design.
about the roll i was not sure if i only need level up or just move right-left-right-left lol I think it works with me i dont remember well

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Re: Let's discuss Psyvariar, the best shmup series of all ti
Upon emailing Success just before Psyvariar was released on the JPN PS2, I asked how many versions would be made:
They replied with three different choices -
Psyvariar Complete - just the PS2 game disc itself + manual
Psyvariar Sound Box - PS2 game + Psyvariar OST music CD
Psyvariar Capture Box - PS2 game + Success' Reverse Babel Label Psyvariar Appreciate DVD Vol. 1
I chose the Psyvariar Capture Box and was blown away by the superplays featured on the ace Psyvariar Appreciate DVD itself...has both proper yoko and tate to view the superplays.
There was a time when it was possible to buy both the Psy Appreciate DVD & Psy OST separately before the PS2 game was released but missed out on those opportunities.
Even the Success Corp based music composer by the name of Tetsuro Sato (along with some guest artists to spice up the G-Card Psy-MU release) was responsible for handling the cool BGMs of all three Psyvariar games indeed.
Eventually got a Taito G-Net motherboard & both Taito G-Cards of Psyvariar Revision and Psyvariar Medium Unit down the road and was pleasantly surprised to learn that it does save high scores, high score initials & a single superplay directly to the G-Card itself for posterity (pertaining to the G-Card of Psy-R as the Psy-MU G-Card saves only both high scores & high score initials at best). How cool is that? Of course, there's always the option to delete such high scores, high score initials & superplay if you want to start fresh from scratch.
The Taito G-Net mobo does have ample support to handle a pair of passive powered bookshelf speakers rated at 8 ohms @ 100 watts maximum with a simple 4-pin audio harness cable setup to deliver some serious Psyvariar BGMs in stereo, indeed, without breaking a sweat. And yet, the G-Net's on-board MOSFET heatsink remains cool to the touch if going with a 100w speaker setup for your listening pleasure. Note: Just be sure to flick the on-board audio dip switch to stereo output mode before powering up the G-Net mobo - easy as pie.
And yes, I do have the DC port of Psyvariar 2: The Will to Fabricate also.
Only if Success would get together with Skonec and do a proper third Psyvariar 3 sequel. The real question is, which current arcade platform would it be best developed for (if going the high-res format route)?
PC Engine Fan X! ^_~
They replied with three different choices -
Psyvariar Complete - just the PS2 game disc itself + manual
Psyvariar Sound Box - PS2 game + Psyvariar OST music CD
Psyvariar Capture Box - PS2 game + Success' Reverse Babel Label Psyvariar Appreciate DVD Vol. 1
I chose the Psyvariar Capture Box and was blown away by the superplays featured on the ace Psyvariar Appreciate DVD itself...has both proper yoko and tate to view the superplays.
There was a time when it was possible to buy both the Psy Appreciate DVD & Psy OST separately before the PS2 game was released but missed out on those opportunities.
Even the Success Corp based music composer by the name of Tetsuro Sato (along with some guest artists to spice up the G-Card Psy-MU release) was responsible for handling the cool BGMs of all three Psyvariar games indeed.
Eventually got a Taito G-Net motherboard & both Taito G-Cards of Psyvariar Revision and Psyvariar Medium Unit down the road and was pleasantly surprised to learn that it does save high scores, high score initials & a single superplay directly to the G-Card itself for posterity (pertaining to the G-Card of Psy-R as the Psy-MU G-Card saves only both high scores & high score initials at best). How cool is that? Of course, there's always the option to delete such high scores, high score initials & superplay if you want to start fresh from scratch.
The Taito G-Net mobo does have ample support to handle a pair of passive powered bookshelf speakers rated at 8 ohms @ 100 watts maximum with a simple 4-pin audio harness cable setup to deliver some serious Psyvariar BGMs in stereo, indeed, without breaking a sweat. And yet, the G-Net's on-board MOSFET heatsink remains cool to the touch if going with a 100w speaker setup for your listening pleasure. Note: Just be sure to flick the on-board audio dip switch to stereo output mode before powering up the G-Net mobo - easy as pie.
And yes, I do have the DC port of Psyvariar 2: The Will to Fabricate also.
Only if Success would get together with Skonec and do a proper third Psyvariar 3 sequel. The real question is, which current arcade platform would it be best developed for (if going the high-res format route)?
PC Engine Fan X! ^_~
Re: Let's discuss Psyvariar, the best shmup series of all ti
I purchased Revision just based on this thread alone and I LOVE IT. Thank you for bringing the game to my attention, I knew OF it all these years but totally slept on it. Beautiful game.
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casualcoder
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Re: Let's discuss Psyvariar, the best shmup series of all ti
I played the 2nd one on the dreamcast but barely remember much beyond the buzz mechanics and hadoken rolls (atleast that's how I got the rolls to work).
Looking at the 1st one (are you playing it on mame?), it actually perhaps looks better, although I have to say, lazy and boring background visuals is always a turn-off for me. I like being able to notice new things in the the background of the game even in my 1000th play.
Looking at the 1st one (are you playing it on mame?), it actually perhaps looks better, although I have to say, lazy and boring background visuals is always a turn-off for me. I like being able to notice new things in the the background of the game even in my 1000th play.
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Weak Boson
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Re: Let's discuss Psyvariar, the best shmup series of all ti
Just remembered that there is a roll button in the arcade version.
Using all your bombs frees up the bomb button for this purpose. Interestingly you move at a higher speed when using this option than with the one in the port. Can't be doing without bombs, though.
Using all your bombs frees up the bomb button for this purpose. Interestingly you move at a higher speed when using this option than with the one in the port. Can't be doing without bombs, though.
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Re: Let's discuss Psyvariar, the best shmup series of all ti
So does this little known Psyvariar "Roll" button functionality apply to both G-Card versions of Psyvariar Medium Unit and Psyvariar Revision? I'll have to give 'em both a spin and see if that's the case. Thanks for that little tidbit, Weak Boson.Weak Boson wrote:Just remembered that there is a roll button in the arcade version.
Using all your bombs frees up the bomb button for this purpose. Interestingly you move at a higher speed when using this option than with the one in the port. Can't be doing without bombs, though.
I do recall of Success having the Psyvariar Revision site up for a certain amount of time (in late Fall & into the winter of 2000) to submit your scores with the unique alphanumeric code given at the end of your shmupping session. With the Japanese game center release of Psy-R in September of 2000, the site was up and running shortly afterwards. Had to have a pencil or pen and a piece of paper to jot it down rather quickly or else, it was lost for good. Just for kicks, I'd try to enter a random alphanumeric code at the Psy-R code entry submission screen and a message would come up saying that it wasn't valid and to try again. Those were the days of Psyvariar Revision lore in the Japanese game centers.
PC Engine Fan X! ^_~
Re: Let's discuss Psyvariar, the best shmup series of all ti
wikipedia says the bomb button to roll feature was added in revision.
Re: Let's discuss Psyvariar, the best shmup series of all ti
Yeah that roll function is in Revision only, bit tricky too, you have to start rolling the normal way and then hold down Bomb to keep rolling.
It does help you survive when you've run out of bombs because you can sit perfectly still while also having the greatly reduced hitbox that rolling provides.
I played the PS3 digital version btw, I can't play well at all on the PS3 d-pad, my hunch is the XBox-style d-pad would be wayyy better but there isn't exactly a way to check, oh and the analog stick is no good for rolling either since it has ridiculous lag, it does on my controller at least.
As for the game itself:
- roll button still there, defaults on the L/R buttons the way it was on PS2 I think, kind of required with the d-pad this controller has
- it has a cool filter for upscaling the 2d stuff, but the 3d model rendering is still lower res than what you can get in PCSX2, looks good overall
- unlimited credits unlike the PS2 version that gave you just 5 (can't remember if they increased in time)
- the digital voice says 'danger' when a Danger stage is selected, this was missing from the PS2 port for some reason, glad it's in
- options, scores and replays seem to save fine, deflickering value still doesn't save though
It does help you survive when you've run out of bombs because you can sit perfectly still while also having the greatly reduced hitbox that rolling provides.
I played the PS3 digital version btw, I can't play well at all on the PS3 d-pad, my hunch is the XBox-style d-pad would be wayyy better but there isn't exactly a way to check, oh and the analog stick is no good for rolling either since it has ridiculous lag, it does on my controller at least.
As for the game itself:
- roll button still there, defaults on the L/R buttons the way it was on PS2 I think, kind of required with the d-pad this controller has
- it has a cool filter for upscaling the 2d stuff, but the 3d model rendering is still lower res than what you can get in PCSX2, looks good overall
- unlimited credits unlike the PS2 version that gave you just 5 (can't remember if they increased in time)
- the digital voice says 'danger' when a Danger stage is selected, this was missing from the PS2 port for some reason, glad it's in
- options, scores and replays seem to save fine, deflickering value still doesn't save though
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Bananamatic
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Re: Let's discuss Psyvariar, the best shmup series of all ti
http://www.youtube.com/channel/UCMsLK2w ... v3Q/videos
this guy apparently plays with autoroll off on a keyboard
I have no idea how he does it, I can't tap up/down fast enough with 1 finger to keep rolling and with 2 fingers you are pretty much giving up horizontal movement
he also has a TAS that beats the WR
this guy apparently plays with autoroll off on a keyboard
I have no idea how he does it, I can't tap up/down fast enough with 1 finger to keep rolling and with 2 fingers you are pretty much giving up horizontal movement
he also has a TAS that beats the WR
Re: Let's discuss Psyvariar, the best shmup series of all ti
I've been watching that guy for a while, has loads of awesome vids, the "gluon rings" thing isn't in any superplay I've ever seen.Bananamatic wrote:http://www.youtube.com/channel/UCMsLK2w ... v3Q/videos
this guy apparently plays with autoroll off on a keyboard
I have no idea how he does it, I can't tap up/down fast enough with 1 finger to keep rolling and with 2 fingers you are pretty much giving up horizontal movement
he also has a TAS that beats the WR
They way I roll on a keyboard is weird as hell by necessity, if I'm going right I use middle and index to go up/down and ring to go right, when turning left I switch index to left and ring&middle take over the up/down duty. It's the only way to match the performance of a stick.
It's not that bad though because you only need to spam up/down constantly if you want to do the "hard rolling" that also speeds you up massively, if all you want to do is graze then a single up/down gives you like 40 frames of rolling and you can take it easy.