Rob wrote:Gungriffon Geona wrote:there's no sense of satisfaction in designing something that everyone has done 50 million times over if all you change is a few minor things.
Gungriffon Geona wrote:each [Gradius] game brings some [minor change] to the formula and never feels like it's a rehash of the last game.
Think for a bit please. There are few changes that are as minor as those in shooting games.
no, I think the way I had it is perfect as is.
Gradius 1 set the ground base.
Gradius 2 changed a little of the basic formula by testing out the new shield system, and (don't quote me on this, I haven't played in awhile.) beginning the initial weaponry change-ups with weapon edit.
Gradius 3 drastically changed the formula around with the formation system, but kept this new addition from becoming overpowered, unlike GV. both versions of the game were also quite different from each other, given the SNES mixed up the arcade versions weapon edit.
Gradius 4, despite how bad it was, really messed with the formula by developing the weapon system out even more, while removing the option formation system in the process. 3D graphic use and pre-rendered backgrounds changed how bosses as well as some enemies were handled.
Gradius Gaiden was another drastic turn, but went back to full 2D and used the capabilities of the PSX graphic rotation to build some really ridiculous enemy mechanics. the player ship system was simplified back to Gradius' original formula, but at the same time changing it through the 4 seperate ships with quite different weapon handling for each.
let's not even go into how much the formula got changed up through the Salamanders and Parodius games.