And you can keep your hands off Kasumi, she's mine. ^_-
Unless you want to take this outside?
The capsule pattern of Ketsui's stage 2 boss, 2nd form totally WTF'd me up. Comes from the side and moves upwards.raiden wrote:Danmaku games feel so predictable in a certain way. All the danger is coming from above, in the form of bullets. Old Capcom and Toaplan shmups had enemies coming from all sides, circling and diving in strange ways, forcing the player to stay more alert instead of just calmly dodging through tiny holes in the curtain. But some people called attacks from behind (for example) unfair, so they basically disappeared from everything past 2000.
Hitogata Happa also has the problem of having only 3-4 useful characters out of the 12 or so available. Nice concept, but the execution could have been better if access to the true final boss didn't include you buying sets of 8-9 useless types of characters.raiden wrote:the suicide concept has been implemented beautifully in Hitogata Happa, a doujin game which also features tate mode. What sets it apart from Raizing games for example, is the fact you get more lives overall, can even stock up between stages, but you also need to sacrifice more lives, because bosses can NOT be destroyed by regular attacks only, so you´re forced to overcome any anti-suicidal instincts, not only to score well, but to beat stage 1 already.
Raiden Fighters and the 194X series feature this. In fact, 1942 and 1943 predated that game.The Twin Hawk concept of support planes is too good for just this one game.
None of those games are anywhere near as refined as say, Sispri Gauntlet (latest revision) and Total Carnage, though.What I don´t want is arena shooters. Look on PC and Xbox 360, there´s plenty of them already. As much as I like Geometry Wars, without a scrolling background, half the fun is gone already.
haha, clever.Rob wrote:fansTurrican wrote:I just need another Twinbee.
lol yeah i just noticedKiken wrote:Ummm... wrong thread.sven666 wrote:shmups dont appeal to mainstreamers period.. i recentlu held a small tournament here in sweden, games on display were: ketsui, progear, espgaluda, varth and raiden DX...
Turrican wrote:
My wanting another Twinbee is a choice in the lines of NSMB, if you want. A game that doesn't add anything new to the Mario formula but rather toys with the charms and strengths of the original idea.
The games you mentioned feature support planes, but not in the way Twin Hawk does. The kamikaze style attacks are one thing that sets Twin Hawk apart, the incredibly over-powered attack force combined with extreme vulnerability of having all planes out is another.Raiden Fighters and the 194X series feature this. In fact, 1942 and 1943 predated that game.The Twin Hawk concept of support planes is too good for just this one game.
So tell me - what makes an arena shooter refined or even one-creditable? Arena shooters don´t need stages - if they feature them, it´s kind of an afterthought just interrupting the action. Arena shooters also don´t need level design, of course they can have it, but it doesn´t make them any better. They don´t need an ending point, no forced game over, so no 1cc-possibility either. They are endless score games by nature, but the lack of structure is also what they´re lacking compared to scrolling shmups. It doesn´t really feel that different scoring 500.000 or 5.000.000 points in Geometry Wars, you just play a little longer, survive a little better, but the game essentially stays the same.None of those games are anywhere near as refined as say, Sispri Gauntlet (latest revision) and Total Carnage, though.What I don´t want is arena shooters. Look on PC and Xbox 360, there´s plenty of them already. As much as I like Geometry Wars, without a scrolling background, half the fun is gone already.
Well, Total Carnage isn't really refined but it's one-creditable.
So, you basically are asking for a Yahho-! that uses the same screen ratio Detana!! used. I'm not sure that change alone would do the trick. Yahho-! has way too short stages for my tastes. I guess in my perspective the health bar and relatively slower pace of Pop'n was Twinbee nirvana. ^_^Randorama wrote:Actually, a more balanced "Twin Bee Yahhoo!" (sic!) would be nice. The problem with Yahhoo and its scoring system was Konami slacking off. Getting all the bells on the yoko screen often ended in getting a random bullet on the teeth, the same engine done on Tate would fall under the " good idea implemented properly" category.
Why? do you personally know anyone on this forum which isn't?But that's a finesse for players
Not what I had in mind by arena shooters. Have you played Cannon Spike? I'd want that with a little more level structure, less junk enemies, maybe a scoring system. It would not be endless, it would have distinctive bosses, and many of the common arcade shooter qualities.raiden wrote: So tell me - what makes an arena shooter refined or even one-creditable? Arena shooters don´t need stages - if they feature them, it´s kind of an afterthought just interrupting the action. Arena shooters also don´t need level design, of course they can have it, but it doesn´t make them any better. They don´t need an ending point, no forced game over, so no 1cc-possibility either. They are endless score games by nature, but the lack of structure is also what they´re lacking compared to scrolling shmups. It doesn´t really feel that different scoring 500.000 or 5.000.000 points in Geometry Wars, you just play a little longer, survive a little better, but the game essentially stays the same.
whatraiden wrote:So tell me - what makes an arena shooter refined or even one-creditable? Arena shooters don´t need stages - if they feature them, it´s kind of an afterthought just interrupting the action. Arena shooters also don´t need level design, of course they can have it, but it doesn´t make them any better. They don´t need an ending point, no forced game over, so no 1cc-possibility either. They are endless score games by nature, but the lack of structure is also what they´re lacking compared to scrolling shmups. It doesn´t really feel that different scoring 500.000 or 5.000.000 points in Geometry Wars, you just play a little longer, survive a little better, but the game essentially stays the same.
It also sounds like a good way to spice up simultaneous competitive play. It would make the game more interesting to watch as well, I bet... especially two players pounding away at a boss in rhythm with each other.It would be the kind of simple mechanic that you could embrace or ignore depending on whether you're playing for 1cc or score.
Next Parodius game should have that feature. Implement voice recognition to have a boxing glove come out from the cabinet and nail the sucker once it recognizes the player speak within a certain decibel range. Then install a sensor so it knows where to launch the boxing glove: from the top of the cabinet (if the player's height hits the sensor) or from the coin deposit area (if the player doesn't trigger the sensor). Then have the game mock the player for speaking in that tone.Randorama wrote: Rank system that punches the player in the face if he even dares to say something about ranking, let alone against.
YES. Being demoralized is always fun!Randorama wrote:MARS MATRIX 2.
hahahahahaha great trollneorichieb1971 wrote:I think going back to basics is a good idea.
Better graphics, old school gameplay.. Decent pricing and global marketting.
Thats all you need. Simplicity is the key.
So what you're saying is that you want to combine Zanac and Night Raid?dai jou bu wrote: There needs to be a shmup where your most damaging attack comes from you colliding into the enemy. However, you won't die doing this if you time your shield correctly. When you collide into whatever you hit safely, you'll bounce around the screen in a pre-determined fashion, and the other half of the fun comes from controlling your collisions. If you're good enough, you can combo collisions for MASSIVE DAMAGE, as collision damage is determined by the speed and direction of the craft before impact.
ok, I didn´t put it very clearly, sorry for the confusion. What I mean is this:Twiddle wrote:whatraiden wrote:So tell me - what makes an arena shooter refined or even one-creditable? Arena shooters don´t need stages - if they feature them, it´s kind of an afterthought just interrupting the action. Arena shooters also don´t need level design, of course they can have it, but it doesn´t make them any better. They don´t need an ending point, no forced game over, so no 1cc-possibility either. They are endless score games by nature, but the lack of structure is also what they´re lacking compared to scrolling shmups. It doesn´t really feel that different scoring 500.000 or 5.000.000 points in Geometry Wars, you just play a little longer, survive a little better, but the game essentially stays the same.
you're suggesting one of the things that you're complaining about
arena shooters don't need stages/bosses that force you to score/survive in different ways? guh
So why don´t you play Zero Gunner 2?Rob wrote:Not what I had in mind by arena shooters. Have you played Cannon Spike? I'd want that with a little more level structure, less junk enemies, maybe a scoring system. It would not be endless, it would have distinctive bosses, and many of the common arcade shooter qualities.raiden wrote: So tell me - what makes an arena shooter refined or even one-creditable? Arena shooters don´t need stages - if they feature them, it´s kind of an afterthought just interrupting the action. Arena shooters also don´t need level design, of course they can have it, but it doesn´t make them any better. They don´t need an ending point, no forced game over, so no 1cc-possibility either. They are endless score games by nature, but the lack of structure is also what they´re lacking compared to scrolling shmups. It doesn´t really feel that different scoring 500.000 or 5.000.000 points in Geometry Wars, you just play a little longer, survive a little better, but the game essentially stays the same.
Uh, I did.raiden wrote: So why don´t you play Zero Gunner 2?