Can't get into Bullet Hell... Advice.

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k39bk
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Re: Can't get into Bullet Hell... Advice.

Post by k39bk »

louisg wrote:
EmperorIng wrote: This is what I get for not playing Sengoku Blade!
I might pick up the saturn copy one day though, if I can find it in the $30ish range. The prospect of a Psikyo game not needing to be played TATEd is a tempting one indeed!
That is seriously the reason I have my copy. Sengoku Blade is my Strikers 1945 II replacement, and Sokyugurentai is my RayForce replacement. Neither are quite as good as the games they're similar to, but they satisfy the urge :)

Ed, that's a nice analysis of Raiden Fighters. I try to imagine an alternate shmup history where not everything has to be bullet hell/manic/whatchamacallit, but still manages to evolve. I think that's one reason I dug S.I. Extreme so much.
Actually I prefer those two replacements to originals :P
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Hagane
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Re: Can't get into Bullet Hell... Advice.

Post by Hagane »

Indeed. Sengoku Blade > Strikers 1945 II.

Maybe it's an emulation issue, but in the little time i had with it Saturn Sengoku Blade felt off to me, especially concerning the sound (and what have they done to Katana's voice? She sounds like Tengai lol). I'd go with the PS2 port, which lets you select stage order.
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chempop
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Re: Can't get into Bullet Hell... Advice.

Post by chempop »

I think there are some good suggestions for non bullet hell games here, particularly Psikyo and Takumi games.
http://a407.idata.over-blog.com/4/37/74 ... ix/005.jpg
http://mybrainongames.files.wordpress.c ... ts-man.jpg
http://4.bp.blogspot.com/-bg3RSS3FHO8/T ... 6_2_14.jpg
WHAT?! CAN'T HEAR YOU, TOO MANY BULLETS COVERING THE SCREEN

(mod edit - large inline images changed to links)
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gray117
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Re: Can't get into Bullet Hell... Advice.

Post by gray117 »

The raiden games sound like they'd hit the sweet spot for you? Amittedly not much very new besides iv but maybe enough to keep you going if you've not played a lot of them.

It might gateway you into other more manic verticals, but yeah I wouldn't feel obliged to something that doesn't float your boat.

It's also worth being wary of if being good at, and enjoying, a game are one and the same thing for you - for some people it's very important, others not so much. [For example I am probably a 'worse' manic player than yourself, but still greatly enjoy the ketsui/ddp/doj etc.]
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Special World
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Re: Can't get into Bullet Hell... Advice.

Post by Special World »

I had always considered the difference between manic and bullet hell pretty clear, with a few titles that straddle the line a bit.

Most Cave games are pure bullet hell, with slower shots and large sweeping bullet blooms. There are plenty of aimed shots, but there's very little fast-paced dodging. Often the problem isn't reflexes but being overcome by the sheer scope of enemy fire and getting confused.

Manic to me is stuff like Garegga and Raiden Fighters. They're more focused on quick, aimed shots that can catch you entirely off guard. These shots really make you move or die. There's not often micro-dodging, but a lot of quickly avoiding large clusters.

Then there's stuff in the middle. Mars Matrix has the flak and ingots of bullet hell, but the way it plays is very manic. The shots are faster and you're expected to avoid the cluster in general or use your reflect shot. Eschatos drifts between the whole range of shooter styles, venturing from Space Invaders wave-killing to manic to bullet hell. I'd actually really recommend that for the TC, and anybody else on these forums, really. It works on all levels and all styles. Just because there's stuff in the center, though, doesn't mean the genres are undefined or frivolous. There's a lot of blues in rock and rock in punk and so forth.

Not really telling anybody something they don't know, but I thought I'd contribute to the topic. Anyways, have fun, TC. I remember seeing pictures of bullet hell games and thinking they must be the dumbest games in the world, and now I just love them. Hopefully you find some enjoyment in them as well. Definitely check out Mars Matrix DC, Eschatos, Raiden Fighters Jet, and Garegga/Batrider if you want to experience manic before playing bullet hell. If you're ready to go the whole way, I'd recommend Futari Black Label, Deathsmiles, Muchi Pork, and Ketsui as my faves. Make sure you look at scoring guides sometimes, though. It's surprising just how much playing for score can increase a game's longevity and depth, especially where bullet hell is concerned.
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Edmond Dantes
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Re: Can't get into Bullet Hell... Advice.

Post by Edmond Dantes »

Well if you can't get into Bullet Hell, just become born-again and pray to Machine Gun Jesus and you'll probably make it into Bullet Heaven. Simple!
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Lord Satori
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Re: Can't get into Bullet Hell... Advice.

Post by Lord Satori »

Edmond Dantes wrote:Well if you can't get into Bullet Hell, just become born-again and pray to Machine Gun Jesus and you'll probably make it into Bullet Heaven. Simple!
I loled irl. This post made my day. As far as hilarious smart ass comments go, I can't top that.
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k39bk
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Re: Can't get into Bullet Hell... Advice.

Post by k39bk »

Edmond Dantes wrote:Well if you can't get into Bullet Hell, just become born-again and pray to Machine Gun Jesus and you'll probably make it into Bullet Heaven. Simple!
Ehh, that would be too much of a hassle & moreover I don't want to go to school again :|
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shadowbringer
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Re: Can't get into Bullet Hell... Advice.

Post by shadowbringer »

k39bk wrote:Ok, this is my first post in this amazing site/forum. English isn't my native language so pardon my unwanted mistakes.

So, I used to be (& still am I think) a huge fan of shoot em ups. Games like Gradius, Parodius, R-Type & it's clones, Thunderforce, HyperDuel, Aleste, Blazing Lazers etc. & companies like Irem, Compile, Technosoft used to be my favourite & they still are. I could 1cc (also 2cc, 3cc :P) most of them in my local arcade.

Wii VC again refreshed my shmup love. I was downloading & playing PC engine shmups like mad but bullet hell never attracted me. I tend to avoid them but all of my shmup addicted friends seem to like bullet hells. For last few months I am really trying to extract some fun from Danmaku but in vain. I have borrowed Deathsmiles, E.S.P Galuda, Futari 1.5, Ibara from friends & also playing Dodonpachi, DOJ, Gunbird 2, Strikers etc on MAME. It seems small illusive hitbox, hollow level design, cute looking-slow moving random bullets & chaining system turning me off. I always have to concentrate on my ship/lolis & its invisible hitbox, no time to even appritiate enenmy design!! But I somewhat liked some of Psikyo's offerings - GunBird 2 & Sengoku Blade but I absolutely couldn't get into CAVE or Tohu stuff.

So I was wondering & somewhat confused as an old school shmups fan is there anything I am missing or overlooking, like any concept or perspective which will help me appritiate bullet hell genre. (Or is it normal not to like them although being a shmups fan?)
@ OP:
>> It seems small illusive hitbox

my introduction to Touhou (which was thanks to an Immaterial and Missing Power video, which is ironically a fighting game, the first in the Touhou series, which I found by accident while trying to find another video I've seen in a local tournament in a now defunct arcade center and wanted to watch again. Back then, YouTube didn't allow videos which had more than 10 minutes, a thing that I didn't think of. Got to refind said video on Google Videos, but here goes the video on YouTube, anyways) had me trying to learn how to graze in Phantasmagoria of Flower View (a Twinkle Star Sprites' style shmup), since graze seemed to be one of the series' standards back then; I even thought that "no miss" meant "killing all enemies", lol.
Back on the subject of the "illusive hitbox", post-Embodiment of Scarlet Devil (a.k.a. Touhou 6), the TH games have a visible hitbox if you use the Focus key; in latter bullet hell games (doujin or Cave's), focus mode also shows your hitbox. Back when Imperishable Night (a.k.a. Touhou 8)'s Extra Stage videos were new for me, I wanted to try taking on that stage, and fortunately, frustration didn't stop me from trying again. Back then, I wasn't as involved with shmups, and (before Touhou's bad endings, which tell you to not use continues) thought that they weren't supposed or meant to be beaten on one credit. What I can say, are two things:

1) as you get more familiar with the games you're playing, you get to know your own ship's hitbox and the bullets'; thus, those previously intimidating patterns suddenly start feeling like they have wider gaps in them than you last remembered them. Also, as you develop execution and reaction, you adjust yourself to bullet speeds and thus have more time to react and/or plan ahead (there was some kind of sliding bar, somewhere in the internet, which gauges how much you're close to winning or losing, based on how much you're reacting to your opponent, or how much you're dictating the pace of the match. What I wanted to say with this, is that, as a way to maximize your winning chances, you're fighting to get out of reaction and trying to create as much of a buffer for anticipation as possible, at times trying to avoid situations where you need to react. More important than this, imho, is to have a gameplan -- something that's not exclusive to bullet hells, though --, but with bullet hells, you may find yourself instinctively seeing paths among bullet patterns)

tl;dr: practice makes the games look way easier than they looked before (and when you realize that, it will be rewarding. You'll be feeling like this)

2) you may have frustration when learning something new, but (as Gootecks may have mentioned it in his SFIV tutorial, iirc -- I have a below-average memory, though), "embrace the possibility of defeat. Accept that you'll lose some matches", or something like that. In the end, if you manage to get past the frustration phase (this also applies to real life, and other game genres), if you have a mastery orientation (rather than a performance orientation; read more about them here), you'll find another option (in this case, a game), another gameplay system/mechanic for you to enjoy yourself with and revisit whenever you feel like it.

tl;dr: don't let yourself be turned off permanently by initial frustrations (in this case, ship hitboxes)

>> hollow level design

I agree that vertical shmups could try to look more immersive (some steps have been made in this area, imho: speeding sections, branching paths, reverse/horizontally/non-linear scrolling sections, camera angles, environment/setting changes, etc..), though most of the times I'm busy trying to solve the situations presented to me (the act of solving immediate problems in this genre is fun and rewarding imho -- some may say it's the game keeping you into the zone, where you're not bored nor are you stressed; though solving problems under pressure is also fun). Speaking of level design.. one good thing of bullet hells is that you have (imho) an average greater effective play area (due to the smaller hitbox and bullet hitboxes); also, slow bullets allow for bullet patterns that aren't possible with only fast bullets (though at times some patterns feature both speeds; note, though, that I think that if a game had only slow bullets, it could potentially become boring and monotonous); in both bullet-hells or non-bullet-hells, the games tend to get more difficult, the better you're playing them.

tl;dr: bullet hells often have different ways of using the same playing field (some even have maze-like stages)

>> cute looking-slow moving random bullets

in latter stages, the bullets become more dense, and depending on the game (and difficulty, in case of Touhou games), faster

>> chaining system

there are several kinds of chaining (this isn't limited to bullet hells, too), and several other kinds of scoring in bullet hells (and non-bullet hells of course). Galuda's and DOJ's (and GunBird 2's) are different, for example.

>> I always have to concentrate on my ship/lolis & its invisible hitbox,

http://shmups.system11.org/viewtopic.ph ... a8#p246791

tl;dr: focus on yourself when you have to micrododge, look at the rest of the screen (as your first option) to plan ahead and be able to dodge fast shots and bullet walls.

>> So I was wondering & somewhat confused as an old school shmups fan is there anything I am missing or overlooking

as someone who didn't get much appeal for "oldschool shmups" (before realizing, like I said previously, that they can be 1cc'd) and liked the gameplay systems/mechanics of newer shmups, I'd say the scoring systems/mechanics help set the games apart from each other, more than playing for survival do. One example of this is the different Touhou games; Lotus Land Story (TH 4) and Mystic Square (TH 5) for example look similar (there are more examples if you look at the Windows games), but in one, you use bombs to score; in the other, you (generally) avoid using them.
Personally, I tend to prefer scoring over survival because

1) my memory capacity and learning speed is below-average, so I can't expect to be able to learn or keep two playing styles in one game, or at least not so quickly as I would want
2) I don't like if/when people drop the Touhou games just because they've 1cc'd on Lunatic on all characters/shot types, as if there wasn't more that the games could offer.
3) it's funnier for me, I enjoy using scoring systems (don't enjoy *all* of them, though) at my own pace, they feel rewarding.
4) can't ignore scoring; if I just play for survival, there will be the game constantly reminding me that I'm missing points. (I had to actively avoid point items in EoSD -- a.k.a. Touhou 6 -- until I needed them for the extends, to get my first and only EoSD Lunatic 1cc, because if I didn't avoid them, I would want to get them and risk myself more, to have a better score. I'm greedy like that D: )
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Hagane
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Re: Can't get into Bullet Hell... Advice.

Post by Hagane »

Skillful survival is on itself a scoring mechanic. Numbers flashing everywhere isn't a requirement for a good scoring system. If a game can accurately separate the most skilled players from the rest, it has a good scoring system. I wish more people would understand this.
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Special World
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Re: Can't get into Bullet Hell... Advice.

Post by Special World »

shadowbringer wrote:
k39bk wrote:in Phantasmagoria of Flower View (a Twinkle Star Sprites' style shmup)
Is this actually a lot like Twikle Star Sprites? I can see from youtube that it's a split-screen versus, but other than that it could be massively different. I've been wanting more games like Twinkle Star Sprites for a long time.
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shadowbringer
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Re: Can't get into Bullet Hell... Advice.

Post by shadowbringer »

Hagane wrote:Skillful survival is on itself a scoring mechanic. Numbers flashing everywhere isn't a requirement for a good scoring system. If a game can accurately separate the most skilled players from the rest, it has a good scoring system. I wish more people would understand this.
agree, agree, agree and agree :D

>> Skillful survival is on itself a scoring mechanic.

Though when playing for survival, you'll often forsake scoring oportunities in favor of survival (and there's more room for variance in how to 1cc a game -- what I mean is, you don't have to restrict yourself to doing things like milking bosses if not needed, for example -- and more room for mistakes -- some mistakes, depending on when/where they happen, could blow your score potential up, but if you're playing for survival, you may just go on, or even have avoided the situation that created the death, due to the different risk and reward, and at times, the different difficulty rank). Scoring also (generally) demands more usage of the game's mechanics (kakusei, reflect barrier, etc..) and systems (how the mechanics work together, for my lack of a more accurate definition; for example, how you're rewarded in ESP Ra De when you manage to reach your current max cube count, which requires you to not bomb until that; namely, you can spawn point cubes with your normal shot during chains).

tl;dr: survival is often part of scoring, some games reward it more than others (bullet hells or not); also, at times, optimizing the first stages (in STGT-like competitions) is counterproductive, compared to surviving further.

>> Numbers flashing everywhere isn't a requirement for a good scoring system.

agree, though I'm a bit greedy with scoring, so I can lose focus on survival in older games (like how I was "having fun" trying to get as much points on GokuParo's first boss as I could, and doing the same on V-V's 3rd stage, though without heavy optimization, instead of trying to focus on getting to the second loop, where there's much better scoring potential). Not saying I don't respect survival play, though I usually prefer shmups with some more elaborated scoring systems (for example, Varth, which is neither bullet hell or flashy), because I like playing with different and fun systems (in fighting games as well).

>> If a game can accurately separate the most skilled players from the rest, it has a good scoring system. I wish more people would understand this.

I agree with this definition (even though this also means Asteroid has a good scoring system :p), but also think that the scoring system (or at least the mechanics, in the case of X-Multiply's tentacles. Note, that I do like X-Multiply, except for stage 7 and how you're supposed to milk the stage 2-7, which I'm nowhere close to getting to, but still..) should be fun to play with. This notion of "fun" can vary, I for example haven't touched Mars Matrix after STGT 2010 (nor did I learn the first stage chain or can execute it consistently), though I wouldn't call it a bad game. (even though trying to grind it and learn it has been stressing enough to almost put me on a shmup hiatus.. until RF2 and Feveron appeared :p)


edit:
Special World wrote:
shadowbringer wrote:
k39bk wrote:in Phantasmagoria of Flower View (a Twinkle Star Sprites' style shmup)
Is this actually a lot like Twikle Star Sprites? I can see from youtube that it's a split-screen versus, but other than that it could be massively different. I've been wanting more games like Twinkle Star Sprites for a long time.
not exactly a lot like TSS, it actually has a different feel (which is good) and at times plays like TSS (fighting bosses) and at times doesn't (trying to raise your non-boss attack's level to 16, trying to pressure your opponent with a higher bullet count or trying to pacifist to lower your screen side's bullet count); the same coud be said of other TSS-like games such as Phantasmagoria of Dim Dream (which seems closer to TSS than PoFV) and Kioh Gyoku (where you graze to raise your special/boss meter, instead of chaining enemies)
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Re: Can't get into Bullet Hell... Advice.

Post by XoPachi »

That's kinda the beauty I find in bullet hell. Since most don't have the terrain of Gradius and R-Type they need to make up for the complexity somehow so they added these in depth scoring mechanics often focusing on bullet manipulation to make up the complexity for what would otherwise be a dry game.

Most do... Some I feel don't do enough.
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Re: Can't get into Bullet Hell... Advice.

Post by jasoncslaughter »

chempop wrote:
I think there are some good suggestions for non bullet hell games here, particularly Psikyo and Takumi games.
http://a407.idata.over-blog.com/4/37/74 ... ix/005.jpg
http://mybrainongames.files.wordpress.c ... ts-man.jpg
http://4.bp.blogspot.com/-bg3RSS3FHO8/T ... 6_2_14.jpg
WHAT?! CAN'T HEAR YOU, TOO MANY BULLETS COVERING THE SCREEN

(mod edit - large inline images changed to links)
Haha! I almost just spit my drink all over my computer. I usually think about the Takumi games in a different way than bullet hell, since the projectiles can be used offensively, but point taken nonetheless.
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