I’ve played Ikaruga since the GC release here and there, and have only ever managed to make it to stage 4 on 1 credit. I’ve played this game for about 10 damn years.
I looooove me some Deathsmiles… but also, this game eats my lunch, I can make it farther in this one, but still can’t get the illustrious 1 credit win.
I really enjoy the genre, alot, recently began with some Tohou off of a friend’s suggestion.
I enjoy getting shot, I just wanna get better at not getting shot.
For some reason, it only works once you’ve gone to the andriasang article.
In any case, other than being tatéable (I wonder if you can do this on the fly like in the DreamCast original), it also has a remix mode which they don’t have any details of yet. Also, some of the screen have this weird thing where the background in non-taté mode is actually the main screen tatéd.
This Otomedius Excellent pillow is fucking hilarious. First off, it’s made with the exact same material as my dakimakura. Second, the picture is hilarious, and it’s obvious think someone is going to motorboat this thing. If you rest your head on it it ends up in between a big pairs of tits, with the girl’s arms around your head.
About to play it now, will give my impressions soon.
Patience, very small movements (and none wasted), and spend an equal amount of time looking at your ship and around it.
Here are some of what I consider to be the easiest games:
Perfect Cherry Blossom
Metal Slug: Super Vehicle 001
Cho Ren Sha 68K
Death Smiles
Blue Wish Resurrection Plus
Mushihime-sama Futari Black Label
Battle Bakraid
Shienryu
Shienryu Explosion
Some tips:
-Learn the stage layout. This is important whether playing for score or survival. Practice it until you know exactly what’s coming
-Don’t be afraid to bomb. It’s a good idea to try to no-miss no-bomb the first three stages to conserve your stock, but after that, the game is going to really heat up in most cases. If you know that you’re trapped and there’s absolutely no fathomable way of getting out of a sea of bullets, then bomb. There’s no reason at all to die with 4 or more bombs in stock
-Play the game with an emulator. This way, if you’re stuck at a certain area or a certain boss or if you want to practice a particular bullet pattern, you can use save states until you’ve mastered it.
-Credit feed if you can make it to stage 4 or further. This can help you to see what’s coming so that you can develop a strategy for later parts of the game when you finally reach them.
-Watch youtube videos. There’s some good stuff that you can learn from and incorporate into your game.
-Don’t worry about score. This includes item pickups that aren’t bombs or powerups. Leave them alone no matter how shiny they may be (I’m talking to YOU, gold bees in the Donpachi games)
Uh… so in Otomedius Excellent… I shit you not… you can seriously play with the girls’ tits on the character selection screen, and they’ll try to shield themselves from your cursor. Most of them flip out. Some of them actually enjoy it.
How are shooters execution-heavy? I know there are shooters that have time-critical requirements for your attack/shot, but that isn’t true of ‘shooters’ as a genre, and not true of most recent games. That recent (solipsistic pissing contest) thread on GD and a recent thread on FGD have different definitions for ‘execution’ (with some of the same posters). I thought execution means, if you don’t perform a command in the acceptable time window, nothing happens, or you put yourself at a severe disadvantage.
…I wish somebody had said this to me in the early goings of the Donpachi games. I don’t know HOW many times I would see that damn bee flash on the screen, run my dumb ass over there, and eat a damn bullet for it. I think some of the enemies laugh in their gunner chairs everytime they busted my scrub ass for that.
The representatives from the law firms of Einhander,Ikaruga, and Radiant Silvergun wish to speak in defense of shooters with execution.
The simple fact that your av has a chick with stripped panties in it makes this post funnier than it should be. Someone decided to stick some cheesecake in the game for us? Maybe THAT’s what they mean by “execellent”.
Same here. The trick is learning the stage layout first and making sure that you can beat it without struggling. Once you’ve got that down, collecting the bees is a lot easier.
Dodonpachi Dai Ou Jou, for example. Chaining in this game is very important because if your score isn’t high enough, you won’t get the second extend, and unless you’re a super player, you’re going to need it due to the overt brutality of the game. You have to know which way to go through the levels as well as when to use hypers.
Much of this is true of shmups in general. You have to know which enemies to kill first as well as when to bomb. If you get caught out of position, it can be very difficult if not downright impossible to recover. Psikyo games, Gunbird, Strikers, Samurai Aces, for example, are a hallmark of this. Most of the shots are aimed in a specific direction, so you really can’t be as aggressive as you’d like. If you aren’t in just the right spot on the screen you get a hail of bullets all up in your face.
Playing for score adds a whole other dimension to it. In Dodonpachi Dai Fukatsu, you actually have to be careful not to kill some of the mid-bosses too fast or sometimes, at all, because if you do, there aren’t any enemies for a while and you’ll drop your chain. Instead, you have to milk the boss until the enemies appear. This is where the Donpachi games really get tough because if you don’t go a certain way through the level or don’t use the hypers when you’re supposed to, you’ll mess up your chain. Kakusei mode in Espgaluda and Espgaluda II is also big on execution because if you’re out of position, you won’t be able to maximize your score.
Some of these games, if you shoot at the enemies in the wrong order or if you take too long killing one of them, then I’ve got bad news for you…You’re dead.
You’re still using simple commands with a generous execution window to accomplish difficult and time-critical tasks. You can say that about a lot of games, from racers to sports. That’s kind of why most shooters can be more accessible than fighters, despite requiring high skill to master. If I went in the FGD thread and said that a qcf command requires high execution, it wouldn’t go over too well… but by your example, it absolutely does.
There are examples of frame-sensitive commands in certain shooters that are comparable to just frame-exclusive attacks in fighters. If that isn’t an example of high execution, what’s the right word then?
It’s not just about commands. Does it take much to do a QCF? No. It doesn’t take much to move a joystick quickly to the right and then upwards, either, but there’s more to it than that. It’s other factors that make it heavy on execution, such as when you do those movements or joystick/button combinations.
As far as shooters being more accessible, well, that’s true in my case. I’ve been retired from fighting games for nearly two years, and I’ve been playing most shmups with some 2D platformers, beat-em-ups, and puzzle games on the side. For me, though, I got out of fighting games because I just didn’t like the scene and shooting games just felt easier to focus on without all of the extracurricular activity of arcade and tournament crowds.
A case can actually be made for fighting games being more accessible because even when you first start out, you’ll at least win every once in a while. With shooting games, it can take a long time to see any real improvement, and even longer to finally get that first 1cc. You can go literally for months without seeing any “victory” at all, and that puts a lot of people off. I remember playing in my local arcade when MvC2 first came out, and I sucked, big time, but that didn’t mean that I never ever won. Compared to the repeated bullet blitzes that I took at the hands of Dodonpachi, Espgaluda, Ikaruga, Mars Matrix, Psyvariar 2, Gradius V, Mushihime-sama while struggling to reach the third stage without using a continue, the fighting games weren’t that bad. At least I was able to know what a win felt like, and the progress was far more evident.
Accessibility depends on the game you’re playing, what you’re playing for, and probably the difficulty level. Capcom’s AI in their modern games makes it hard not to see the ending. You should be able to beat a casual at the arcades, but you may never beat a tournament pro in your life. When I first played vanilla SF4 when it was brand new, in an arcade full of high-level SF veterans, I didn’t win for shit. SNK’s AI is for the most part merciless, and VF is members-only, AI or comp.
1cc isn’t the only goal in shooters-- in fact, it’s an artificial one (among other techniques like milking enemy patterns for extra score), that you make for yourself in nearly every case. For a lot of shooters, playing for survival to see the end credits (a basic accomplishment for entry-level players), while hard, isn’t insurmountable for most of the games you listed (yet mostly impossible in others), and I don’t mean mashing for continues either.
I’m not necessarily disagreeing with the accessibility argument, just expressing my thoughts on the matter.
Can I at least get some recognition for actually making that avatar for DRD? Especially since the original image didn’t have panties at all.
Just the having to successfully dodge bullets when they’re filling 90% of the screen leaving a gap just big enough for your ships hitbox is a big execution requirement in itself.
1cc is more or less a cultural thing in Japan, and also an economic thing - since playing on a single credit and not continuing (but rather going back to the start) actually allows you more play time.
I’ve beaten Otomedius Excellent a grand total of 19 times (including 2 No-Miss Runs on Expert), and I’m just now finding out each character has a unique special attack by holding down the Y button and charging. I’ve been playing the whole damn game so far with just the basic shots. #.>
Yep, he made it. Added dat shimapan and everything.