It’s an interesting concept. From a development standpoint, the whole aiming thing does bring in a new set of challenges in terms of balancing. I mean, how do you make it so that people don’t just use the aiming to get around patterns easily (face it, not everyone’s going to go scraping for points)?
Also, the arcade purist in my is wondering how to make something like this be controllable using a standard JLF/LS-32 and 3 buttons setup. Something like Warning Forever perhaps?
so a couple of months ago i bought this game called “castle shikigami 2” for the ps2. pretty tight, ever even heard of it but it was on sale for like 10$ so i was like score.
^Agreed. I think Irem fucked themselves and fans and the genre for ‘quitting’ R-Type in the traditional sense. Thunderforce V needs to be ported and someone needs to make something new. Plus I think that making bullet hell and twin stick shooters is easier than something more traditional.
Naw I don’t blame Irem. Just the genre shifted to flooding the screen with Dakka and moving a bazillion miles an hour. I half blame Cave for making nothing but them and LOTS of them but more so I blame ADD.
Bingo. Although they aren’t actually released per se in MAME yet, its been added to a MAME source update that has been compiled by people over at shmups.
Well sure but it’s not Irems fault everyone else decided to make shooters that barely skirt the line of crack head induced sugar rushes. Hell R-Type Final wasn’t even that good. It’s an ok R-Type at best. I’d rather Irem stopped making R-Type then just kept making them no matter how mediocre they where. You can’t blame Irem for “Letting the Genre down” cuz all the other major players have one track minds and don’t really want to experiment. And why should they when the fans eat up their stuff day in and day out anyway? So yea I mostly blame it on ADD.
Well if you think about it, danmaku is the easiest way to up the difficulty to keep the players interested in the game enough so that they keep coming back to it in the arcades. That and alot of the scoring system only really work well with them, especially the ones based on scraping.
Yea and i get that but we’ve been using scraping as one of the major cruxes of our scoring systems for over 10 years now to the point it almost defines the genre and no ones really doing anything else. All they are really doing is saying “Poor on more bullets” and I’m not saying thats bad per say I just wish they would experiment and try new things to. Experimentation lead to scrapping being a innovative tool back in the day but no ones really trying anything new anymore. Just more dakka and usually a tacked on but complicated sub scoring system and the same types of weapon upgrade systems.
I dunno everything’s just starting to feel the same to me. I like my Puzzly style shmups and no ones really making them anymore. Doesn’t even seem like people are making unique patterns anymore either…just clumps of ammo.
i downloaded the newest version but when i ran it, i couldnt really play it, i was hitting every button on my keyboard, and after a while it just went into demo mode where you can see someone else playing. is the demo actually playable?
Mine didn’t play either. I don’t know if the download was bad or not since my computer is starting to show its age, but I didn’t get to play yet.
Aw man. I gotta check that Delta then. You’re not the first to hype it over Final. Since I have never played it, is it worth digging it up? holla back.
In other news, this damn Gundelium series is whoopin on me. dammit. It should be the other way around, but I can’t stop making stupid little mistakes that keep getting me hit. Soon, you accursed pile of pixels. SOON will Starhammer have vengance.
Basically. What was weak about final was the level design. There were some great gimmicks like with level 2 or the boss in level 5 I think it is, bnt the actual levels didn’t really challenge you the way an R-Type should. You should be terrified by everything at all times. That’s R-Type!
With that said, Delta, the second best shmup on the PS1 behind Einhander, introduced the dramatically different ships, screen clearing attacks, dramatically different force, moody music, and 2.5d graphics later expanded on in Final. I remember in Delta how on the second level I would get raped going straight down this tunnel because I was being flanked by enemies on both sides. Delta pushed you to your force swapping limits. You had to get clever to survive. The enemy variety was also strong and everything fit within a level. The moody music: Not saying it was always dark or anything but the music is almost literally woven into the fabric of a level. Like level 2 for instance. Not to spoil this for you Starhammer but in level 2 as you go in and out of the water the way the music sounds changes. For when this game came out that is very cool. Excellent game. Go find it.
Cave games are a lot deeper than simply pouring bullets on the screen though, typically. DoDonPachi games are built around the chaining system, Ketsui’s chip system is a great way of keeping the action intense if you want a decent score, the ESPgaluda series (and II especially) is probably one of the deepest scoring systems I’ve seen in a shooter, based around actually creating more bullets on screen and then cancelling them for point gain. And Guwange has one of the most intense systems I’ve seen, with the Shikigami control, focused bullet slowdown, and all.
Basically, you gotta look beyond the sea of bullets at times and actually try to understand how these games work. You’d be surprised at how much there really is to them.
Bullet scraping really has never been a part of Cave games (outside of a few arrange modes in their ports), dunno where you got that idea from.