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What do you think of Recca?
Technically impressive, but utterly dull to play. This is just another "hidden gem" that people go and get autistic about because it's different. In retrospect, it just sucks.
One of the reasons I got into shoot-'em-ups in the first place was for the atmospheric quality of series like Gradius. It was really aesthetic flying through extraterrestrial caverns, colossal alien lifeforms and fortress ships. Recca doesn't have that quality to me. It's just wave after wave of enemies on generic backdrops. I don't even recall there being any environmental obstacles in the game.
>>no bullshit chaining like Ikaruga
Chaining feels pretty awesome in this game. You probably just suck at it and thus dislike it. However, you also can play without chaining.
>screen is 4:3 instead of 3:4 for more freedom
The screen in games like Mars Matrix is pretty dumb for verticals. You can't see what is going on in front of you.
Even if that anon sucked at Ikaruga chaining, what's that got to do with anything? If a system isn't enjoyable why would you play it? Leave color-matching stuff to puzzle games, not shmups.
People constantly critize the game simply because it is too hard for them and involves too much memorization.
If you like strategic and puzzle-like elements in shmups, then Ikaruga is perfect for you, though.
Just like you probably also will like R-Type if you are more into methodical shmups.
Not everyone likes these simple twitch based games for plebs, where you just can turn off your brain and shoot along.
Ikaruga's chaining fits pretty well to the game world, enemy placement and the weapons you have.
It just actually takes some skills and a lot of precision, while Dodonpachis chaining merely reuires you to hold rapidfire and using big buildings on the site to stall the chain.
>while Dodonpachis chaining merely reuires you to hold rapidfire and using big buildings on the site to stall the chain.
Quit talking about games you've never played before. If all you do is hold autofire in DDP your chain count is going to be utter shit.
If you don't hit anything for more than a second your chain is lost in this game. This basically means it requires you to use rapidfire you fucking Cavedrone.
Doodoopeepees chaining is just more "intuitive" because it's simple as fuck. Ikaruga's chaining actually adds something to the game.
>If you don't hit anything for more than a second your chain is lost in this game.
Right and there are moments where it's actually better to wait than shoot if you knew anything about the game. Shut up already.
Have you even watched a superplay of DDP before? If you hold autofire the whole run you kill the wave too early before the next enemy wave arrives and your chain gets broken. God damn you are one stupid piece of shit, with horrible taste in garbage shmups like Ikaruga and R-Type to boot.
What are some good shmups that use a health bar with one life rather than ships?
I remember playing one in a system11 tournament a few years back, but I forget what it was.
I know it's functionally the same thing, but I find it less frustrating somehow
Have fun anon. RefleX is one of my favorites, hope you enjoy it.
Now when you play Ikaruga you can either play for shootin' game, chain, or you can play dot eater.
So basically you can hold on to the fire button, you can hold on to the fire button in the exact order Treasure wants you to, or you can not hold on to the fire button.
They play the games as much as Touhou fans play the games. They may be numerous, but in the end they just ruin the genre with their shittaste.
Most Cave fans are just weebs who never cleared anything but Touhou games anyway.
Zun and Cave pander to the same exact people. They pander to weebs and otakus. The whole genre is just full of these freaks thanks to them.
No wonder noone posts here about Gradius or R-type. It's almost like posting in a Touhou thread. Who the hell wants to do this?
>No wonder noone posts here about Gradius or R-type
Because when they do it goes nowhere. Because most people don't play the games. Say what you will about Touhou but at least there's plenty of strategy sharing and discussion among the waifu shitposting. The only thing coming from Gradius and R-Type fans is the most surface level shit imaginable.
That's no true at all. Gradius and R-Type are just dead series, which is also probably a good thing regarding this community.
STGs just turned into a genre of generic waifu shooters, which is also why there are so many Cave and Touhou fans.
>which is also probably a good thing regarding this community
This is the stupidest thing I've ever heard. You don't want good games to be made because people you don't like would play them; people that you don't like because they like something you don't.
You sound retarded as fuck. I just don't want to see companies milking otakus with Gradius IV: Waifu Edition, that's why it's better that these games are dead. Otomedius was already more than enough. Good shooters obviously have no real place in this industry full GTAs and Witcher games anymore, which is sad, but I can't change it.
Area 88 from Capcom is very good, based off the manga of the same name. Try it and its sequel, Carrier Air Wing.
They also still have communities, since they pander to otaku weebs, you fucking retard. Why do you think Konami released Otomedius instead of Gradius VI? Because producing cheap otaku pandering rehashes is only way to still make some money with these games.
Oh yeah, and look how well loved that is lmao. Daioujou is practically identical to Donpachi and Dodonpachi when it comes to its style, but ok. All you're doing is projecting your obsession with aesthetics to other people, because you are only able to appreciate games on that surface level.
Otomedius was extremely cheaply produced, but many otakus still have it in their library right next to Mushihimsama or whatever.
And yes, Daioujou or however it is called is practically identical to Donpachi, which is also why it's just another otaku pandering rehash, and Cave are pretty good at producing cheap otaku pandering rehashes.
He wasn't saying that the games are hardcore, he was mocking you for being a total casual who is below the average waifufag. Then you said the games aren't any harder than other shooters.
Acting like I am bad at STGs for not playing through Cave shit implies that he thinks the games must be harder than the game that I play.
I do not play Caveshit, I play other shooters, but what I've played of it wasn't much different difficulty-wise compared to other shooters.
No one's acting like Cave games are hardcore. You are the one acting like Cave games aren't any harder than the shit you play, even though you admit to not playing Cave games. Or are you yet another casual chucklefuck who's talking about things he has 0 experience with?
Of course you are acting like these games would be oh-so hardcore, otherwise you wouldn't call me a casual for not having 1cced them. You inane Cavedrones are just full of shit and it obviously makes no sense talking to you.
It doesn't matter what I think the difficulty of the game is. In fact, you'd be less of a casual if I believed that they were truly hardcore. Think for a second before you make a post, you dip. If you don't like CAVE games, post some 1ccs and scores from games you do like.
Again, you are the one here who acts like Caveshit would be hardcore as fuck like no other STG, and any STG fan who hasnt 1cced them is a casual. I don't have anything to prove here fucktard.
I still think separating bullet hell from regular shmups hurts more than helps. And it's not like the Ikaruga shitposter wouldn't show up still in both threads to flaunt his One True Opinion.
On a serious note, this is like the 5th time happening, do nips know how microphones work?
I might agree with you if all Cave games were by Ikeda.
But you have games designed by different directors, like Dangun, Guwange, Ketsui, Ibara, Pink Sweets, Muchi Muchi Pork, Progear, Akai Katana, etc.
It's really only the pachis that look same-y.
Postang best shmup.
Everything else is a close second.
You know this to be true.
Only reason I got a CMVS is to be able to play this daily.
Cave games are so fair that you could theoretically 1CC them the first time you played if you were good enough. Pretty much all the patterns start with an easy version so you can learn it before they step up the bullet density. If you want an unfair shmup, check out anything by Psikyo. Those routinely feature surprise attacks that are impossible to dodge if you don't know they're coming.
>you could theoretically 1CC them the first time you played
You know yourself that neither you, myself, nor anyone else ever did this. I like challenging games, but the difficulty in Cave games is just complete bullshit. At least in games like Gradius you still can make progress with memorization, which is why they never get annoying.
>in games like Gradius you still can make progress with memorization
The flip side of that is unlike Cave games, you cannot make progress without memorization. And memorization is boring.
I like memorization. It makes fun memorizing things which interest you and making progress through them. And at least these games give a chance to learn from your mistakes and to change your methods.
In Cave games you also need memorization, no question about that. Many patterns in later levels are too dangerous to get through without enough memorization. However, when you die in these games, then it's not because you used a wrong method, but mostly simply just because you dodged a milimetre too far to the left, or overlooked that tiny bullet somewhere out of the million other bullets.
I mean even real pros in games like Ketsui, people who dodge the bullets almost supernaturally, even they can hardly 2- ALL these games. It's just complete bullshit.
And don't act like this wouldn't be quarter munching. Cave rehash and pander to otakus like a motherfucker, and they also quarter munch in the same way.
>In Cave games you also need memorization, no question about that
It's a different kind of memorization, because the patterns are designed as cues to the next pattern. It makes the memorization as easy as possible. Ketsui is a great example. Look at any of the boss fights, and notice how each pattern is split up into sub-patterns, the first sub-pattern being easy, and each successive sub-pattern being a more difficult version of the previous. You're never severely punished for forgetting something like you are in Psikyo games.
I find the memorization in Cave games much more difficult than in games like R-Type or Gradius. I'm not sure about Psikyo games, since I haven't played them enough yet, but in Gradius you always can orientate yourself more easily and find solutions more easily.
Like for example putting your options above you, or in front of you, or finding the savespot in the left upper corner or underneath the enemy or whatever. While in Cave games the memorization just comes down to positioning yourself in the right place. And it's much more difficult to find these save spots there, since you only have the background and the screen to orientate yourself.
In R-type for example it's more like, "ok, there will come a deadly laser out of this thing in the wall, so I have to stay around the corner", or something like that, but in Ketsui it's more like, "ok, now comes death spiral #125, so I have to stay in one of these certain pixels of the screen".
>How can people even enjoy Cave games?
Because they like different things than you.
>They are just quarter munchers at its finest,
gitgud, or are fighting games just quarter munchers, too?
>plus the presentation is pretty generic.
I'll give you that one in some cases, but I don't see many other disco-themed shmups or games about giant bugs.
>I mean even real pros in games like Ketsui, people who dodge the bullets almost supernaturally, even they can hardly 2- ALL these games. It's just complete bullshit.
Is that why SPS 2-ALLed Ketsui live in front of hundreds of viewers on his 2nd attempt? Is that why SOF-WTN 2-ALLed DPP in front of hundreds of people? Even DOJWL got 2-ALLed at a live event by fufufu. Just because you're shit at the games doesn't mean you get to pull good players down to your level.
Besides, memo is just a tiny part of getting good. It's literally the very first step you take when you start putting effort in. If you think the games are pure memo, that just shows how bad you really are because you've never even gotten past that first step.
No shit there are some people who can play through these games after hundrets of hours, however, this doesn't change that they are still nothing but quarter munchers, which throw one cheap death after another at you.
I also never said anywhere that they would be purely memorization based. Can you retard even read?
I can't think of a single cheap death in any Cave game. "Cheap" does not mean "too difficult for whiny scrubs". The truly cheap games tend to be forgotten because nobody plays them.
>I also never said anywhere that they would be purely memorization based. Can you retard even read?
I would believe that if it wasn't the only thing you keep mentioning.
>however, this doesn't change that they are still nothing but quarter munchers, which throw one cheap death after another at you.
Except that they're completely learnable and doable. Get good instead of whining about how shit you are. And Cave games almost never kill you out of nowhere, when it happens it's because of your own incompetence.
How the fuck is this a viable argument? When nearly every Cave game has a console release that allows you to practice for however long you please? Aren't you just making excuses to continue being shit?
>they are also difficult to be interesting
But that's just it, at least on the first loop I do find Cave games to be fair and interesting. I find the traditional games to be much harder and much more punishing of failure, but it's all personal taste.
>Taking pride in being shitty
I bet you have 0 talents or skills, even outside shmups.
Don't act like you could tell me anythign about this genre. I already have 1cced enough of them. However, I won't close my eyes when a game is just quarter munching the shit out of you in the cheapest way possible, just to act as if I was the shit.
What do you guys think of the sword mechanics in ALLTYNEX Second? Do you think it made the game too easy since you can just swat bullets with it?
git gud faget im so good at shooting games and ur not
u put quarters in because ur not gud but i'm gud so i don't hav to put quarters in
the games u like are bad and the games I like are good that means im cool and u have autism
I think it's the hardest of the trilogy because it's hard to anticipate attacks when you're right in front of the enemy and because you get fewer lives than in the other games.
>but I can't wrap my head around the shield in RefleX
you activate the shield, you move closer to maximize the reflecting damage, you retreat, you stop shooting to recharge.
Rinse and repeat.
>you activate the shield, you move closer to maximize the reflecting damage, you retreat, you stop shooting to recharge.
It's easy on paper, but in practice the different way it interacts with colors trips me up and I screw the pooch.
Video games are hard, especially when one is a god damned imbecile.
you mean bullet colors?
Purple = cancelled by shots
blue = is reflected
red = cancelled by shield
missiles = cancelled by shots
while shielded you are invincible to all except rockets and impact with ships
I don't know what your problem is with this one, but it usually changes your shot and it's to let you have better controlled movement.
Again I don't see the problem, but it's to make crazier bullet patterns possible and fair to humans.
All hitboxes are unrealistic. If you want realism you need pixel/polygon-perfect collision detection, and that sucks because it means you need damage modeling too (otherwise your ship will explode when a bullet just barely catches some minor protruding part of your ship), and then you have accidentally become a shitty Euroshmup.
Small hitboxes are better because they allow more interesting patterns, and you've sacrificed realism either way.
Using your logic characters in fighting games also should only have hitboxes on their head or whatever. Every game without realistic hit detection would have small hitboxes then. This would be dumb as fuck.
If it's one of those Touhou fighting games then yes, that would be a good idea. But in normal fighting games the characters only throw a few projectiles at once, and only have two hands and two feet, so small hitboxes would make matches last too long.
Oh so only single player games need small hitboxes now? Aha... What about games like Contra or Metal Slug? Should they also only have small hitboxes?
Anyway, I think you can create very complex "patterns" no matter if the hitbox is small or not. Instead of making the hitbox smaller, you could for example also just make the bullets smaller.
>What about games like Contra or Metal Slug? Should they also only have small hitboxes?
>you could for example also just make the bullets smaller
Not by much, because they are already small.
>you could for example also just make the bullets smaller.
You would sacrifice visibility, making it harder for the player to track bullets with peripheral vision. The genre's full of visual clutter as is, so making bullets more noticable is something that should be a top priority. The small player hitbox helps this as well by allowing a bigger sprite which is easier to follow while giving more room for error at the same time.
>Using your logic characters in fighting games also should only have hitboxes on their head or whatever
That's a really dumb analogy; fighting games and shmups have entirely different playstyles and designs.
I'm a casual who hasn't touched a CAVE game because I'm still trying to 1cc all the Touhou games and know I don't stand a chance at CAVE if I can't git gud at Touhou; form my experience it seems Touhou fans and CAVE fans loathe each other, I wouldn't call them the same thing.
>and know I don't stand a chance at CAVE
They're not that much harder dude (until you start doing second loops and TLBs), and you'll definitely not get gud at them if you're not playing them.
The problem with Gareggas bullets are not the size but the colors.
Danmaku and normal STGs also have entirely different playstyles and designs. Not everyone needs oh-so cool spirals of doom patterns in the game.
Small hitboxes make sense for danmaku, but for games like darius for example, it's totally uneccessary.
There are /vr/ Touhou games, and I can't stand /vg/.
It's not that I think it's necessary, but I hear Touhou is relatively easy. I'm a person who requires weeks to months of practice to 1cc the few games I have (I have all the /vr/ games 1cc'd except Mystic Square, and I plan on going back to it later), and even then that's just on Normal. I feel if I stay at a level that challenges me harshly but doesn't blow me out completely within seconds, I'll improve that way.
This link is dead
>Shmup Collection containing over 9000 MAME romsets:
Where do I start?
Not so sure about those games, but I was just playing Lightning Fighters, and that game is ridiculously hard without bombs. When you use the bombs though you can just kill everything on screen easily.
Is it even possible to recover in that section?
It's less than 6 mins into the game and the first loop of gradius 2 even on hardest dips is a fucking cake walk so just reset and go again. You really shouldn't be dying anywhere with type 4 in the first loop though if you have a basic plan of what to do as it works every time.
>But you know, it's fun dying and not having to restart the whole game. And recovering is also fun to do.
This is why Gradius iv is my fav because it's basically gradius 2 remake with non baby difficulty but also completely re-balanced with all checkpoints being recoverable as the rank drops (i consistently use a suicide on stage 6 to get past the stretchy arm things in the cell stage) and a brilliantly balanced 2nd loop with a sensible difficulty increase over the first.
>I want to see what I am suppose to dodge.
Then try opening your fucking eyes you worthless spakker, unless you have grandad vision you can learn to see everything in Garegga with no problems.
What's your favorite Irem shooting game that isn't R-Type?
Armed Police Unit Gallop is a great horizontal game with racing elements. The further you are towards the right of the screen, the faster the scrolling, and you get a bonus for fast times. The level design is solid as well.
>This is why Gradius iv is my fav
it's literally only a single autist on /vr/ that actually likes this rehashed turd.
Unlike RefleX or Kamui, the sword swing can't completely cover your ship in destroying bullets , the buster rifle has a bit of delay before firing and a recoil and finally, you only have one shield to protect you before blowing up so, ALLTYNEX Second is probably the hardest of the three.
And it becomes harder if you use the red ship, which reverses the laser and buster rifle, disables lock on and disables auto fire in sword swing.
Fuck off you pleb cunt we get it you never got past stage 1 so have to keep ranting over the dodgy 3d models which fyi look fine on actual arcade hardware unlike that ghastly picture thats from a fucking ps2 emulator you utterly dumb cunt. Gradius gaiden is great but its to fucking easy I can 1 life the first loop on hardest every try ffs just waiting for any actual challenge to start in loop 2. Come back when you actually learn ANY skill in these games and we can talk until then you're a fucking stupid cunt that can't play for shit so aesthetics become your focus. "HURRR I RLY LYK DIS SPRITE ARTWURK GUISE THIS GAME IS INSTANTLY BEST".
It's a rehashed sequel that has no new ideas of its own and somehow has significantly uglier visuals than the game that preceded it. It's a lazy Gradius sequel and a disappointing game in general. No surprise why people consider it the black sheep of the series.
You realize how stupid that sounds, right? If a game has no lives checkpoints are as meaningless as not having them at all. Checkpoints are just an annoyance- they make bosses harder than they should be for survival because you have to restart the whole boss if you die once (most checkpoint shooters don't have complex bosses for this reason), and they make scoring too protracted because of checkpoint milking. Games where you don't have a health bar shouldn't use checkpoints, like Contra and Thunderforce, because games that fuck you over until you've learned to no-miss them have shit tier quarter-munching design, hoping you can recover from a bad spot after dying by inserting more change over and over till you decide to give up. You know it's true since shmups in general have dropped checkpoints, and don't say something like "oh it's because the genre's been casualized", all Cave games despite not having checkpoints (well, besides Progear's 2nd loop) are hundreds of times harder than your beloved Gradius and R-Type unless you credit feed through Donpatch like an IGN reviewer. Also checkpoints are bad for practicing tricky sections because the game balance will be thrown off if you die for instance on stage 5 where you would be more fully powered up and ready for a harder end-game. Using saves for practice is much better since your ship power will stay consistent to the game's difficulty incline.
That first link for newcomers to shmups is dead apparently.
I'm one of 'em.
Racketboy is temp down I guess. Here's a cached version:
I also recommend reading Full Extent of the Jam.
>Of course they are when the developers throw any kind of balance management out of the window
They are balanced fine. Just because you get your shit pushed in by Donpatch doesn't mean everyone else is unable to 2-ALL it.
>Doesn't that they are better though.
It does when you want to man up and have a greater challenge.
>They are balanced fine
No they are not. Even pros at games like Battle Garegga can hardly clear them, because these games have no balance at all. They just throw a bunch of shit at you, give the play some bombs and lives and call it a day.
They do not play completely different. In fact danmaku all plays exactly the same. It's all just 80% boring streaming from one site to the other, and 20% memorizing save spots for static patterns.
>that has no new ideas of its own
2 completely new weapon types, Rotating final stage not seen in Gradius before, Pendulums in final stage, best moai stage of all time bar none, rank system making recoveries more possible than ever before, game is balanced as fuck. It's the most refined of the gradius formula but again you see it as a rehash because you can't play at a level for the differences to become apparent.
>but it's true that their games are harder than pretty much any checkpoint shooter.
Nah late loops of gradius, parodius have taken much longer to reach and master although progear is indeed extremely hard but it's just cave tired old formula stuffed into hori orientation that's what makes cave horis weak imo.
>They do not play completely different. In fact danmaku all plays exactly the same. It's all just 80% boring streaming from one site to the other, and 20% memorizing save spots for static patterns.
Sounds like you only play for pleb survival, try building a scoring route.
I love it for the cover artwork. I think the spiritual sequel Whip Rush by the same team is regarded as a better game.
Also stock mode is way better than charge mode, don't use charge it's rubbish.
Games are meant to be fun and a break from all the other bullshit in life. Nobody should have to feel 'bad' at them just because a few losers get off to being 'good' at them when they have nothing else going for them in their lives.
Everyone is bad at these games when they start, but the thing with practicing these bullethell shooters is just that it's boring to study dumb spiral patterns and memorize where to position yourself between the bullets the best. The are games which are much more fun to practice imo.
R-Type 1/Delta, KAMUI or Alltynex Second. They will require thought and effort but once you figure out what to do, executing your plans consistently won't be very difficult. You could also play something like Crimzon Clover or Mushihimesama novice modes but it's pretty pointless and gives the wrong impression because you can easily clear them on reflexes alone.
You're the guy that says Ikaruga is better for being original, right? Well since you like Ikaruga's scoring you should find DDP/Ketsui chaining fun as well, if not moreso because it allows for more versatility. Ketsui's is especially nice because chip value is based on how close proximity you are when killing enemies and chip value remains as long as you either kill enemies close or don't let the timer run out like DDP. I'd take a time-based chain system over a colour-based chain any day. The fact that Ketsui doesn't have any retarded gimmicks like bullet absorption is just icing on the cake, too.
Ikaruga has a lot of things going for it. Apart from the completely outstanding artstyle and music of the whole game, it just makes more fun playing it. It feels more like a shooting game, rather than just a dodging game like cave games.
From what I've seen from replays, and I don't quite understand how it works, there's a bug in Ketsui that allows you to destroy ships from a distance but still get maximum point value if you retreat quickly
>shooting doesn't matter
>scoring system is the most precise exercise in shooting there is, so much that it makes STG cult whine like babies
>shooting determines where suicide bullets come out, which have to be dodged
>the polarity system is itself an extension of dodging where you swap out sets of bullets that have to be dodged
Lets face it, you've never played it.
DoDonPachi (1st loop) is easy to 1CC, because it gives you a shitload of bombs. But if you want a good score you can't use any of them. Good score system encourages you to take risks. Difficulty is more fun when you chose it.
Unfortunately, Ikaruga doesn't have any risk vs reward. It's just "kill in this predefined order because we say so, also soak up bullets so you can spam homing lasers more often". The game has no interesting patterns (the coolest looking one in stage 5 is harmless because, once again, bullet absorption) or RNG (besides the easy doors and bonus balls sections in stage 3) or anything. The game is pure memoshit and isn't very fun once you get tired of the brown aesthetics and its repetitive music. If you think Ikaruga is more fun or better than Cave's shmups, you are simply insane.
The game is still hard enough to be ineteresting. You act as if the harder a game is, the better it is... This is just dumb as fuck. If a game gets too hard, then it also just becomes an annoyance.
Oh cool, I didn't know Whip Rush was made by the same guys.
Genesis really has an excellent STG library.
>The game is pure memoshit
Cave games are also "pure memoshit". In Cave games you also pick your routes and stick to them. And if you do this, every bullet will be in the exact same place it was before.
Actually Ketsui is also not that hard. Cave games just look hard at first due to the overwhelming amount of bullets, but once you got over the annoyance to memorize good routes and methods, you will be at the endboss sooner than you expect.
In the end, the hardest thing about Cave games apart from memorizing routes and patterns, is just to dodge through holes between streaming, and this is really not that difficult with some practice, especially because your hitbox is only like one pixel large.
>every bullet will be in the exact same place it was before.
Not true at all Ketsui has a good bit of rng.
>Actually Ketsui is also not that hard.
He says without even reaching a 2nd loop, just stop you're a fucking embarrassment. That's actually what makes ketsui so good is that it caters on all levels if you want a pleb bomb fest 1 cc its easy, if you want omote loop it's hard, if you want ura it's fucking brutal.
>Not true at all Ketsui has a good bit of rng.
Not at all. It's always the same if you take the same routes and methods, except for some boss patterns perhaps which change from time to time, which is also no problem once you memorized it.
>He says without even reaching a 2nd loop
The requirements for the second loop are also just retarded and unbalanced. It makes reaching the second loop harder than completing it. To reach it you have to play for score extremely, which is something I don't wanna waste my time with. You most likely also didn't reach 30 mil score in Ikaruga, nor beat it in hard mode or double play mode, yet you act as if the game would be easy.
>Not at all. It's always the same if you take the same routes and methods, except for some boss patterns perhaps which change from time to time, which is also no problem once you memorized it.
You're literally talking to someone who can almost 2-all the game you fucking dumbass. I am fucking telling you there is a percentage of random in Ketsui from the lock ons being a bit random at times to small enemies occasionally having annoying randomized shots which will make you have to slightly adjust during a route. The fucking stage 3 boss has random as fuck patterns, stage 4 mid boss and boss are also random as fuck, stage 5 midboss and boss also have a ton of random all of which come from trajectory changes and over lapping so yeah you don't have a fucking clue you fucking cunt.
>The requirements for the second loop are also just retarded and unbalanced. It makes reaching the second loop harder than completing it. To reach it you have to play for score extremely,
More fucking nonsense from the clueless one, The ura requires 120 million to access which is not extreme scoring by any means, I'm still shit and yet i clear the loop with 160 mill comfortably with my current routes. You're literally just a piece of contradicting shit who likes to talk without any personal experience because you simply don't have the skill level. I've cleared ikaruga as it's a fucking joke for survival.
>i clear the loop with 160 mill comfortably with my current routes
You just said it yourself fucktard. Cave games are also just about memorizing rputes. It's simply about streaming, which is easy and boring as fuck (also the crossovers since your hitbox is only like 1 pixel big), and memorizing static patterns and their save spots.
Cave games only look difficult to retards like you, because they impress with their huge amounts of bullets, however any retard can stream and memorize the millions of savespots in these games.
I'm currently on my way, just haven't done it before because I like other games more. I have about ten hours in Ketsui now and can make it to stage 4 already.
The difficulty is not any different than Ikaruga, R-Type or whatever. It just looks more difficult at first, but once you memorized where the savespots in the dangerous sections of the game are, and how to effectively use the screen to stream, it's all pretty easy peasy.
Batsugun or Dogyuun. Of the older ones, I really like Twin Cobra.
No you bitch cunt I meant comfrtably get 160 assuming everything goes right however my success rte for 2nd loop qualifying runs is around 35% i'd guess and why do you assume i only play cave? I the gradius iv fan boy of the threads and i play every style going you utter chode gape.
>but once you memorized where the savespots in the dangerous sections of the game are, and how to effectively use the screen to stream, it's all pretty easy peasy.
God you're a joke I bet you haven't even reached the 2nd extend yet have you?
Slap Fight Special, Truxton, and Fire Shark.
Do ZUNTATA simply make the best shmup soundtracks?
I apologise for pimping my own shit, but I've been uploading shmup soundtracks and other things to Youtube out of boredom. And when I look for stuff to upload, I end up gravitating to Taito shooters.
Nothing else seems to come close to the quality.
Unfortunately that's not even the full song. There's a trailer where there's an extra verse.
But to answer your question, no. Almost every shump out there has a good soundtrack, doesn't matter which company.
Konami is my favorite though, and they went on to inspire a bunch of other composers like Yuzo Koshiro.
I prefer E.E.G. myself
I love them, the Photosynthesis Suite in DBCS is great, especially Violent Ruler's portion (which I sadly can't find on Youtube so have this instead)
>Look at your youtube out of curiosity
>You uploaded Violent Ruler's suite
I fucking love you man
Don't mind me, just posting best Touhou game.
>tfw best girl is
I'm surprised no one's thrown the complete DBAC soundtrack up on the tubes. Gimme a bit.
>Arcade near me has the DBAC wide cabinet
>It's been out of order the last 5 or so times I've been there
That port has existed for a few years now, and the moment they put it on Steam and get blasted they start to patch it. Hilarious.
I hope they fix it completely, it would be pretty convenient actually
I feel ya mate, I do, but that's what I'm running too. Game's really not that hard on the system, the problem is that it costs 4-5 times what is reasonable for a shooter these days.
>4-5 times what is reasonable for a shooter these days
If you think this genre sucks so much why don't you go back to your Witcher 3 faggot "game" or whatever the fuck you think is worth your money.
Of course he said this, you fucking retard. Are you fucking stupid or something?
>hurr shooters are not worth as much as other games, I want my money back
Go back to your fucking meme games you fucking retard
The question was not about wether Darius was worth its money, but about wether shooters in general are allowed to cost that much, fucktard.
Saying a game has to be cheap just because it's a shooter is fucking retarded.
>it's an enhanced port of a PSP game
You're somehow a bigger idiot than the person you were responding to.
Wow, this game is so fucking fun. Which character do you guys like maining in it?
>List of the hardest clears, ranked in order of difficulty:
Ikaruga is a pussy ass game but its difficulty isn't the issue. It's an overated boring piece of fucking shit that neither looks great nor sounds great it just trys to be all "epic" but fails.
Jesus english isn't a strong point for you is it? He is talking comparitively and again he is right when you look at the shooters on steam and the price tags they hold for top tier games no less you can clearly see that darius is over priced. Speaking on one example does not equate to representation of the entire genre automatically you fucking oxygen thieving gape. However he was wrong about it being a psp port.
In shmups, the ‘hardcore’ will compete among each other to name the most obscure Japanese only shmup while ignoring the mainstream hits such as Gradius or even R-Type. Hardcore confuse the obstacles to gaming as its sophistication where it is the exact opposite.”
“That explains why the Treasure shmups like Radiant Silvergun or Ikaruga were endlessly praised by the hardcore until they became popular. And then, suddenly, those games were ‘no good’.”
“Yes. The ‘hardcore’ are not core but fringe. They want to be different from the mainstream. As soon as something hits the mainstream, they move away from it as if it contained the plague.
And even then it's not that good.
>stage 4 and 6's shit level design
>no moai level
>4x4 pixel hitbox
>takes 2 hours to 1-all
>the aimable option type is too gimmicky (like multi-whip in Super Castlevania)
Gradius 2, 4, '90 Kai and Gaiden are much better tbqh.
>stage 4 and 6's shit level design
>no moai level
>4x4 pixel hitbox
This is fine, the game can throw more crazy stuff at you.
>takes 2 hours to 1-all
Only 1 hour.
One short cutscene at the start that lasts 10 seconds, next cutscene is at the end after you've already beaten the game.
>the aimable option type is too gimmicky (like multi-whip in Super Castlevania)
Not even the most overpowered option type, not sure why you'd complain about this.
In stage 6 it literally scrolls backwards without giving you a way to flip your ship like Darius. That's bad design. As for 4, the flesh wall section goes on too long. In either part if you don't have enough options you're pretty much fucked.
>This is fine, the game can throw more crazy stuff at you.
Gradius isn't about insane patterns though. If you want a dodge 'em up go play Doodoopeepee or Touhou, but leave Gradius alone.
>Only 1 hour.
Still too long for an arcade shmup series 2bh.
>One short cutscene at the start that lasts 10 seconds, next cutscene is at the end after you've already beaten the game.
There's another cutscene showing you go back in time at the end of stage 7 that you forgot about. So stage 2, stage 7 and ending movies.
>Not even the most overpowered option type, not sure why you'd complain about this.
What is more OP? Freeze is good for quick-killing some bosses I suppose but not as good for stages, Thunder Cross options and rolling options are shit. The game is mostly designed around the directional option type.
Anyway the point is don't outsource your games to Treasure hacks, lest you get shit like Super Castlevania, Gradius V and Wario World.
>In either part if you don't have enough options you're pretty much fucked.
Either get good at dodging or keep your options.
>Gradius isn't about insane patterns though. If you want a dodge 'em up go play Doodoopeepee or Touhou, but leave Gradius alone.
They wanted to try something new after how badly 4 was received.
>There's another cutscene showing you go back in time at the end of stage 7 that you forgot about. So stage 2, stage 7 and ending movies.
When you're replaying the game over and over to get a 1cc, you won't be seeing the stage 7 cutscene until you've basically beaten the game. Even then, it's just 10 more seconds.
>Gradius 2, 4, '90 Kai and Gaiden are much better tbqh.
Finally someone gets it *high 5* i'l add salamander 2 to the list aswell. V dumbed down everything i love about gradius and is just horribly long, 1 hr is just stupid for a game with loops.
Yet another old shmup that never went past the prototype stage has now been added to MAME, should be widely available from the next update.
>Thousand Whatever bosses?
I HATE THESE NIGGERS HOLY FUCK
They always have this song playing too
>Iron Hammer theme
wat? I thought you were talking about Thousand Knives and its variants.
Nintoddler with shit taste detected.
Anyway, the preferred way to play TF4 is Gold Pak 2 on Saturn as it removes slowdown. So hopefully nobody buys into your jew scheme and gets the worse version of that game.
the code was merged back into mess and now mess has been merged into mame
i still need to find a way to patch mame to show the megadrij driver by default in the gui because having to use the commandline for it is a pain in the fucking ass, but it works really well and i pretty much just use it for underclocked thunder force 4 so i have a shortcut for it
>I think after they see deathsmiles do well due to the loli shit they'll probably push heavier on the anime girls.
I disagree i think it's going to flop because the west doesn't really want that shit to much.
So you mean it will come out 2 years from now after numerous delays!
It's a good shooter, though nothing special. It would be pretty unremarkable without the time-travel theme and the awesome soundtrack. It's fun to play, though I haven't cleared it yet.
I love me some Gun Frontier, but the best are probably RayForce and G-Darius.
I hope some of you could help me out with this, it's about a game I've been trying to find for years.
It's a 90s DOS vertical shooter which could very likely be on of the "bedroom programmer" games that were popular back in the day. I remember is that on every 50th level there is a boss which has a shitload of HP. There was a very rare upgrade stage, and level 100 had a giant light/pale red spaceship boss which I couldn't get past.
The same guy that dumped it has also just dumped the unreleased Variant Schwanzer.
Now we have to wait 5 or 6 years for MAME to emulate the Nintendo 64-based Aleck 64 hardware.
This guy is one of the main reasons I barely come to the shmup generals anymore. I think he got lost on his way to /pol and then never left. It was funny for a while because he's always angry and that's fun, but it got boring after a while.
>probably the best doujin hori out there.
One of the best horis period.
>I love satazius, but fuck that 4th boss in the boss rush stage. That fucker is a pure game breaker for me on Insane.
The green cunt that spams the bottom and top? Try using the missiles secondry weapon and instantly go high or low when he starts that attack and your missiles will take a bunch out whilst they're off screen then you only have the other side to worry about + a bomb attack will be charged by then, it is still tricky though.
>Sure, with luck or when the rank goes down and you can kill it faster after losing at least 6 lives.
No with skill, practice and a plan. Stop being a whiny little bitch, if i can beat him consistently then so can you. Here watch this guy for some tips https://www.youtube.com/watch?v=53QBNlZX_jo
I dunno you tell me... 4.6 million here and didn't cry like a whiny pussy cunt over one boss, put your nappy back on you sperg ass clown.
Ok so why are you having trouble with a doable boss then? Jesus you really are the sad nerdling type huh? That desktop literally says "i do nothing else in my shitty life but play video games".