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Whatever happened to the shmup general? Seems like it's

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Whatever happened to the shmup general? Seems like it's been at least two months since I saw one.
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I'm playing three games right now: Gradius (X68k port by Sharp), Final Crisis, and Zanac AI. First two are great, but the last one's hitbox programming must be screwy; it seems the shield weapon has too small a hitbox compared to how it appears on-screen, which has lead me into cheap deaths time and time again. I'm considering switching to Zanac EX/FDS, but I find that version lass manipulable and AI still has its moments.

Star Force is fun, too, from what I just played.
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Been playing Air Zonk lately. Absolutely outstanding game with a 15 minute long final level.

Coryoon was made by the same people and it just as fun.
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Ikaruga is utter gape.
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Why do I still suck at Dodonpachi? I've been playing it forever.
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I've been playing Eliminate Down a lot lately. It's really fun, and that soundtrack just kicks ass.
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>>2741859
Funny you say that because playing that last night for the first time is what made me think about making this thread.
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Does anyone have recommendations for some good vertical games? I have Ikaruga, Karous, and Gunbird 2 currently.
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>>2741892
You ever play Grind Stormer? It does some things that were really ahead of its time in 93, it's pretty neat to see which chunks of that game went on to influence games from studios formed by ex Toaplan devs.
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>>2741892

Image Fight and War of Aero. Rare instances of verticals having level design!
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I softmodded my Saturn memory card discovered Batltle Garegga which i consider a gift of god but I'm always getting ass handed to me same with Darius Gaiden, Gunbird and Rayforce/Galatic Attack. Also how i do play Terra Divers im confused by it
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>>2741852
>gape
>The highest form of love, especially brotherly love, charity; the love of God for man and of man for God.
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>>2741730

I've been going crazy the last month or two buying shmups. I got G-Darius last weekend and have been enjoying that.
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Started playing Thuder Force 4 (well, lightning force for the framerate). It took a few game overs but I've finally made it to the final stage. I'm yet to beat it, but I think this might be one of my favourite shmups, right next to R-type Delta and Gradius Gaiden.
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>>2742171
I played that over at Galloping Ghost, liked it. I have beaten Darius Gaiden (part of it) and its amazing.
>>2742182
Thunder Force IV is my favorite probably imo magnum opus of Vertical shooters. Its so good.
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>>2742201
I think you meant to say horizontal. I get what you mean though, Music is top tier, its challenging and very fast paced, the weapons are all great. I love in the last level when a bunch of allied ships appear and help you out, then equip you to look like the ship in the intro sequence. That shit was fucking cool.

I think it earns a place in my triforce of perfect hori shooters: Gradius Gaiden, R-Type Delta, Thunder Force 4.
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>>2742241
I confuse them still to this day!
and I haven't beaten it i made it as far as stage 7....Its such a amazing game.
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I cleared Crimzon Clover Boost for the first time.

Still fucked up the scoring, though...
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>>2741730
Have you looked in /vg/, ya know, where the general threads are?
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Just 1cced Satazius on Insane finally. Yesterday I almost 1LCed it but totally lost my nerves on the endboss and still managed to lose all my lives to it.
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>>2742578
We've had shmup generals on /vr/ for a long time because the subject matter is way too niche for it to work on /vg/. The amount of posts in these are so slow that a single thread can last upwards to 40+ days sometimes.
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>>2741940
>War of Aero
Was this also made by Irem? I can't find much info about it but it says some chinese company published it.
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>>2741940
>Rare instances of verticals having level design!
kill yourself retard
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>>2742760
He is right though. The lack of environmental hazards in verties is a bit embarrasing to say the least.
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>>2742762
Environmental hazards aren't the only thing that make up level design.
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>>2742772
No, but it's a very important aspect of it
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>>2742806
>like a minute of staying still and shooting near the end of stage 1
Some may say it's just one shitty example but it captures just how lazy and full of padding the "level design" in horizontal scrollers was
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>>2742806
It depends on the game. You may as well claim Streets of Rage 2 has no level design as well because more than half the game has hardly any environmental hazards.
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>>2742815
Still better than vertie design philosophy
>hurr let's just spam the whole screen with bullets
>the player has bombs so it's all still balanced
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>>2742823
I was talking about STGs of course... Of course not every genre needs this, but for STGs it's very important imo
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>>2742824
How about you try killing the enemies before they fill the screen with bullets next time. Or do you not like the fact that the games don't let you take frequent naps like horizontal scrollers do?
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>>2742806
It's not important for games which never supposed to have them. And saying that those games have no level design because of it is really stupid.
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>>2742698
>Just 1cced Satazius on Insane finally. Yesterday I almost 1LCed it but totally lost my nerves on the endboss and still managed to lose all my lives to it.
It's a fucking great game isn't it? I'm in the same boat btw keep choking the 1lc to the stage 5 boss rush which is a shit ton harder than the games final boss. Strategy for final boss is all aggression first form = point blank the top and bottom blue pods with laser and missiles it kills the first form before it does anything, 2nd form point blank centre core then move back and up and down to avoid those homing things leaving charge bomb to remove 3rd form without doing anything and then the final form which is basically just up and down. My only gripe against this awesome game is not having online leaderboards on steam.
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>>2742843
The game is definitely one of my favorite shmups. But I find the weapons are kinda unbalanced. The blue shot which goes up- and down-wards and seeks enemies is basically a must-have, since it's just too effective. The rocket shot which shoots multiple rockets forward is also pretty OP since it does a shitton of damage and still almost covers the whole screen when upgraded. And the special shot from R-Type is also OP since you just can kill almost every enemy in one shot with it. Add to this that you get a bunch of weapon only later on without being able to upgrade them earlier and you always only end up with one and the same weapons.

But yea, the final boss is not that hard once you have the patterns down. I find the hardest enemy in the game is the 4th boss of stage 5. The one which shoots rockets from above and below and the same time shoots lasers from the front. It's alwys a pain to dodge the rockets especially since they can kill you with one hit even if you have the shield. I find the best tactic against him is to use the rocket shot and trying to destroy the enemy's rockets with it, but it's quite difficult.
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>>2742870
Also, the Laser is also a must-have for later levels.
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>>2742829

Some people enjoy when the devs actually make an attempt at level design before assuming players are satisfied just sliding a hitbox around a screen while dodging teh epic bullet spirals of doom.
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>>2742870
>I find the best tactic against him is to use the rocket shot and trying to destroy the enemy's rockets with it, but it's quite difficult.
Agreed, i've found the best method is to use the missile/rockets and start at the top of the screen this way it destroys a bunch off screen before they come down, it's still a bitch though. Level 2 onwards i use laser always and homing shot+ missiles for the secondary.
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>>2742904
Do you mean the homing shot from Thunder Force? The blue ball laser? I also liked to use this instead of the missiles, since I thought it could be quite effective against boss enemies, since you always can directly aim at the core of the boss, but I find even there the missiles are just better.

For stages (not boss fights) I find the enemy seeking laser which shoots up and downwards is the best. It's pretty effective against small enemies from front and behind, and even covers everything above and below you.
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>>2742901
You could just play a bullet hell centered around bullet cancels if you don't want to dodge bullets, dude.
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>>2742901
mechanically you're always sliding around a hitbox to avoid other hitboxes.

the sequence and patterns of teh epic spirals of doom is essentially the level design, i mean to really simplify things they're the equivalent of the hori corridors but they look like bullets rather than rocks or metal walls

i think part of the problem people have is that a hail of bullets sometimes has less character -and might seem lower effort- than the nicely made environment graphics of hori shooters
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I should really strive towards that 2-ALL, but every time I start playing, I get disencouraged by single death in first loop and lay off the game for a while.
Maybe I should try to clear 2nd loop first from savestate in one go?

>>2742901
Play better games. You can abstract anything into "move a defined zone that triggers "lose game" state if intersected by another zone defined as harmful". It's not about bullets, it's not about how many walls there are. What matters is that the sort of challenges you throw at player are fun and distinct.
I don't personally like horis. Maybe it's because I really don't like Gradius or R-Type...

Personally DOJ 2-5 is my favourite shmup stage of all time.
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>>2743114
Starting from the 2nd loop is the best idea, until you can get it down semi-consistently. Only then should you start going for full runs.

>that webm
It's funny because I made a video of a 1 miss Hibachi just now. If that's you playing in that webm, I sure hope you're never planning on following that route.
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>>2742908
No i meant the enemy seeking laser that you mention in the latter, that and straight missiles is all i use.
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>>2743141
I suppose so. 1st loop is pretty boring, anyway. Otherwise I am pretty comfortable with most of game's challenges. Only some things need bit of practice like:
> 2-5 boss forms before Hibachi
> Fucking 2-4 cartridges
Is there any tricks to the cartridges?
Won't arse with scoring.

But yeah, both webms are mine.
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>>2743163
There aren't any tricks to the cartridges. They spawn at random places and move towards random directions. Memorize the spawn points of the enemies and get used to the amount of damage that the cartridges take before they explode.

>Won't arse with scoring.
But scoring is the fun part! Seriously though, if you're bored of going through the 1st loop, then trying to full-chain a couple stages will definitely make it more interesting for you.
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>>2743147
Yea, that's also all I use. It's sad cause they make all the other weapons kinda redundant.
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>>2743346
Well i mean very few multi weapon shooters have much balance tbh just look at the Gradiuses.
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>>2743346
I guess it's worth mentioning btw that the only 1lc on youtube actually uses the spread shot, seems nice in stages but the bosses take longer.
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>>2743371
That's true, but I find the earlier Gradius games still quite balanced actually. Gradius V too.

>>2743375
I also already saw replays where people took different weapons and did amazingly well, but their game also looked much more difficult than mine due to them using shitty weapons.
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>>2741730
Too niche of a genre.

That, or people who actually post in the generals are too busy trying to improve.
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>>2741894
I found Grind Stormer in a thrift store and I'm having a blast with it.
>>2741865
I found this thread after I was done playing it for the day, small world
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>>2743371
I don't think Gradius is the best example. I've only played 1, 3 and Gaiden though (and only as Vic Viper and Lord British in Gaiden). Both the double shot and laser are effective at different parts of the game and are nicely balanced if you use them accordingly.

However with Lord British, once you've gotten the level 2 disruptor beam, there isn't much reason to go back to the wave.

R-type might be a better example, since only the red power-up utilizes your bits. It would be cool if the bits improved your blue and yellow power ups.

>>2743610 Grind Stormer is great. I've only played a little bit but I enjoyed the power ups and being able to change how the side cannons are aimed. I think Sol-Deace had a similar feature with being able to aim the "arms" of the ship.
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Easiest shmups to 1CC?
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>>2743905
Raiga - Strato Fighter was pretty easy for me, but still cool game with harder second loop.
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>>2743905
2hou
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>>2743905
KAMUI on normal mode as long as you practice the final boss.
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>>2742017
thats agape
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>>2742919
I can't empathize with a cloud of dots but a cave wall represents a place, and if you're in a place then the game has a world. That's what people mean by level design, ludofags.
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>>2744142
I also prefer environmental hazards from time to time, but if you are sitting in a space ship, then it somehow makes sense that you are not always flying through caves.

I think both styles are great but verties seem a bit lazy sometimes. They often have really detailed background graphics therefor though.
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>>2743905
thunder force 3
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>>2744142
You can make stages that have a presence to them without any environmental hazards. Layer Section feels more like a believable journey than almost all horizontal scrollers I've played, yet it has almost no environmental hazards to speak of. It has more to do with the art direction and how the enemies move in the world than a bunch of big floating hitboxes.
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>>2744349
Layer Section crossed my mind earlier. Little things like how the enemies move in the background, the seamless level transitions and the way you go from space to the atmosphere come together to show a vertical shooter can also place you in a world. I think it takes greater care by the developers not to ignore these details in a vertical shooter than in a horizontal one. It also helps when the bullets are sparse enough they can plausibly be some kind of energy weapon and not just shmup bullet curtains.
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>>2744739
It's hard to name arcade releases that DON'T have detailed backgrounds of real places with enemies coming out of the environments, flying on a lower plane or just moving on the ground. CAVE games have that, Raizing games have that, Psikyo games have that, Toaplan games have that, Takumi games have that, It's only a problem in SOME indie games like Touhou and ones it inspired. Even then there's plenty of indie bullet hell games with lovingly crafted environments like Jamestown, Crimzon Clover and the Alltynex games.
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>>2745141
Obviously we're not talking about the handful of 90s arcade games you like to jerk your dick to. Every fucking thread you assholes act like Takumi and Raizing are the only shmups. Also I don't think you understand what's being discussed here or you wouldn't cite CAVE games, the complete antithesis of having a gameworld.
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>>2745189
one day we will find a method to power all households in the world with the butthurt Cave elicits from fucks like you
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>>2745189
>CAVE games
>complete anthithesis of having a gameworld
lmao are you for real? Guwange even had walls you couldn't move through
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>>2745196
Yeah Guwange was CAVE doing it right. Even the bullets were obviously supposed to represent arrows or TNT barrels and so on.
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>>2745189
So what are we talking about, then? No budget, low effort indie games that nobody plays?
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Can we at least agree Touhou was a mistake?
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>>2745196
There's no space penis shaft with collidable walls, so autismo's suspension of disbelief is completely ruined.
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Does anyone here dislike RayStorm? I always thought it was cool, but booting it up again it plays like shit. Slow ship speed is fighting against trying to lock on things. Bullet colors is orange in stage 1, but a dull purple in stage 2 that blends in with the water, almost everything is a ramming type enemy, lock on reticle is so far away that I can't hit enemies down the screen. I still don't know what the pick ups do other than knowing that there are green, red, blue crystals. It's a messy game unless you actually know this game already.
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>>2745471
Not me. The ship's speed isn't the fastest but I found that with the way enemy waves come out it feels very natural to lock onto them. At least once you figure out a good order to do so. It feels smoother than it was in RayForce at times. No idea what you mean when you say that most of the enemies are ramming-type, that's not true. Most of them don't even come close to you if you stay near the bottom of the screen. They just shoot and fuck off. Also the pick ups power up your different shot types.
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>>2745471
Green gives you another lock on laser, red improves your regular attack, yellow I think does both and blue maxes you out. Raystorm has its flaws, but overall its a pretty solid game, my major gripe is that you're confined to a certain area, but since the camera pitches around it sometimes shows you areas (pretty much always in the top left or right corners) that are inaccessible. When you try to get to the top right or left of the screen, your ship slows down as you approach the edges and stops before you can reach the corner.

It's not a big deal once you get used to it, but its easy to forget about it in the moment if you've been playing other shmups, and it really fucks you up when you're trying to dodge projectiles. Also the projectiles aren't coloured well to stand out from the background most of the time.
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>2743178
>There aren't any tricks to the cartridges
Absolute truth, I always fuck up the chain here or whenever I try to get the secret extend.

>trying to full-chain a couple stages
Definitely this, getting full chains is the way to go on Daioujou, al least try full chaining the first two stages.
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>since the camera pitches around it sometimes shows you areas (pretty much always in the top left or right corners) that are inaccessible
Because this is a 2.5D game, when you move to the sides, there are some peripheral areas (invisible walls) that you can't move past, and along with it, your shots are angled instead of going straight. So while this is indeed how perspective works, as a game mechanic it's really shit and frustrating when your angled shot won't align with that pesky popcorn enemy by an inch. It's a good point I forgot to mention.

>Also the projectiles aren't coloured well to stand out from the background most of the time.
This is one of the biggest issues. There's no color consistency in enemy bullets and they aren't colored very well.

>Green gives you another lock on laser, red improves your regular attack, yellow I think does both
Thanks.

Fucking Raystorm.
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2-2 is giving me strange amounts of asspain. 2-3 is easy to no-miss, 2-4 is another difficult one and 2-5 I have trained too much.
Goddamn. At least I could no-miss to the cartridges today.

>>2743178
What I am saying that for 2nd loop I am using just safe routes. I haven't paid too much attention to scoring because as much as I love DOJBL I don't like the scoring system that much. It is ok, but I don't feel obliged to learn stage 3/4 full chains.
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>>2745565
The perspective and player boundaries can be even worse when you're doing 2 player. Since the camera scrolls left and right as well, if the two players are on either side of the screen and either of them needs to move further outwards, say to dodge a bullet, then they're fucked. The screen stays where it is because the other player is anchoring it, and it won't zoom out because they didn't code it that way.

Despite these flaws, I really do like it. Music is fantastic, its a bright and colourful game (though fuck the bullets), and memorizing how to get the most lock on kills in each level provides a great challenge. Hell, its a vert with actual level design.

My mate has a physical copy that we play every now and then. I secretly practice in retroarch so that I may one day carry him through a 2p game.
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I was playing the PSN version of Shienryu on my PS3 but got stuck when the level 6 boss didn't spawn. My ship just kept flying endlessly in space. Is this a known glitch?
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>>2746589
>Shienryu
This game looks good. Shame I can't play it on mame somehow.
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>>2746686
>Shame I can't play it on mame somehow.

It's on Sega Saturn equivalent arcade hardware (ST-V), and Mame can't emulate that for shit.
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>>2746724
>and Mame can't emulate that for shit.
It depends on the game but yeah most of the shmups on the hardware have issues in mame.
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Any ketsui fans? I haven't played anything else for months, shit is so god damn good.
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Been playing this a lot lately. Such an amazing soundtrack spoiled by high pitched beam noises.
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>>2747432
That feel when the best entry in the series has the least interesting artwork.
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>>2747293
Yes, I've been playing ketsui lately since I just instaled shmupmame v4.2. Have been playing it for a month and I'm trying to play for score on the first loop, I actually got to 1-all it with a somewhat decent score, still i have to improve some things for the second loop.
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>>2747589
cool
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Y'all niggers need waifu pilots
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>>2746686
>>2746724
I use an older version of Mame for the ST-V games (0.148), and most of them, including Shienryu, run fine. They will load in the current version of Mame, but run very slowly.
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I just finished G-Darius with a completely random route, love this fucking game to death. I just wish I could find a good stick for the PS1/2 that wasn't utter garbage.
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>>2748119
Darius is at its best when you're just doing random exploring. Sticking to a route isn't much fun even if your odds at survival are a lot better.
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>>2747972

GUH. 2hu truly is the eastern equivalent to MLP with how often sperglords like shoving that shit in places it just doesn't belong.
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>>2747589
Good to see someone else playing Ketsui. I've been learning to score on the 1st loop as well.
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Deltazeal got recently released on Steam. Game looks good. Go and get you fagets.
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>>2748174
you're not updated I see. kancolle is the new 2hu.
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>>2747589
That's crazy good score/progression for one month my man, good work. I'm ironing out alot of first loop also with 150/160 being around peak for the clear with my current strats without to many mistakes and 2-3 being current best survival wise. Ketsui just feels right though I can't see myself getting bored of it for ages if ever.
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>>2748350
That's cool, Ketsui just feels so damn good. Once anyone gets the drill of scoring is just so inevitable to stop playing for score.

>>2748492
Thank you sir, Ketsui definitely a game that has always called my attention. I also was practicing a lot to get, al least, more than 120M on the first loop. This run wasn't meant to unlock Omote, I seriously don't know how to score that shit and always get to fail when it comes to macrododge suicide bullets. If I want to 2-ALL, I have to relearn the first loop in order to not miss so many times and also learn to use my bombs.
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>>2748760
>If I want to 2-ALL, I have to relearn the first loop in order to not miss so many times and also learn to use my bombs.
How i learnt after devising a route for the first loop is force yourself to never bomb, that way i don't have to keep mental track of bombs+lives and it made me much more attentive and confident to going for everything as opposed to having clouded thinking and dropping a panic bomb. I dunno it works for me as like yourself i plan to go for the 2 all and probably keep pushing score after that also. 1st loop danger spots now are 80% stage 5 and the rest are 3/4 boss + midboss being occasionally random assholes.
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How do you guys manage your hypers in DOJ? I mostly just let them fall off the screen.
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>>2748760
>>2750149
That makes 3 of us going for a 2-ALL. Good luck, guys!

>>2750151
I plan all of them.

To get the most out of your hypers survival-wise, use 1 at a time. This way rank won't increase at a dramatic rate while still allowing you to make use of the increased fire-power. What you can also do is just keep 1 hyper on your ship constantly and use it as if it were a bomb. This can save you form rough spots. Though if you're still scared of using them, you can just let them fall off. Personally, I feel that the benefits of using a hyper far outweigh the detriments.

If you're looking to earn some bonus-points, it's still a good idea to save 5 hypers for the final stretch of stage 2.
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>>2750161
>That makes 3 of us going for a 2-ALL. Good luck, guys!
Thanks man, tbh it's nice to see actual players in these threads for a change.
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>>2747293
I 1-ALL'd for the first time with a 111M score recently.

Haven't played since. I want to score better and try the second loop at some point, but the requirements seem pretty harsh even for Omote.
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I finally got a copy of Radiant Silvergun for my Saturn collection. N-now what?
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>>2750506
throw it in the garbage, Treasure a shit
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>>2750506

Burn various CD-R backups for you, and sell it to dumb collectors.

>>2750507
fantastic meme, one of my favorites form the shmup community (favorite meme is actually the "touhou is good" one)
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What does missile even do in Gradius? My bullets look the same
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>>2750540
You have to press the second button, shoots downward middle at an angle.
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>>2750485
>I 1-ALL'd for the first time with a 111M score recently.
>Haven't played since. I want to score better and try the second loop at some point, but the requirements seem pretty harsh even for Omote.

Well i 1 alled it like 2 years ago and felt the same as you but then i came back and forced myself to play no bombs whatever happens and found it forced me to learn the game to a much better level, it really reveals it's awesomeness when you start going for the loop and learning routes in the stages instead of relying on bombs for a cheese 1-all... Go for it!.
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>>2750507

kill urself my man
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>>2750734
>You have to press the second button
just map both to one button tbh it's not like you need to use one exclusively at any point.
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>>2751247
The version I'm playing has all shot options mapped to one key as well, so it's fun to know that's not the case everywhere.

Right now I'm learning how best to dodge the Moai-head fire and do a no-miss run through stage 3, which is tough but I'm getting closer. At first I was playing a variant of Sharp's X68k port closer to the arcade, but now I'm using the floppy original (faster resetting helps) and rank is quicker to increase based on how many options you activate, only needing two before enemies and projectiles quicken. Maybe I'll jump back into this game at some point using MAME, I suppose, as I'm finishing up Final Crisis and eager to be done with Zanac.
>>
>>2750506
Get a life.
>>
>>2750506
Play it.
>>
>>2751247
It's often important to time the bombs right, and when you need your primary shot at that moment, then that would awkward.
>>
>>2750208
It feels really good to have that sense of hype about clearing a game once again.
>>
Alright niggers. Post your Top 5 Favorite Shmups.

>Raiden II
>Kolibri
>Elemental Master
>MUSHA
>Jamestown (I know it's not retro, but it's a great shmup regardless)
>>
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I got the run!
>>
>>2752492
Great job, anon
>>
>>2752484
Well your taste is certainly "interesting"... Mine are in no particular order

>Ketsui
>Gradius iv
>Mushi futari
>Satazius
>Guwange blue

Ibara,Garegga,psyvariar revision and a couple others might appear on that list at a different time though.
>>
>>2752492
That's no easy task right there, congrats fellow shmupian.
>>
>>2752484

1. All arcade Darius games
2. R-Type Delta
3. RayForce
4. Gley Lancer
5. Mystic Square
>>
>>2747293
Been playing it on and off for the better half od this year and I'm having a hard time scoring, by the time I hit 4th stage on the first loop I can only normally reach 45mil, anything you think I'm doing wrong? I'm also getting really close to wrapping up my first loop clear while I'm at it.
But holy shit, I know I'm definitely gonna be playing this for many years to come.
>>
>>2752563
You need to be pointblanking enemies with your lock-on shot to kill them fast enough - it deals more damage at close range, and the options lock onto enemies faster when you're close which also increases the damage a lot. It's scary, but without it you really fall behind with the enemy kills especially on the later stages. Being close in the first place also makes it easier to start a chain.
>>
>>2752563
One thing to bare in mind is short clean chains are just as valuable so don't panic and get familiar with enemy placement enough so you can build a clear idea of generally where you will start and finish chains, also think about that gaining 5s with the wide shot solely builds the second multiplier which will be cashed out on big enemies using the lockon, often this is more profitable than always accumulating 5s with the lock on chain so i'd suggest studying some youtube plays and practicing with save states to see how much you can adapt what you're seeing to your current ability. I'll suggest bananamatics replay as he has solid decent scoring routes that don't delve to far into the more nuance ridden confusing strats that superplayers like sps use. Ketsui is like scenario after scenario that you plan what you're going to do for so don't be afraid to do some save state grinding to find what works for you and really program that routine in as it is very easy (i still do now occasionally) forget something small and end up in a panic danger situation that could of been easily avoided.

https://www.youtube.com/watch?v=VBdLuFMW9s8
>>
>>2752484
>Ikaruga
>Ikaruga
>Ikaruga
>Ikaruga
>Ikaruga
>>
>>2752484

Gradius III
Salamander
Thunder Force III/IV
Dettana Twin Bee
Radiant Silvergun
>>
>>2752492
Hey, I was watching your stream.
>>
What's the best input device for verties? I just use the d-pad, I've seen some people use a fight stick but I'm not sure if they're just being le retro gamur
>>
>>2753203
>What's the best input device for verties?
The best is literally whatever you feel comfortable with, I played with a stick for 4 years after i first got into it and now I use an ascii ps1 pad and have found it perfect for me.
>>
I just got a Saturn and a Rhea. What are the best shmups? Also is there a preferred Saturn stick I should purchase, or is there only one model/brand?

P.S. I am a little shmup baby who wants to be decimated, give me a game that will make me cry.
>>
>>2753317

thunder force V
>>
>>2753203
>fight stick
out
>>
>>2753423
Sorry, is that a controversial controller scheme for shmups? I just assumed that I would want one since most of the shmups I played in Japan used a stick.
>>
>>2753526
>>2753423 just has autism.
Either he hates stick controllers or he had an autismal reaction that you called it "fight stick" when it clearly works for SHMUPS just as well, and he'd prefer you to write just "arcade stick".

Honestly it's hard to know with crystal children.
>>
>>2753547
Thanks for clearing that up. I've been hanging out with people who play Third Strike and Melee too much - they refer to them as fight sticks, but I would agree that's incorrect.

The Hori stick seems to get what I am after, or maybe one of those HS110 ones or whatever it is called.
>>
http://store.steampowered.com/app/377860
>>
>>2755259
The only reason I may consider buying this, would be to get the bitter delay on PC.
>>
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>>2755772
More importantly getting to play the superior 1.5 version of the game. Mfw all the retards who piss and whinge about the lack of slowdown and input lag on mame get this and are still total shit so find something new to bitch about.
>>
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>>2755259
>All the bullets are the same colour
I probably shouldn't be bothered by something this minor but it really makes the game look unappealing
>>
>>2756157
If you're more obsessed with aesthetics over the actual game you're probably a pleb who should stick to rpgs.
>>
>>2756139
I shouldn't have chuckled.
>>
>>2756160
Yeah you're right. Fuck shoot em ups.
>>
>>2756178
Yeah it's not for you son and let's face it even with your best efforts you were only ever going to occupy the bottom 5% of the scoreboard. Don't be angry though the modern casual gaming world offers a broad horizon for dumb dumbs like yourself who require a more abacus tier challenge.
>>
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shh no elitism
only bug girls now
>>
>>2756160
>aesthetics don't matter
If you're such le gameplay nazi true gamer you probably should stick to reddit,
>>
>>2756221
Aw man, that showed him.
:^)
>>
>>2756221
And if you think ogling graphics is more important than the depths of gameplay in this genre then you shouldn't be here at all and are part of the problem. Sure aesthetics matter but no where near as much as the game itself. So which shmups do you play to a decent level? im curious... any at all?
>>
>>2756227
I can beat touhou on easy (using continues)
>>
>>2756227
>ogling
>depths of buzzword
>aesthetics isn't the game itself
>...
typical reddit gamer
>>
>>2755259
How's the game itself? In the brief gameplay I saw the bullet patterns looked more like Espgaluda than the vomit gargles of DDP/Ketsui.

Who am I kidding, I'll be buying it anyway, but the visual vibe doesn't have me hyped.
>>
>>2756234
I was going to shill the fuck out of this but I hate to say >>2756130 is right. They are basically selling a broken beta test for $20 and the actual game in the form of 1.5 as dlc for another $20. I still think it's a great game and novice mode is an excellent starting point for beginners, but they kinda just went full evil jew on this dlc scheme.
I'm not angry, just disappointed. I'd recommend waiting until they release Futari unless you really want to support CAVE on Steam or whatever.
>>
>>2756234
And I think mushihime is more vomit gargling than Ketsui? Your hitbox in ultra mode is the same size as ketsui's at least.
>>
>>2756230
You really think the shmup community is there because of how these games look? Dat american gamer mentality. You're just a grown up version of kids who get excited over christmas lights at this stage.

>>2756234
>but the visual vibe doesn't have me hyped.
Here come the plebs..

>>2756234
>How's the game itself?
It's all about 1.5 imo but in regards to the original ummm original mode is basically toaplan style and very easy well for anybody who actually tries which excludes 99% of the western fanbase. Maniac and ultra have some crazy tapping for scoring techniques that i don't like at all but again that probably won't concern 99% who will think getting past stage 2 is an achievement.

>>2756234
>I saw the bullet patterns looked more like Espgaluda than the vomit gargles of DDP/Ketsui.
No they don't and vomit gargles? You aren't playing those games right.

>>2756238
>They are basically selling a broken beta test for $20 and the actual game in the form of 1.5 as dlc for another $20.
Is this confirmed? If so fuck that Cave can suck a fat one I'm busy with ketsui anyway but 1.5 at a non retard price would of been nice.
>>
>>2756227
Who the fuck wants to spend over 50 hours repeating the same 30 minutes if those 30 minutes look and sound like shit? If there's a genre where aesthetics are very important, it's shoot em ups.
>>
>>2756243
>50 hours
Lmfao pleb confirmed. There isn't a single cave game that looks or sounds particularly bad though so it's a moot point and the figures speak for themselves just go look at any shmup scoreboard anywhere and you'l see the ratio of people who try to any kind of semi decent level is 2% tops.
>>
>>2756238
$40 seems like fair price, wasn't it more expensive on X360?
>>
>>2756252
>$40 seems like fair price,
In what reality? Crimson clover is god tier and cost a 1/4 of the price. Honestly cave fans are some of the biggest cucks around Cave treated the west with ignorance and like shit for years then they show up 6 years to late on the very platform everyone was begging for solely because the company is in financial difficulty and tries to pull some crazy price shit? By all means it's your money but holy fuck that is not a "fair price".
>>
>>2756252
That's a terrible price, and if that's the pricing situation then Cave can suck my dick, I'll just play it on Mame.
>>
>>2756269
>I'll just play it on Mame.
I agree about the price but 1.5 was never dumped so you won't.
>>
>>2756269
It's not. 1.5 DLC price hasn't been announced.
>>
>>2756272
Well in that case I'd just play something that I already have. Maybe that would give me the motivation to play for score.
>>
>>2756241
I like vomit gargles, Ketsui's aimed shit and suicide bullets certainly fit that label.

From what I saw of Mushihimesama, the zakos fire straight lines of bullets (lasers) and there seemed to be a lot of radials from big enemies like in Espgaluda. Those don't look as nice.
>>
>>2756278
>Maybe that would give me the motivation to play for score.
If you haven't found something you like enough by now given the massive amount of top tier stuff that's emulated then i can't see you developing that desire now. To many people get sucked into "muh new experience" so they buy/download some new shit play it for 3 days and want the next new accumulation rush you gotta get out of that bullshit and stick with something.

>>2756281
>I like vomit gargles, Ketsui's aimed shit and suicide bullets certainly fit that label.
Ok i wasn't seeing the visual analogy as you were so fair enough.
>>
>>2756265
Why are you comparing it to doujin game, retard?
> treated the west with ignorance and like shit for years then they show up 6 years to late on the very platform everyone was begging
I can't decipher this fedora stream of consciousness, sorry.
>crazy price shit
Again, their games and other STGs always had this or more expensive prices. Why it should be cheaper on Steam?
>>
>>2756285
>Why it should be cheaper on Steam?
Because every single worthwhile game on steam costs less than half of what they're asking. Even big names like Ikaruga.
>>
>>2756285
>Why are you comparing it to doujin game, retard?
Really? Because that doujin was of the same quality if not better than most "professionally" developed shmups and it was developed by one of the greatest players in the world.

>>2756285
>I can't decipher
Yeah but you get that a lot don't you?

>>2756285
>Again, their games and other STGs always had this or more expensive prices. Why it should be cheaper on Steam?
Because it's a fucking download and a quick look at the market on this format clearly shows no other shmup cost anywhere near as much even Raiden 4 was half the price you fucking nappy sniffing sperg cunt. I bet you're one of those tragic cunts that owns every cave release 3 times just to show support aren't you? stay cuck you sad sack of shit.
>>
>>2756265
tbh it's not like it was cave's job to put their games on steam, that's up to the publishers.
>>
>>2756287
Ikaruga cost the same on Xbox Live, the fact that Steam has shit selection of games and Treasure's and MOSS business models don't oblige other companies to sell their product for peanuts
>>2756290
Doujin games are made of enthusiasm, and don't require to return investments you thick cunt
>Because it's a fucking download
So is MGSV.
>>
>>2756304
>Doujin games are made of enthusiasm, and don't require to return investments you thick cunt
And a product is worth what a consumer is willing to pay for it and as stated a quick look at the market shows this price is unlikely desirable for most people and Caves need for return investments is only currently so high because the company is fucked as previously stated and it's their own fault for not embracing steam earlier when they could of set the standard for pricing before the competitive options showed up, so fuck off back to snorting coke off your reco fuck pillow in your snoopy pants fucking dickhead.
>>
>>2756306
>is only currently so high
Are you pretending to be retarded? That's what their games always cost. It's their right to not giving a fuck about ideology of doing a big favor of support by paying $15 on the start or waiting for sale.
>>
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>>2756304
Crimzon Clover had an arcade release on Taito Nesica boards, bro. The Steam release is based on that version.
>>
>>2756221
You're arguing against a community that thinks a game with buttugly pre-rendered CGI graphics is the height of arcade video gaming, m8. It's a lost cause, shmup fans have sacrificed all of their judgement and thinking process for autistic scoring. They're nothing more than soulless machines that exist solely to 1CC slightly above average video games.
>>
>>2756328
kek
cgi looks ok for machines and insects though
>>
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>>2756241
>You really think the shmup community is there because of how these games look?
The Japanese community doesn't disregard aesthetics and keeps them on par with the actual gameplay. Yet more reason why nipps are superior to braindead gaijin.
>>
>>2756328
Another dumb pleb cunt who can't think beyond aesthetics. Your mind is literally shaped by the western gaming media and it's fucking sad. You're the type of moron who thinks the same game running on slightly higher graphical settings with his gtx is instantly a better game.

>>2756335
>The Japanese community doesn't disregard aesthetics and keeps them on par with the actual gameplay

Indeed but no player quits a great game because they don't like a stage theme or how an enemy looks. Just like i didn't stop playing espgaluda even though i dislike the poor tier trance and tranny fairy characters.
>>
>>2756335
Chorensha came out in 1995. Different demographics back then.
>>
>>2756339
>>2756335
Raizing were the last devs to put out games with great gameplay and aesthetics.
>>
>>2756342
You mean Battle Garegga? You can't have good aesthetics in a vertical shitmup. That's stupid, just draw slight variations the same tiny ship sprite and pink dildo bullets.
>>
>>2756337
>i didn't stop playing espgaluda even though i dislike the poor tier trance and tranny fairy characters
Sure, but you probably prefered other games over it with better aesthetics, although the gameplay was not much better.
>>
>>2756343
>You mean Battle Garegga?
Dimahoo, 1944 and Brave Blade were the last shmups they developed before converting to making mobile phone games & Bleach fighters.
>>
>>2756347
brave blade looks like total ass for the time it came out (2000 on ps1 hardware, same year when the dreamcast and naomi boards were at their peak)
>>
>>2756343
>You can't have good aesthetics in a vertical shitmup
This thread is getting more and more retarded...
>>
>>2756349
It's more than fine for what it is, which is a PS1-based manic shooter.
>>
>>2756346
>Sure, but you probably prefered other games over it with better aesthetics, although the gameplay was not much better.
Well espgaluda has pretty original gameplay that although not my favorite is great in it's own right. I still stuck with espgaluda until i got a clear with a decent score as it's still a great game behind the things i don't like (aesthetically it is my least fav cave ever) and that's the most important thing... the core. Unfortunately it's almost impossible to communicate this to most people because they simply aren't prepared to invest effort and refused to be convinced by those of us that do of how fun it actually is when you start actually playing to get better, you literally see so much more of a game.
>>
>>2756349
It's ugly as shit but plays really well and has a great scoring system, the looks really don't detract from it's fun at all.
>>
>>2756350
Vert shitmups all look the same, deal with it.
>>
>>2756358
The graphics are okay. Much better than something like Thunder Force V in fact.
>>
>>2756358
>>2756362
It's also 30 fps
>>
>>2756362
Yeah sure and like i said it doesn't detract from the game at all that said i haven't seen it running on a proper crt and only in mame so maybe it's not so bad irl.
>>
>>2756356
I agree with you that gameplay is definitely the most important, but I find aesthetics also very important.

The awesome soundtracks and cool art styles are one of the main things which draw me to this genre. They are much better imo, than having to listen to rap music or looking at faggy muscle packed heroes and slutty whores in skimpy clothes like in fighting games for example.
>>
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>>2756343
>>2756361
Oh, you're still here, can you pretend that you're spaceship and contain your autism, please?
>>
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>>2756387
kek at the image
But that's a hori shooter, no wonder it looks that good. Horis are just better suited for displaying good presentation values and no amount of memeing from your part is gonna change that.
>>
>>2756397
>Horis are just better suited for displaying good presentation values
speaking of memeing
>>
>>2756402
Let's just agree to disagree, I respect your bad opinions.
>>
What's the difference with Mushihime ver1.5? I want to know what all the fuzz is about.
>>
Mushihimesama is coming to Steam on November 5th!
>>
>>2756443
Noone cares. Deltazeal is a much better game and it is already on Steam.

Reason why danmaku is not so great: Good gameplay has a good mix out of precisely shooting enemies and precisely dodging things, but the precision in danmaku is all just about dodging bullets, which means you will most of the time just spend looking at your ship to dodge better, while the rest of the screen is just filled with bullets anyway.
>>
>>2756454
Fact: only aspergers use the word danmaku in mid-conversation unironically.
>>
>>2756454
>Good gameplay has a good mix out of precisely shooting enemies and precisely dodging things
Any source on that?
>>
>>2756454
>Deltazeal
>a remake of G-Stream G2020
Nice, didn't even know it existed.
>>
>>2756464
It's just common sense. Also being able to observe the stage is much more interesting. But when the whole screen is just full of bullets, then there isn't much space to observe the stages. You have your eyes at your ship the whole time and move slowly milimetre for milimetre, while the rest of the screen is just full of bullets.
>>
>>2756470
But that's because you're using shitty spread types, silly. Stop using training wheels.
>>
>>2742740
Defunct developer Allumer made that shmup, and only their second one after Rezon.
>>
>>2756471
Even when you don't use spread types, your eyes will still be mainly on your ship mostly. You just move more often from left to right then (in verties). Because even the straight shots are very powerful in these games, to the point where you hardly have to aim.
>>
>>2756480
I disagree though, if you kill big enemies in mushihime they cancel out all the bullets.
>>
>>2756480
What you saying mostly applies to bosses, but really you're dead set on hating the subgenre there's nothing I can say to change your mind.
>>
>>2756454
The hell are you talking about?

Mushihimesama specifically has a lot of enemies that cancel bullets when killed that need to be shot down correctly. Just about every CAVE game is centered around shooting enemies and maneuvering around them more than dodging their bullets.

The only bullet hell games I can think of that have less emphasis on shooting are Touhous, which have grazing mechanics instead. But even many of those involve quite a bit of shooting, just not on the bosses.
>>
>>2756484
Sure, but it doesn't nearly take as much precision to do this, than the aiming precision you need in games like Gradius for example, since your shot is much thinner there and the core of the enemies are harder to hit.

>>2756487
I don't hate the genre, I just don't prefer it. The only exception would be games like Ikaruga or Radiant Silvergun. This is danmaku done right (if you can still call this danmaku actually).
>>
>>2756493
Also games like Battle Garegga are cool, but Cave style is not really my case.
>>
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Neat gameplay vid of an unreleased arcade STG based on N64 hardware.

https://www.youtube.com/watch?v=d6vG6Id908Y

The N64 didn't have much STG's now that you look back at it. There's Vanishing Earth, and that's it I think?
>>
>>2756480
>your eyes will still be mainly on your ship mostly
No they won't. The ship is the last place you want to be looking at. And if you can get away with just moving horizontally and playing passively, you really need to play some actually difficult bullet hell games.
>>
>>2756497
Nice find. Looks better than Star Soldier: Vanishing Earth.
>>
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>>2756493
>Sure, but it doesn't nearly take as much precision to do this, than the aiming precision you need in games like Gradius for example, since your shot is much thinner there and the core of the enemies are harder to hit.
You'll absolutely love playing for score then. You won't be able to spam randomly when you try going for a high-score.

>>2756405
That's the joke. People here are fuckheads that only want to play the game because it's not currently available. They don't care about the actual gameplay and will likely not even be able to get a basic 1cc.
>>
>>2756515
>You won't be able to spam randomly when you try going for a high-score.
There is no other way than to randomly spam in games like Crimzon Clover. Just look at the size of your shot... It almost covers the whole screen in break mode.

Not all danmaku are like this though. Mainly only cave style games have this. Games like Ikaruga or Battle garegga are awesome, but Cave is rather meh imo.
>>
>>2756524
But did you get a high-score playing Crimzon Clover? Did you get a high-score playing Cave games?
>>
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Look, I probably made this up in my fuzzy memory, so don't bother thinking too hard, but is there an horizontal shmup for either Genesis or SNES where most of the stages are giant motherships?
I could be confusing it with memories from Gleylancer or Phalanx's mothership stages.

>>2752484
R-Type Delta
R-Type Final
R-Type 3
Bio-Hazard Battle
SC92: Recca
>>
>>2756527
What do you mean by "high-score"? Being in the top five rankings?
I 1cced Crimzon Clover on normal. It's cool, but I prefer other games more.

Currently I'm playing a Ikaruga, which takes a shitton more precision than this and is much much better game.
>>
>>2756532
Have you tried scoring Dodonpachi? And by high-score I mean the highest possible score you can get as an individual. The kind of score that makes you go: "This is the very best I could possibly do'
>>
>>2756532
A game where you hardly even need to shoot or dodge takes more precision than Crimzon Clover?
>>
>>2756541
>Have you tried scoring Dodonpachi?
No, I am not that much interested in cave games, that's why I didn't play them much yet. I don't have to spend hundrets of hours playing to get to know a game though.

>The kind of score that makes you go: "This is the very best I could possibly do'
This doesn't exist for me. Good players never stop getting better. There is always room for improvement, no matter how good you are, if not, then the game you play is too simple and easy.
>>
>>2756549
>No, I am not that much interested in cave games, that's why I didn't play them much yet.
If you're not interested, how would you know before you try them out seriously?

>This doesn't exist for me. Good players never stop getting better. There is always room for improvement, no matter how good you are, if not, then the game you play is too simple and easy.
Bullshit, it's the exact opposite. If you're a skilled player, you know exactly where your limits lie. It sounds like you haven't failed enough yet, or you would know this.
>>
>>2756560
>how would you know before you try them out seriously?
Again, I don't have to play a game for hundrets of hours to get to know them. Go and suck a dick retard.
>>
>>2756542
>he only plays as dot eater
Stop being a scrub and play for score
>>
>>2756542
>A game where you hardly even need to shoot or dodge

Sounds like you're talking about Crimzon "Just Double Break Everything" Clover here.
>>
>>2751247
Obviously never played on a high loop with suicide bullets.
>>
"Verts were a mistake" -people who aren't Cave drones or touhoutards
>>
the only horizontal game worth playing is Boogie Wings
>>
>>2756650
I have looped them all but not got upto the kind of loops where that matters and nor has who i was talking to so what i said still stands.
>>
>>2756532
>Currently I'm playing a Ikaruga, which takes a shitton more precision than this and is much much better game.
Bullshit, at a high level all these games require a high level of precision in one way or another and for crimzon that is in timing and enemy placements to attain max breaks achievable. Ikaruga just spells it out a bit more for you and is gash to boot.
>>
>>2756853
I was talking about aiming precision. In Crimzon Clover your shot is very big. In Ikaruga you often have to sniper single enemies with a very thin shot.
>>
>>2756858
Also often with a single burst because your first bullet is narrower than the stream and because you don't want to kill the enemy behind the one you're shooting. Precise as fuck.
>>
>>2756919
That's exactly what I was talking about.
>>
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>>2756443
>mfw
Aw yeah, motherfucker.
>>
Fuck off with your waifu pilot kiddie gay shit fagets. Real shmups are HARD to the CORE!!!
https://www.youtube.com/watch?v=gAoI1m5CC9Y&list=PLirSddeMOYZ5cbYufElHsAneoOnKIkb-Q&index=6
>>
>>2757083
That looks like a penis.
>>
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What's your fav non-japanese shmup?

https://www.youtube.com/watch?v=FbaA1qIx-C4
>>
>>2756405
Extra enemies everywhere
Remixed music
Notches on boss lifebars to indicate ends of phases
You can't speed kill the TLB's 2nd form anymore
Original Mode now has a shitty scoring system where you sit at the top of the screen and point blank for the entire game
The stage 5 boss has completely different patterns in Original Mode
The addition of max power mode, which lets you start the game with full power and autobomb, but you only get one bomb per life and enemies are more aggressive
Original-max has a rank system based on your counter, similar to futari original. At over 10000 bullets get faster and glow green, over 50000 they get even faster and glow red
>>
>>2757474
Darius
>>
>>2757474
>https://www.youtube.com/watch?v=FbaA1qIx-C4
how can a human play this
>>
What arcade shmups do you recommend for beginners? I'm in Tokyo, so there should be something available somewhere.
>>
>>2757887
go to the Mikado game center and play
>>2756497
>>
>>2757892
Hmm, didn't know about that place, thanks.

It'll be quite a trip for me, but it seems interesting enough to visit.
>>
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Thoughts on this game?

Best weapon? Best formation?

Seems that Fire and Water are the most useful since they neutralize enemy bullets.
>>
>>2757850
The player is literally invincible 90% of the time but no Ikaruga requires no dodging hurf durf durr
>>
>>2756853
What the hell is gash?
>>
>>2758062
Ask your mother.
>>
>>2757887
There is no shmup for beginners.
>>
>>2757850
There's a special field surrounding you. Each time you dodge a bullet at hair lengths of distance, as long as the bullet enters the field, it builds you a meter. When you build up the meter you get a single second of invulnerability. Dodging multiple bullets at hair lengths of distance makes you invincible as long as you don't fuck up and skip a dodge or hit a bullet while in your vulnerable state.

Korea has really out-autism'd Japan here.
>>
>>2757887
Ikaruga you don't have to shoot or dodge.
>>
>>2758913
How does that work?
>>
>>2758989
You watch memexac's pro review of Ikaruga then go onto 4chan and say stupid shit about a game you've never played seriously while deflecting criticism of CAVE games with 'it gets good 1000 hours in'.
>>
>>2759000
>criticism of CAVE games
based on memexac reviews?
>>
>>2759002
Where's your high score bro? You can't say you don't like Dodonpachi if you haven't even broken the world record.
>>
>>2759006
Then just don't
>say stupid shit about a game you've never played seriously
>>
>>2759000
The funny thing pretty much all the best ikaruga players state how unfun it is at a high level which unsurprisingly is beyond what you ign opinion mirroring twats have ever actually done in the game. Ikaruga is fucking shit when you actually play it properly so go away.
>>
>>2759013
>implying Ikaruga autists are worth listening to any more than CAVE autists

Missed the point.
>>
>>2759013
Is anything fun at high level, tho? At that point it's pretty much become your second job.
>>
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I see you autists are still arguing over inane shit. keep it up.
>>
>>2759041
Maybe you nerds should let go of petty arguments and work on getting a life.
>>
>>2756484
>I disagree though, if you kill big enemies in mushihime they cancel out all the bullets.
Are you fucking stupid ir something? That's because how the GPS works on Ultra/God and Maniac Mode, you cancel bullets to get higher score not to just clear the screen. Fucking shills need to play before coming here to talk shit.
>>
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>Elitists shit up another thread.
Then you sad fucks wonder why the community is drying up.
>>
>>2759371
I don't think elitism has anything to do with shmup communities dying. They're just not what players like these days, and haven't caught on with the retro hipster audience where other genres have found extends.
>>
>>2759371
The community is dying because people are dumb and rather play Undertale or some other kiddie crap. Only waifu pilots can save shmups now.
>>
>>2759498
elitism is exactly what makes the "shmup" community shit

that, and calling them "shmups"
>>
>>2759510
Every community is shit. Just look at the FGC... yet people still play the games.
>>
>>2759498
Elitism is exactly why the community is ded, just not in the way you think. It's not the bantz, it's the mindset that causes developers to make every shmup conform to arcade conventions even though it's 2015 and figuratively nobody wants to play a game with autoscroll, limited lives and point scoring. Smart money would be to bring that quality they've been refining for 20 years to a new idea like a pixeljunk shooter-esque game but they're Japanese so of course getting slightly experimental means it has to go on mobile shit.
>>
>>2759569
I like those characteristics of the genre. The austistic spergs who drive off potential newcomers and brag about their scores and 1cc's are the part that annoys me.
>>
>>2756227
>>2756221
I despise Muchi Muchi Pork's fat girl fetishism but fuck me if the gameplay isn't some of Cave's finest. I still wouldn't put the game in my top 10 because of the pig girl fetishism though.
>>
>>2759608
They're not that fat fam.
>>
>>2759641
They're still pigs mane.
>>
Gunbird Special Edition won't run on my PS2SMB ;_;
>>
>>2759515
the FGC is far more welcoming and far less elitist than the "shmup" community lol

source: I am a member of both communities
>>
Dodonpachi is fun. Although I'd rather be playing DOJ that game is way above me.

>>2759716
I felt like it was the opposite, way more trashtalking in the FGC, calling out scrubs and that kinda stuff too. I feel like there are people playing shooters that would legit tear up if they saw some kids wanting to get into the genre.
>>
>>2759569
>nobody wants to play a game with autoscroll, limited lives and point scoring
Why are you even here if you don't like these things? Go back to your faggy fighting games if you think the genre is so shitty.

The reason why STGs are very niche is simply because people have shit taste and are way too casual for them.
>>
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Finally fucking learning the cartridges, Jesus Christ.

>>2756443
I just hope Mushi sells ok so we can get some more ports.
I am dreaming that they would release a new port of Ibara since the PS2 port is not very good. Not likely, but man can hope. I just love that game.

>>2759608
I know the feeling. I personally hate sort of fanservice-characters ( despite wrapping my lips around Ibara's mighty shaft earlier. That's why I have been feeling like pushed away from DFK and SDOJ. I don't understand the fascination with those sort of characters.
>>
>>2760421
I'm not fond of fanservice laden games either. It feels patronizing.
>>
>>2760427
At this point the genre's pretty much dead outside of indie shit, and pandering to otaku scum was a last-ditch attempt to boost sales
>>
>>2760421
Holy shit, that chain drop doe. Just kidding those cartridges are really fucking brutal, stage 2-4 is brutal in general, I can't even reach it with survival strats, nice webm keep it up.
>>
>>2759569
So to save the genre you want to make it unappealing to people who actually give a shit about it right now? Fuck off. I'd rather have it stay dead in that case.
>>
>>2760421
> DFK and SDOJ.
There's no fanservice whatsoever in those games outside of bikini wallpapers and robot girls transforming into mechas.
Saidaioujou has an Xbox 360 mode that is super easy and the full of cringeworth pandering, but you shouldn't be playing that unless you understand Japanese anyway.
>>
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>>2760421
This sprite right here is about as pandering as it gets. I mean, really, just overlook it as goofy Japanese stuff, it's no more ridiculous than giant robot killer bees.
>>
>>2760570

xbox 360 mode is pretty fun though, it's got a neat sort of manual rank control system that lets you balance between playing safe and high score by using your shot types as gas and brake pedals.

Also the 360 mode has multiple difficulties. The default is more or less novice, but it also includes arcade and expert which are as tough as the rest of the modes in the game.

Source: I own SDOJ (and think that if it didn't have brutal input lag on the port, it would be regarded as one of the better Cave titles).
>>
>>2759837
>The reason why STGs are very niche is simply because people have shit taste and are way too casual for them.
Although true the community is still mostly utter shit, actually most of the decent players are cool but there's this under current of your typical fat shit at everything else nerd cunt that needs some "hardcore" hobby to obsess over and spew opinions about with an aire of arrogance to detract from the fact they are shit at everything else in life.
>>
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>>2760921
>being this offended when someone is better at video games than zir.
>>
>>2760927
Apparently you can't read because i said the good players are actually the most helpful (mostly). It's your middle tiers and collector types that suck and also your sad man baby that gets shmup tattoos and shit, it's fucking embarrassing. All the people that are annoying as shit generally have been below my skill level not that i give a shit about it because i have other interests that get far more attention.
>>
>>2760930
>Apparently you can't read
No it's just I have other interests that get far more attention
>>
>>2760934
Like browsing forums without exercising the most basic necessity of reading? That's quite the niche you found yourself sir. Have a game related tattoo is it friend? Please tell us more about your insecurity and identity issues.
>>
>>2760921
Why do you even care about the community of a single player genre? Can't you play games otherwise if you can't circle jerk about them anymore?

I think every community is mostly full of retards. Either they are dumb or arrogant. It's everywhere like this. I think shmups are a very misanthropic genre anyway, so it's no wonder that you will find many unfriendly people there.
>>
The two biggest factors which prevent me from being good at shmups are bad vision and absentmindedness.

The first one I can fix, but how do I deal with the second /stg/?
>>
>>2761001
Meditation anon. Meditation.
>>
>>2760983
>I think shmups are a very misanthropic
Elaborate.
>>
Does 1ccing a game with two loops like R-Type count as a 1cc, or do I have to 1cc both playthroughs?
>>
>>2761089
Well, at least for me that's the case. It's a very introspective genre, it's mainly single player and you controll space ships instead of people mostly.
>>
>>2760983
It was more an observation than anything and yeah i still play and love the genre. A nice community of reasonable human beings would be a bonus though but alas we are stuck with shmups farm and it's autistic cattle.
>>
>>2761093
Introspective, sure. But calling them misanthropic is weird. We don't even kill people
>>
>>2761105
Well, at least for me that's the case. It's also one of the reasons why I prefer controlling space ships instead characters. Just like I prefer sci-fi shooters over WW2 shooters. I feel more connected to a space ship than to a humanoid character or realistic vehicle.
>>
>>2761090
1CCing both loops would be a 2-ALL then, right?
But does beating only the first loop still count as a 1CC then or not?
>>
>>2761138
That's a 1 all.
>>
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I think I would enjoy euroshmups a lot more if they were easier to emulate.
>>
>>2760575
One is a mechanized bee design, the other is literally a giant school girl. How could you say they're the same thing?
>>
>>2760421
>that stuttering
why

But good job, anyway. Post more shmup webms.
>>
>>2760930
This happens because the genuinely good players have played a bunch of different games and have an appreciation for various types of shmups. So they can give useful advice and also don't feel insecure about what they've played so they don't mind mentioning it.

However they're far less common than the ones who have only put the time into getting good at one or two. Those people are often the assholes. The game they put time into must be the best one out there or else they wasted their time, so a lot of effort goes into talking up the one they like and shitting on anything else.

In any given group of people you'll get some who have decided to master different games and then you get into the horiz vs verts, Ikaruga is garbage/perfect and all that crap.

Various genres have this problem, fighters and roguelikes suffer from it pretty badly as well.
>>
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>>2761519
My general recording settings are not that great, plus I think my computer's finally starting to die. Despite it, game runs smoothly during recording, though.
Which is bad since I kinda don't have money to replace it.

>>2761138
Yeah, usually people count one loop clear as 1cc, although for two-looped games, people usually consider 2-ALLing being the significant clear.
On infinitely looping shmups no one cares about later loops unless there is TLB or something.
>>
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>>2761635
>Max hit 967
What the fuck? Why is your chain so low? That's what I get approximately on 1-1. Still you got a really decent/good score. How much did you get on the first loop?
>>
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>>2761887
I tend to use 2p when playing out of habit. There's bug that messes up with the max chain count for that side.

That is my older score though, can't remember specifics. It was mostly survival-orientated run ( which got me to Hibachi )
I think I could beat it if I did serious run since I have learned some chains in second loop ( safe 2-1 whole chain, half-way of 2-5 chain etc. )
Getting a half-decent run is difficult though for me.
>>
>>2761931
For being a survival run, I must say that is a pretty amazing score. Also, I didn't know about the 2p side glitch since I don't really play on 2p side on most of my games. Is it any better or the rank keeps the same?
>>
Why is dodoopeepee and cave so overrated?
>>
Every now and then I fire up MAME and play some Raiden 1, Aero Fighers 1, and Insector X. Can't go wrong with classics.
>>
>>2762120
Raiden II works on MAME now, right?
>>
>>2762070
i think it's ok. 6/10
>>
>>2762123
yup

speaking of which why does no one talk about Raiden more foten? Raiden is like the Joy Division of the STG genre
>>
>>2762070
Because you are bad at the games.
>>
>>2762126
>foten
*often
>>
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post 'em
>>
>>2762126
>Raiden
Honestly i think it's the most overated game in the genre I just find them boring as shit in every way and so many games have done that formula so much better.... take fire shark/samesamesame for example.
>>
>>2762797
Raiden used to be THE quintessential game for STG, much like how Joy Division is the quintessential band for post-punk. I'm saying "used" because Ikaruga and Touhou have since stolen that title.

Obv all these games and bands are overrated to anyone who's deep into the genre.
>>
>>2762852
>Ikaruga and Touhou
Also Dodonpachi.
>>
>>2762852
>Raiden used to be THE quintessential game for STG
I'm pretty sure this was only in America though.
>>
>>2762856
In my europoor country too.
>>
>>2762861
Interesting was it big in the uk as well? All i remember growing up was salamander really and then a few years later metal slug taking all the attention.
>>
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>tfw you go from barely making it to the stage 2 boss on one credit last night to making it to stage five on one life tonight in Strikers 1945
>>
>>2762852
DoDonPachi is the modern quintessential STG. Anything Touhou related would be a satirical answer. Ikaruga is just a game that people name drop for its novelty.
>>
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Anyone hype?
>>
>>2764512
ikurrga and 2hoes are easy low q bait to get you autists triggered and derail the thread.
>>
>>2764514
Didn't even know about that. Cool.
>>
>>2764514
>Xbox One
no not really
>>
>>2764523
Why does Microsoft keep getting the shmups?
>>
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>>2757474
Apidya. It's basically a bug-themed Gradius.
>>
>>2757474
Undertale.
>>
>>2764545
kek
>>
>>2764545
*high paw*
>>
>>2764514
No, fuck xbone.
>>
Not exactly /vr/ but what do you guys think of Blue Revolver thus far?
>>
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>>2764541
>>
Has there ever been an STG where the ship moves at a Gain Ground-level speed (read: really really slow), has a weak and non-automatic attack, and is based heavily based around level memorization?
>>
>>2764512
Actually many people think that danmaku and Cave ruined the genre.
>>
>>2764750
Games by Irem (R-Type, Last Resort, Pulstar, etc) are usually very slowly scrolling and based on meorization. Not sure what you mean by "weak non-automatic attack" though.
>>
>>2764747
It's nice, but I don't really like it.
>>
>>2764752
Those are faggots.
>>
>>2764747
You mean Revolver 360? I think it's pretty cool, but the way the camera moves looks often retarded. As if you are flying siteways the whole time...
>>
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>>2764749
They ruined it by tacking on that badly drawn story. I wanted to be a bee going on bee-based adventures in the garden of pissed off insects, not some retard anime guy trying to find some shit for his sick wife. They tried waaay to hard to Japanese the game up when they already had a great game. Still, it's mere cosmetics ontop of a fine game. Also dat godly Chris Huelsbeck soundtrack.
https://www.youtube.com/watch?v=qyXo-9eKQ4U
>>
>>2765050
Well to me those deviant art tier storyboards are the best part, they are so bad it's great.
>>
>>2765050
Who pays attention to the story in shmups? Just mash past it and get to the game.
>>
>>2765159
This guy gets it.
>>
>>2765001

Cave did singlehandedly spawn a bunch of homogeneous bullet hells. We definitely aren't getting games like Gradius 5 or R-Type Delta again for a while.
>>
>>2765409
This, CAVE games all play the same.
>>
>>2765409
>>2765419

Why do people here have such a hate-boner for CAVE?
>>
>>2760564
If you absolutely have to have those things you're not a shmup fan.
>>
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>>2765450

Because CAVE carved out a huge niche among shmup fans based around elaborate scoring mechanics and technical play. As the STG market started to shrink, more traditional games got squeezed out, and bullet hell titles modeled on CAVE-style gameplay systems became the only part of the subgenre with regular releases.

If you happen to really love Psikyo style games, or cinematic horis like Einhander or R-Type, you are SOL because no one other than a few tiny developers are making them anymore.

For a shitty analogy, compare it to something like growing up playing arena style shooters such as UT or Q3, but your only options today are COD and games that play exactly like COD.

(Disclaimer: I really love CAVE games tho. Even SDOJ.)
>>
Mushihimesama's iOS port is free for today. It's under the title 'Bug Princess'.
>>
>>2759837
Why am I here? Why are you here bro you wouldn't play a shmup without getting to write your initials next to a number so just skip the middle man and go to the initial writing general.
>>
>>2765419
Do people hate id Tech, Build engine and Goldsource games for all playing the same?

Just a matter of perspective.
>>
>>2765419
>CAVE games all play the same.
Only extremely low level players would ever think this to be true. How in the fuck can you suggest dangun plays anything like progear or guwange like mushi futari? it's beyond stupid.

>>2765450
>Why do people here have such a hate-boner for CAVE?
It's just the shit players and old cunts who hate the fact that cave games stomp their shit mean whilst those of us that really love and actually play these games manage to appreciate every style within the genre old and new.
>>
>>2765540
Dangun Feveron was CAVE when they were still trying new things /memexac

>>2765540
I double dog dare you to appreciate checkpoints.
>>
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>>2765536
>>2765540
you guys will argue over anything
>>
>>2765542
>I double dog dare you to appreciate checkpoints.
Well before Ketsui I was a Gradius fanatic and never had a problem with checkpoints tbh.
>>
>>2765540

R-Type stomps my shit but I love it because it's not the same tired concept of raining down spirals of bullets on you in place of proper level design. It's not so much that CAVE or bullet hell games are bad, but such games are too overabundant nowadays, making shmups seem more stagnant than ever.
>>
>>2765613
So what else is new? Every single thread you post the same opinion
>>
>>2765613
Next you will whine about how the hitboxes on ddp being too small is "unrealistic"
>>
>>2765630
Now I want a shmup where you play as Diamond Dallas Page.
>>
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I got 1ALL on ketsui, yay. I haven't played this for a while.
>>
>>2765630
Butthurt defensive faggot now you're making up complaints to complain about. Go tate yourself.
>>
>>2765685
Y'all nigga I'm yoko orientation because I only paly horis, now fuck off.
>>
>>2764530
For Xbox 360, it's because Sony initially told arcade ports to fuck right off. It wasn't until much later when Sony changed their mind, and got Raiden IV Overkill and other STG (barely any). I'd like to think Raiden V is on Xbox One because of how well Xbox 360 did with STG.
>>
>>2765683
Noice. Did you get the Ura loop?
>>
>>2765613
But those bullets are a part of proper level design. You think they just randomly throw all those bullets on screen hoping to god that it will work instead of carefully planning on the placement of them in order to ensure that it is in fact possible to make it through alive without dying? There's also shit like scoring systems which heavily play into things like enemy and item placements, you may not be dealing with as many environmental hazards as games like R-Type but to claim that there's no proper level design is fucking insane.
>>
>>2765696
Look at my lifes and bombs.
>>
>>2765702
>You think they just randomly throw all those bullets on screen hoping to god that it will work instead of carefully planning on the placement of them in order to ensure that it is in fact possible to make it through alive without dying?
I know for a fact they do which is why smartbombs are so prevalent in bullet hell. You hate it when it's a euroshmup and it's a healthbar letting you live through impossible bullet barf but it's OK when CAVE does it!
>>
>>2765702
Enemy and bullet design are not level design.
>>
>>2765703
Yep, I'm a retardt.
>>
>>2765702
Don't waste your time, dude, just trolls be trolling.
>>
>>2765719
>us shmup guys who know that bullets = level design gotta watch out for those trolls with dissenting opinions
>>
>>2765717
Not your fault, I can't even unlock Omote. I don't even know how to use bombs until I get to evaccaneer.
>>
>>2765721
>things in the level that heavily influence how the player goes through it are not a part of level design
>>
>>2765731

Those slaughter maps in Doom must be the pinnacle of level design now.
>>
>>2765731
>a part

So your games have one part of level design. Hence the preference some people have for games with all the parts of level design.
>>
>>2765736
let's be honest nobody normal prefers any of this autismal crap. if you're playing shmups -oh I'm sorry STGs- if you're playing STDs it's a clear sign you must have been severely abused as a kid
>>
>>2765736
They have the level hazards except they forgot about the decent enemy design, decent pacing and bosses that aren't garbage.
>>
>2765769
>alternate boss routes in Ketsui
What do you mean?
>>
>>2765769
>alternate boss routes in Ketsui.
What do you mean?
>>
>>2765780
>>2765778
Nevermind, I was actually reading a daifukkatsu dlc thread.
>>
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>>2765783
>>
>>2765791
kek
>>
This thread inspired me to finally check out Layer Section and I'm a fan.
>>
>>2765683
Good work man, i got to the 2-3 boss last night (omote) that guy is a colossal douche for the tiger. Always force yourself in the first loop to use no bombs it'l make you learn the game much better and if you are going long term will become the norm plus essential for accessing ura aswell as training you to make omote regularly.
>>
Why don't you have a youtube channel with all your 1ccs and 2-ALLs yet?
>>
>>2767353
Because I believe it's not worth it for others to watch my replays. Also I'm not that much of a great player.
>>
>>2767353
>Why don't you have a youtube channel with all your 1ccs and 2-ALLs yet?
My pc is to ass to record and render good enough, i have a folder of inps though. That said i'd never upload 1ccs just for the sake of it unless they're decent scoring runs.
>>
>>2767361
It doesn't have to be the best clear. I always enjoy watching decent clears from the games I like. It's interesting to see other peoples playstyles.

I think making own vids also could encourage you to play better and more often.
>>
>>2767353
Watching full runs of other people play shmups would be boring. If you do something crazy and want to show that part sure, but not the whole thing.
>>
>>2767374
What?! Do you never watch playthroughs from other people? I do this all the time with shmups.
>>
>>2767376
Maybe boring isn't the right word.
>>
>>2767374
Anybody with any real interest in these games watches runs. Good luck developing strategies and improving without them.

>>2767376
>What?! Do you never watch playthroughs from other people? I do this all the time with shmups.
I do to espeically runs like hfds daioujou wr, sps live performance of ketsui and Kamuis garegga runs.
>>
>>2767391

might as well not play at all, just watch

it's like playing a puzzle game with the solution on a guide
>>
>>2767391
Yeah but there's watching the part you want to steal a strategy from and then there's sitting down and watching 45 minutes of shmupping.
>>
>>2767395
You also can watch replays without using them as guides.
I constantly watch replays but don't really use them as guides. I just watch them for fun and then mostly also forget about them again.
>>
>>2767405
What's wrong with watching 45 minutes of shmupping? If there are any playthroughs worth watching then it's good shmup runs.
>>
>>2767370
I would love to upload some shit, but I don't have equipment to do it so.
>>
http://steamcommunity.com/app/377860/discussions/0/490123938435235238/#c496879865898549538

Mushihimesama will be $20.
Ver1.5 will be $5.
The OST will be $5.

There will be a launch week discount of 25% on both the base game and Ver1.5; in addition, the OST will be free with the base game during that period.

(That's $18.75, for those of you too lazy to do the math)
>>
>>2767879
Not retro.
>>
>>2767395
>might as well not play at all, just watch
>it's like playing a puzzle game with the solution on a guide
This is exactly the opinion you expect from someone who just doesn't have a clue or doesn't have enough play experience. You can watch any top player until you are blue in the face now go and try mimicing what you see and you'l find you can't do shit as the execution and play time experience of those guys is so high, runs give you ideas and then you can start adapting parts of those strategies into your own more manageable versions, even at the top level everyone does things a little bit differently. You're forgetting about the skill it takes to play these games and it's like saying watching someone else beat larsa in futari ultra iis the same as beating her yourself or even further telling an aspiring gymnast they might aswell just watch as what they're doing has already been done. Personal achievement is the other aspect you are missing out on massively, it feels great to get that personal best run no matter how that fares against others as you are testing yourself and what you can do but hey if you wanna spend your life always being a spectator then go for it.
>>
>>2767405
>>2767412
I watch Kamuis garegga runs with no intention of copying anything but just to be in awe of how far someone has managed to push the strats and technique in that game, its crazy.
>>
Guy with a YT channel here, I've actually thought about starting up a channel for other people. I have the equipment and the time to make videos so why not do it for other people? Anyone interested?

Though it goes without saying that I won't be uploading every little thing you do. Preferably just cool stuff like 2-ALLs, lunatic 1ccs and high-scoring runs.
>>
>>2768176
It's a good idea that i'd defo bare in mind assuming you're happy to take inps?
>>
>>2768176
Give me two years to actually get a decent 2ALL on any game.
>>
>>2765031
No but that is a cool game.

I meant this one: http://woofycakes.itch.io/blue-revolver-v05
>>
>>2768232
Yeah, I can't think of any other way but to record .inp and .rpy files.

>>2768234
It doesn't have to be a 2-ALL, just put a big amount of effort into your run and the end result should be worth uploading.

Now I have to think of a channel name, but I suck at naming things.
>>
>>2768325
What if I want to upload a ketsui run, what would your standard? Do you mind about scoring or what would you keep in mind for uploading replays?
>>
Any good shoot em up games for NES?
>>
>>2768452
In the case of Ketsui I would say have a 100m score at minimum and it has to at least be a 1-ALL. In most cases having a certain score and 1cc is appreciated.

Exceptions can still be made if the run is really good, like getting 150m+ while game-overing on 1-5, I think that'd still be worth uploading.
>>
>>2768463
Gradius 1 (not 2)
>>
>>2768325
What about /vr/'s STG? Lol I know is bad but whatever, I'm really suck at names as well.
>>
>>2768661
don't associate with this place, you'll just get accused of shilling
>>
>>2768668
What about "STGeneral"?
>>
What about "try hard channel"?
>>
>>2768680
Perfect.
>>
You guys are too slow, I already created an account:
https://www.youtube.com/channel/UCp2e9X5tR9BLdSlIGjzftDA

>>2768674
I like this one but it's too late already!

Anyways, send me shit: [email protected]

You can either upload an .inp or .rpy to an online whatever or you can send me the file as an attachment.

Tell me:
Game name, rom name, MAME version
What the YT description should be, what the tags should be and other cool stuff like that.
>>
>>2768463

Star Force
>>
>>2768680
Never thought about this, it's just so suitable.

>>2768687
Anyways I believe you can change the youtube channel name, also get a background. I'll see if I can record something good whenever I have time.
>>
>>2768463
(Summer Carnival '92) Recca
Crisis Force
LifeForce
>>
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Man, still haven't found a shmup more fun than Batrider. I miss Raizing.

Also, OP of the past STGenerals here, haven't been using 4chan much anymore, my apologies.
>>
>>2768824
How does one tell the difference between a Raizing game and a CAVE game?
>>
>>2768463
Over Horizon. It's a simple but well designed horizontal scroller. A bit too easy, though.
>>
>>2769430
Ugly pre-rendered sprites = CAVE
>>
>>2769430
Well dude, are you basically saying an yagawa game is the same as dodongopoo? Because that's a pretty stupid thing to say, buddy boy.
>>
>>2769430
>How does one tell the difference between a Raizing game and a CAVE game?
By not being a blind retarded dildo brains.
>>
quick what are good shmups with horror environments, I can only think of r type series.
>>
>>2769951
X-Multiply, Pulstar
>>
>>2769951
deathsmiles and harmful park.
>>
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>>2770015
>>2769959
Thanks anons.
>>
>>2769951
Cotton Boomerang, one of the prettiest shmups ever made too.
>>
Daily reminder that danmaku is cancer desu
>>
>>2770429
Well reminded, anon. Keep doing God's work.
>>
>>2770429

"Bullet hell was a mistake" -Hidetaka Miyazaki
>>
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I feel like danmakus have become some form of depressing self-satire of the genre to the point that they are simply not very fun anymore. I think that a "good" well designed challenge must be based on the basic premise of "any normal person should be able to complete this task without previously knowing what is expected of him beforehand". And danmaku shmups seem to have thrown the essentials away in the garbage with what is basically a shallow exercise in route memorization.

The very concept of danmaku just don't interest me. I think that the premise of a shooting game as simply "a lot of crap flying at you at once" isn't a very good concept at all. I hate this design. And since most shooters nowadays follow this style of fake difficulty, I'd much rather be playing the ones from the 4th gen and earlier.
>>
>>2770478
>4th gen and earlier
What games do you like playing, anon?
>>
>>2770581
Anything that's not bullet hell.
>>
>>2770583
Even Garegga?
>>
>>2770642
Does it have 1 pixel hitboxes? Then it's danmacrap.
>>
>>2770649
No, it's from 1996, it's not bullet hell, but is really fucking hard.
>>
>>2770642
>>2770667
Battle Garegga is shit.

Fucking metagame elements are terrible. At least the art and the music are fantastic, but that's about it.
>>
>>2770478
Memorization is really nothing special for this genre.

I for one like memorizers the most. At least if they are done well (like Irem games). I think a game shouldn't be beatable by anyone without having to study it first, otherwise the challenge becomes too boring.
>>
>>2770667
Batsugun Special is from 93 and it's still bullet hell with faggot 1 pixel hitboxes.
>>
>>2770669
I don't know, I haven't played it much but from my little experience I feel the ship control is so messed up, I don't understand why diagonal moves al faster than vertical and horizontal, it's so dumb. How can people play this for real?
>>
>>2770667
Of course Battle Garegga is bullet hell.
>>
How do you differentiate a bullet hell shooter from a non bullet hell shooter?
>>
>>2770692

The latter usually has level design.
>>
>>2770692
They are mostly about dodging lots and lots of bullets. While in other games you dodge less bullets but therefor also must dodge enemies, environments and faster moving bullets.
>>
>>2770686
How the fuck is Battle Garegga a bullet hell?
>>
>>2770723
small hitbox with a shitload of bullets
>>
>>2770729
It's not that small doe.
>>
>>2770738
It's still way smaller than your ship's size.
>>
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>>2770692
Take a guess.
>>
>/vr/'s still whining about manic shmups because they're too hardcore for them
glad to see this place still hasn't got gud yet
>>
>>2770806

Not a single person has complained about them being too hard. Many bullet hullets are definitely homogeneous and uninspired though, with some waifu pilots thrown in to reel in some suckers.
>>
>>2770806
Either way danmaku has no place in a retro board anyway.
>>
>>2770696
This meme needs to end NOW!
>>
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>>2770806

>waifu-pandering slowfest without level design
>hardcore

millennials are funny
>>
>>2770818
>>2770820
>>2771161
LEAVE!
>>
>>2771182

Why should we? This is not /jp/, we're not forced to like fanfiction games from the 00s
>>
>>2770478
>"any normal person should be able to complete this task without previously knowing what is expected of him beforehand"

So you hate arcade games, then? Danmaku games aren't even much more difficult or memorization-heavy than regular shooters, anyway. It's pretty easy to follow the enemy attacks as they come, unlike something like Truxton where you'll constantly be caught off guard by fast small bullets.
>>
>>2771184
>fanfiction games
What do you mean by that?
>>
>>2770820
Please explain why? As far as I know there are danmaku games from the early/mid 90s
>>
>>2770478
Oh look it's this dumb cunt nonsense opinion again. I love it when shit players come up with every bullshit reason ever for not being into games they can't even play to begin with. Every shmup ever is a memorizer you fucking dipshit. I play shmups from every style and gen however you just stick to what you're safe with and call everything else shit but no friend it's you who is shit. Any task that can be completed by a normal person on their first person is by definition absent of skill and pandering to the low undeveloped skill level of a normal person which gives a false sense of achievement so stick that up your fake difficulty spewing arsehole you basic cunt.
>>
>>2770649
>Does it have 1 pixel hitboxes? Then it's danmacrap.
The fact you don't even know garegga shows you have no clue about this genre,
>>2770669
>Battle Garegga is shit.
>Fucking metagame elements are terrible. At least the art and the music are fantastic, but that's about it.

So basically you're total shit at garegga and can't understand the strategic depth because simpleton so have to blame the game to protect your ego. I'm sorry that you fail at these games.
>>
vr: crimson clover=accepted , danmaku=reeeeeeeeeeeeee
>>
>>2771210
Trying to make sense of your run-on posts is more difficult than DOJ Death Label.
>>
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I just 1cc'd Harmful Park. Not a tremendous achievement, it's a pretty easy game, but it was really fun. Probably one of the best horizontal games.
https://www.youtube.com/watch?v=rwDq3YSDX20
>>
>>2741730
You guys have a pastebin or is it more of a lurk deal here? Seeing this random vertical vs horizontal shit is putting me off.
>>
>>2771210
Why do you guys get so easily triggered here?
>>
>>2771198
>So you hate arcade games, then?

>implying arcade games can't be well-designed

>>2771313
OP is a fag for not putting resources in the OP.

http://vsrecommendedgames.wikia.com/wiki/Shmups_101
http://www.racketboy.com/retro/shooters/shmups-101-a-beginners-guide-to-2d-shooters

BTW shmup players are just like this. We philosophize and argue about shmups because we all love shmups, don't let it put you off from them.
>>
>>2771329
The second link doesn't work or I'm having brain issues right now/, thanks though.
>>
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>>2770683
>I don't understand why diagonal moves al faster than vertical and horizontal
It's because YGW doesn't know algebra.
>>
>>2771220
I like to garnish my posts with artificial difficulty.
>>
>>2771140
I disagree that it a meme, enemies and how they approach you in the level is not apart of the level itself. Bullet curtains may force you to move but so does any bullet heading your way.
>>
>>2771326
Because this is shmup general thread.
>>
>>2771365
Enemies spawning in certain spots are very much part of the level design and at the point they enter they become an obstacle to think about as much as the bullets they shoot, destructible as they may be it's still part of the level.
>>
>>2771565
No, it's not. If one of the enemies got sick that day and had to call in it'd be a different level by your logic.
>>
>>2771576
Yeah, well, that's exactly what it is. In many games, enemy spawns are dependent on player actions, either by the timing at which you kill enemies and bosses, your positioning, the rank, or other factors. Enemies calling in sick in certain circumstances is very much a part of level design, and changes the bullet patterns fired at the player.
>>
>>2771585
But all of those things happen on the same level. If an enemy can change position and you still call it the same level then the enemies aren't the level. The level is the scrolling background and position in the enumerable sequence of levels the game has you go through i.e. 'level 2'.
>>
>>2770683
>Why do you move faster if you hold down left/right+forward in DOOM? How can anyone play DOOM for real with controls like that?

It's called adapting to the game. BG has hardcoded input lag as well but you learn to live with it instead of crying like a child because the game is good.
>>
>>2771608
So you say but you shmup elitists couldn't 'adapt' to a shooter with inertia or RNG or open world if your life depended on it.
>>
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WinkBaufield
>>
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>>2771789
>WinkBaufield
>>
Recommend me a shmup where you play real life or real life looking aircraft that's not Aerofighters, Strikers, Raiden Fighters, Battle Garregga and 19XX
>>
>>2771914
Almost everything by Toaplan.
>>
>>2771210
>Every shmup ever is a memorizer you fucking dipshit
That's not true. Games like R-Type get called "memorizer" not because you need to memorize stuff in order to play on a high level (which is the case for almost every STG), but because you are forced to memorize stuff in order to even play it in the first place.

I think that's also one of the reasons why bullet hell got so popular. Because you also can play these games without much skills and without having to memorize stuff.
>>
>>2771365
>>2771184
GET OUT!
>>
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>>2772197
Did you get triggered? Why do you feel it necessary to validate what you like by forcing a sort of mental gymnastics calling enemy and encounter design the level design?
>>
>>2772225
I SAID GET OUT! NOW LEAVE! SCOOT! SCRAM! SKEDADDLE! MAKE LIKE A TREE AND SPLIT!
>>
>>2772227
I hope you like wasting your time as much as I do.

Your shmup fu a shit.
>>
>>2772225
>enemy and encounter design the level design?
They are related though i'm not sure why you can't understand shit, probably inexperience with skilled played.
>>
>>2772225
> a sort of mental gymnastics calling enemy and encounter design the level design?
>goombas and other shit in SMB were placed by 'encounter designer' after levels were done by level designer
It's not a mental gymnastics for anyone who isn't a fucking retarded vegetable.
>>
>>2768687
Still waiting for anyone to send me anything. Is there something wrong on my side or is just no one interested in having some of their stuff uploaded?
>>
>>2772978
we don't actually play games
>>
>>2772978
Not willing to read the thread, tell me what you want and I'll give you an H (Hand)
>>
>>2772978
Can you do CCWI from a replay?
>>
>>2772978
>>2773000
If you can, here is the Boost run I posted >>2752492

https://madokami.com/l55h8o.replay (CCWI v1.05, Steam version)

Title would be "Crimzon Clover Boost Type-Z - (score in the screenshot)". I'm not sure about tags - general things such as shmup and stg, I guess.
>>
>>2771607
Backgrounds aren't "the level" either. In a lot of games the developers most likely change the background of the same level many times during development, but they still refer to it as being the same level because it is the same mechanically. Level design encompasses everything from the art design to enemy behaviour in shmups.
>>
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The backgrounds have cool little events happening in them that make the map layout more enjoyable. Notice the tanks moving along the cliffs at the beginning of dodonpachi, or in pic related, the turrets suddenly coming out of the collapsed building in stage 4, daioujou had the third cloud level with the floating satellite and saucer things and long swarms of assaulting enemies, then in the next stage you're in the middle of a laser cannon core, you enter the orange river in Ketsui right before the large ship that gives you an extend, etc.
Backgrounds go a long way in interacting with enemies and helping you memorize the object layouts and you might not even notice.
>>
>>2771914
Raptor: Call of the Shadows, it's not that great except the art though.
>>
>>2773031
I'm on it doc. Managed to get it working. Will record soonish.
>>
>>2772876

Enemy placement is part of the level design, but your level design is still awful if you just rely purely on enemy placement. Imagine playing a SMB level that was completely flat except for a few enemies placed in the way of the flagpole. Most people wouldn't be okay with that, but it's okay when bullet hells (which were a mistake) do it.
>>
>>2773215
Good thing that bullet hell games rely on enemy attacks along with their placement, which serve the same function as environmental hazards except are far more dynamic and interesting than slowly descending hitboxes.
>>
>>2773215
>but your level design is still awful if you just rely purely on enemy placement.
No, for STG it's not, and shove your dumb analogy up inside your ass - for SMB with flat level, most of game mechanics (impulse manipulation, jump with variable height, etc.) wouldn't be used with full potential, which can be described as bad design, while for STGs without dangerous collidable walls you still have all your shooting and dodging.

>but it's okay when bullet hells (which were a mistake) do it.
Are you implying only bullet hells do it? Was majority of all vertical shooters a mistake too?
>>
>>2773235

Why are bullet hell games so afraid of introducing level hazards? Why can't you have both?
>>
>>2773247
>(impulse manipulation, jump with variable height, etc.) wouldn't be used with full potential

Not true, having to dodge enemy attacks would definitely involve these things, especially if you litter enemies all over the level.
>>
>>2773256
Because level hazards limit the enemy design and placement along with your mobility, so they detract from the focus of the games. I guess having some hazards every once in a while for variety wouldn't hurt though.
>>
>>2773261
What part of 'full potential' you didn't understand?
It wouldn't have bottomless pits, jumps between positions with different height, jumps from positions with dynamic variable height, etc.
>>
>>2773267

>It wouldn't have bottomless pits
Yes, the same way not having level hazards in shmups would mean you wouldn't have walls.

>jumps between positions with different height, jumps from positions with dynamic variable height

The enemies can still provide this. Think of something as simple as jumping on a Goomba and then jumping on top of a Parakoopa without hitting the ground.
>>
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>>2773348
fuck off retard
>>
>>2773364

Those level hazards are unnecessary though. You just need enemies.
>>
>>2773370
The equivalent would be filling that bottomless pit with enemies, having some you can jump on but most kill you.
>>
>>2773256
Guwange.
>>
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>>2773364
Having platforms and pits limits from the enemy placement along with your mobility,so they detract from the focus of the game.
>>
>>2773585
They do the exact opposite considering the game has a little something called gravity. Think before you post, shit for brains.
>>
>>2773714

You don't need platforms and pits because enemies alone can offer the same challenge. If you were to include level hazards that would detract from the focus of the game.
>>
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As long as it helps to prove my perfectly non retarded theory, I can see no gameplay-wise differences between these two obstacles.
>>
>>2773753
That comparison doesn't even work on a basic level because falling means death while hitting any of those objects just reverts you back to small mario. That's not even getting into the fact that on the left those platforms move around. You could argue that you could re-create a lot of the same challenges in the Mario levels using enemies only but for that you'd have to alter the game in major way.s
>>
>>2773771
>because falling means death

Artificial difficulty, just like having walls in shmups. I'm so glad bullet hells got rid of level hazards and instead maintained a focus on littering enemies all over the place.
>>
>>2773801
A platformer which manages to create fun, challenging levels by only using enemies only sounds pretty cool to me desu
>>
>>2773801
>bullet hells got rid of level hazards
So what bullet hell did it first? Star Force?
>>
>>2773814

I agree, and let's take this one step further. All genres should eschew level hazards in favor of enemies everywhere. The end result will be a more "focused" product.
>>
>>2773817
Ne need for all this anal agony, no one's taking your Gradius away.
>>
No le tongue in cheek reply on this >>2773816 one?
>>
>>2773836

I for one welcome the new generation of Shoo Ting Games, where we cut out all the fat and finally have nothing between us and the enemies.
>>
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Damned bullet hells! Stealing level hazards from our shumps since 1985!
>>
>>2773891
Now this is what I call retro.
>>
>>2773256
Because it's much easier to just flood the screen with bullets and slap some colorful background below you.
>>
>>2773965
Yeah, maybe if you've made a really nice engine which simplifies the process. Making a level is as easy as drawing some shapes and making them move in a direction at a set speed on the other hand.
>>
https://www.youtube.com/watch?v=nR5wh3b13fo

What do you guys think of Game Tengoku?
>>
>>2773839
Galaga senpai.

>>2774103
I think you're a fucking faggot.
>>
>>2769951
https://www.youtube.com/watch?v=zCnNIzXVrxo
>>
>>2774147
>I think you're a fucking faggot.
Why?
>>
>>2774167
>2 days after Halloween
Smh desu senpai.
>>
>>2773256
because elite players will bitch about it.
shikigami no shiro has a tradition of having a block puzzle hazards at every level 3.
>>
>>2773031
It's up: https://www.youtube.com/watch?v=fpNyVNJ947Y
>>
>>2773891
I think verts where you shoot missiles at the ground are a special case, though. Your interaction with the level is more that the layout governs the way the ground enemies move.

I am wondering roughly what percentage of verts have actual environmental obstacles. I can't really think of any off-hand other than Ikaruga (which did them fantastically, I thought). Double laser!!!!!!!!
>>
>>2775908
Radiant Silvergun more like Radiant Silver... Fun xD
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