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does /vr/ play shoot em ups? what 1ccs are you going for?
a few days ago i got a clear in pic related on super easy
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i really like Mushihimesama even though it is evil hellion
Does anyone know if you can buy the Mushihimesama 2 or if you can emulate it?
>>
yes but not bullet hell autism.
real shmups like Gradius
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>>11414739
I do, but I rarely come to /vr/.
Currently still trying to decide if I should bite the bullet and give a serious attempt at Gradius 3, maybe play SDOJ, or check out one of the indie recommendations from the /v/ threads. The Castle Shikigami series also looks interesting but I wanted to wait for the port of the last game in the upcoming month before marathoning them.

>>11415059
Realest shmuppers play both.
>>
>>11415059
Gradius sucks, Darius is better.
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>>11414739
I don't
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>>11415106
Based
>>
I want to try Terra Diver, it has a great reputation and I've missed it. Gonna emulate first obviously then seek it out if it's as good as people say.
>>
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>>11414739
I've played Blast Wind recently, one of the few shmups I'm actually enjoying so I might as well try for a full run.
My current highscore is 1,454,520 points on normal mode and default settings.
>>
>>11415059
i like both
>>
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I like casual friendly shmups
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>>11415059
Never used to like danmaku, but it 'clicked' recently. Still hate the retarded black label shit though.
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>>11415059
Same.
Bullet hell it's just visual noise.
Never undestood the appeal.
>>
>>11416227
>>11415059
https://youtu.be/fHZ088RtIjQ?si=jczFK_qyyuDmszlb
Bullet Hell has a lot of intricate mechanics, especially if you look at Dodonpachi or Espagaluda II that is very rewarding for learning it's autism. But I understand why people would prefer the more straight forward games of the regular shmups.
>>
I've been playing Battle Garegga today. fun game, but it's so hard to see the bullets on the arcade version that i dont think I'll ever bother learning it. ps4 version you can change the colors on the bullets. It sucks how these legendary shmups rarely get the pc ports they deserve.
>>
>>11414739
i can only 1cc a handful of individual stages
metal slug 1, stage 1
espgaluda stage 1
dodonpachi dai ou jou stage 1

i would like to be autistic enough to learn the whole game, drive to chicago, meet my ex girlfriend, take her to galloping ghost, show her the machine, 1cc it in front of her then get married
>>
>>11415943
battle mania daiginjou is the only shmup ive ever 1ccd
>>
>>11416227
Danmaku's appeal is very straightforward, it's cool trying to survive all the shit thrown at you. It might look like a lot more limited than traditional shmups with stage obstacles or other forms of hazards, but in reality the way even simple patterns combine into each other to form more intricate ones is functionally no different.

To understand what they are supposed to convey you have to look at its origins: a simple mistake in the game "grind stormer" by Toaplan where they accidentally made the player hitbox way too small. Devs ran into this and thought that, actually, dodging in this game feels very good so we run with it and design the entire game around trying to capture the same experience. Eventually this led to the creation of Batsugun and Dodonpachi.
>>
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>>11415387
Arghh, so close...
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>>11416257
>almost 3 hour long video for a 30 minute game
No offense but I was never fond of all these weird scoring tricks, boss milking, strategies etc.
What I like about bullet hells is their lower emphasis on memorization compared to traditional shooters due to lower amount of cheap shots, usually slower bullet speed and reduced punishment for death.
I like scoring but I wish most games were limited to some sort of item chaining (like Garegga's medals or Harmful Park's gems) as well as disabling separate weapons on bosses and bigger enemies for extra points but increased risk (not shooting a nearly defenseless boss for 2 minutes and killing him just before the timer runs out)
>>
>>11417310
>almost 3 hour long video for a 30 minute game
Think of it more like you can complete these games in 30 minutes. But the reward for learning the mechanical depth underneath the 1st layer of gameplay is immense. Your scores become higher, the chances of a 1CC become greater and also it becomes easier to understand the intricacies of intense combat as a whole.
>No offense but I was never fond of all these weird scoring tricks, boss milking, strategies etc.
In the video it does have that. But if you watch the first 6 minutes you will get the basics down and understand the intricacies. I think as long as Anyone watches that they are good. But it's cool to learn about all the neat things about the game you never found the first few times if anyone watches past it.
>What I like about bullet hells is their lower emphasis on memorization compared to traditional shooters due to lower amount of cheap shots, usually slower bullet speed and reduced punishment for death.
This is correct.
>I like scoring but I wish most games were limited to some sort of item chaining (like Garegga's medals or Harmful Park's gems) as well as disabling separate weapons on bosses and bigger enemies for extra points but increased risk (not shooting a nearly defenseless boss for 2 minutes and killing him just before the timer runs out)
I think this is a thing in Mushihimesama Futari where you have to do special things at the end to get a high score.
>>
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I recently got into SHMUPs after 36 years of being completely uninterested in them and have been figuring out what I like/dislike. So far I have a strong preference toward horizontal shmups because they feel a lot more varied than most vertical SHMUPs. I also like when they reward good gameplay with insane OP powerups like Lords of Thunder at max magic or Android Assault. Cool weapon variety is a huge bonus, too.
Some of my favorites so far are Gleylancer, Lords of Thunder, Android Assault, and Strikers 1945. Bullet hells don't interest me much but maybe after I've tried some I'll enjoy them more.
You guys got any recs for what to try next? DadSHMUPs, Danmaku, Eurojank, I don't really care what the subgenre is.
>>
>>11417713
Anything Darius (Twin is a great start), Thunder Force 3 and 4, Anything Aleste (Musha is a great start), Einhänder, Tyrian, Ikaruga and for some non /vr/ ones Guxt, Blue Revolver and Zero Ranger.
Also play some Touhou, why not? Perfect Cherry Blossom is a great start to that series.
Oh and the Rainchaser demo on Steam, looks very promising.

Just some games I personally really enjoy.
>>
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>>11417205
1CC on normal mode, done.
Phew, what a rush, last life and no bombs left.
>>
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>>11417713
Check Raycrisis on the psx.
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>>11417713
>>11417713
If you like weapon variety then I'd recommend Zanac X Zanac and Super Aleste.
Both games have a whopping 8 different weapons and Zanac additionally has 3 different ships which alter the weapons slightly.
Radiant Silvergun also has a 7 different weapons and you can even use all of them at the same time.
>>
>>11414739
Einhander is my fav. A new one that just released, Sturmwind is fun and has Einhander vibes.
>>
I only play Tōhō.
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>>11417957
Don't make me say it.
>>
>>11417310
>some sort of item chaining (like Garegga's medals or Harmful Park's gems) as well as disabling separate weapons on bosses and bigger enemies for extra points but increased risk (not shooting a nearly defenseless boss for 2 minutes and killing him just before the timer runs out)
Try Muchi Muchi Pork
>>
>>11417713
You should get Deathsmiles I and II if at all possible. They are one of the more interesting Horizontal shmups.
>>
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>>11416328
add imperishable night to that list
>>
>>11418417
shit meant for >>11416742
>>
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>>11418417
Play a real shmup.
Good job with the clear, are you going to play the extra stage?
>>
>>11418432
ill give it a try maybe. im gonna try to clear deathsmiles next since i got to stage 6 on one continue last time
>>
>>11418469
Best of luck for both endeavors.
>>
>>11418417
>normal
lil bro…
>>
>>11418675
>2hufag trying to act elitist
Bro you aren't even a real shmup player
>>
>>11417768
>>11417776
>>11417784
>>11418182
Thanks brehs. I'll check these all out.
>>
>>11417776
>ENCROACHMENT OVER 100 PERCENT
>>
>>11418675
post your hard or lunatic clears then
>>
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>>11414739
I've been playing Force Gear on the PCE mini. It is really cool extra they added in and a great alternate take on the Gradius formula: https://youtu.be/UwRofTcnU3M
>>
>>11423520
Based and Daifukkatsupilled
>>
>>11419250
>>11421546
why the seethe?
>>
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Happened.
https://www.youtube.com/watch?v=hsNYG-db0e0
https://store-jp.nintendo.com/item/software/D70010000082202
Hina did not kill the Dodonpachi series and shmups in the end(maybe...)
>>
This game seem interesting

A sort of Mario maker for Shmup

Someone has played it?

Can you understand it if you don't read japanese ?
>>
>>11424767
Had no idea what it was before you posted it.
Doesn't look like you will have issues with language, but have fun drawing and composing your songs on a console.
>>
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>>11414739
I was never a fan of bullet hells that much. I like traditional shmups where you power-up your orb and squeeze thru tight passage ways.
>>
>>11424601
The CAVE Classic is finally back. Crazy times we live in. My hope is that it comes to Steam and in English next year. Along with a release of Mushihimesama Futari.
>>
https://youtu.be/9gFwtyagLS8?si=iH-JHVAq89GFnK6s
Ray'Z trilogy is really nice if anyone likes to lock on and shoot.
>>
>>11424767
I didn't know this was a whole series. I remember seeing a video about the first one on Famicom (which is impressive considering the console)
>>
>>11425108
Futari and even Ketsui is coming next, I can feel it.
With the biggest never ever out of the way, who can stop us any longer?
>>
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>>11424601
Here we go again.
https://soundcloud.com/yanniethins/daioujou-daifukkatsu
Although I prefer the DFK image song because it's fucking hilarious. This one simply doesn't have the same energy.

>>11425696
Hina lost
>>
>>11416350
>learn the whole game, drive to chicago, meet my ex girlfriend, take her to galloping ghost, show her the machine, 1cc it in front of her then get married


shmupfags everyone
>>
>>11416350
>learn the whole game, drive to chicago, meet my ex girlfriend, take her to galloping ghost, show her the machine, 1cc it in front of her then get married
sounds like the american dream to me
>>
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>>11416350
>then get married
hes gonna put the benis in!
>>
>>11414749
yeah it runs great on mame. theres also an xbox 360 version by m2
>>
>>11416350
>>11426847
>>11426869
>>11426871
never change /vr/
>>
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>>11414739
I die too much in bullet hells for it to be enjoyable but these mechanical designs are fucking top-notch. I need calm shit like G-Darius.
>>
>>11428645
At least you are more honest than the usual danmaku hater.
But there is a method to it, maybe the Gunvein tutorial can help
https://www.youtube.com/watch?v=kX-IIV80b7c
>>
>tfw actually playing thoo because anon asked to add some links in the next /v/ thread and I wanted to make sure shit works
Jesus Christ how horrifying.
>>
>>11414739
I frankly don't like denmaku and espacially cave games minus maybe Ibara and MMP (and they aren't even my favorite ygw)

Game tengoku is kicking my ass way too much so I am playing Natsuki chronicles and just finished War of aero on consoles.
been ages since I didn't play on arcade cabinet.
>>
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>>11414739

Ginga Dinga Fukushima Sapphire
>>
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>>11414739
I've been playing RayCrisis. I've already 1cc'd it but I wanted to clear all the maps the game has to offer which is around 42. The game itself is really short but very replayable because of the short length, and the stage order being different every playthrough.
>>
>>11416227
It's not visual noise. Figuring out how to navigate the patterns while learning the scoring mechanics involves skill and creativity. Whereas older games are a lot more rigid due to bigger hitbox, slower speed, weaker shot, fixed stage layouts, checkpoints, etc. basically forcing a player to memorize a game and not having a scoring system to interact with game mechanics on a deeper level.
>>
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>>11414739
Of course, it's actually the only thing I play besides rally games. Repeating the stage over and over again until it's perfect is my shit.
>>11428645
Mate, I love you very much.
>>
>>11431202
you get it.
>>
>>11431292
>It's not visual noise

Yes, it is.
Bullet hell are just ugly and not pretty to look at.
>>
>>11432112
Most incorrect, the bullet patterns have sort of an hypnotic charm to them, they can resemble fireworks or light particle effects. That's purely in aesthetic terms, if we want to talk about the gameplay merits of danmaku style it's another story and personally I can appreciate both that and some of the more traditional STGs .
>>
>>11417310
>almost 3 hour long video for a 30 minute game
You're not going to complete it in 30 minutes.
The meat of the game is the learning process, not the ending.
>>
>>11414739
My 1CCs so far:
>Darius and Darius Extra Ver. (all routes)
>Darius II and all its arange modes (all routes)
>MUSHA Aleste
>Gradius NES
>R-Type
>R-Type II (World, I gave up on the jp version because of the final stage)
>Space Harrier
I've been banging my head on Sonic Wings and Strikers 1945 for months but Psikyo games filter me incredibly hard. I still play Sonic Wings everyday.
One day I want to start playing bullet hell games but for now I stick to the ancient stuff because it would be hard to go back to games with giant shitboxes, no bombs and Gradius syndrome after getting used to Cave standards.
>>
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>>11433034
>One day I want to start playing bullet hell games but for now I stick to the ancient stuff because it would be hard to go back to games with giant shitboxes, no bombs and Gradius syndrome after getting used to Cave standards.
Surprisingly that's not true.
I've played horizontals, verticals, bullet hell, non-bullet hell all the same. You might find it daunting to approach a type you have never played before, but you won't be struggling with going back to anything.
>>
>New to playing Imperishable Night
>Play Sakuya/Remilia for the first time
>「Special Ability: Upon death, one unused bomb is preserved」
>"So she saves you a bomb if you're bad at the game and forget to use it? What a terrible ability."
>Play a run
>Sakuya saves like four bombs for me
A-Arigatou g-gozaimasu Sakuya-sama...
>>
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>>11424601
whats the difference between this and black label?
>>
>>11433286
im assuming youre talking abot dodonpaci daioujou black label. saidaioujou is a new game/reboot that uses elements from daioujou
>>
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>>11432112
incorrect, kys
>>11432203
correct, god bless you
>>
>>11431292
>It's not visual noise.
It is. Bullethell is designed to mess with the brain disrupting perception.

Also, bullethell is not even shmup. There is no shooting, no flying, no enemies to fight, its a purely abstract static screen game similar to screen saver about guiding the dot (literally dot) around messy geometric patterns. Dumb, boring, pointless.
>>
>>11433949
>Bullethell is designed to mess with the brain disrupting perception.
Skill issue.
>There is no shooting, no flying, no enemies to fight, its a purely abstract static screen game similar to screen saver about guiding the dot (literally dot) around messy geometric patterns. Dumb, boring, pointless.
And not every danmaku game is 2hu, or "fakeshmup" as we like to call it.
>>
>>11433953
>Skill issue.
Overcoming jamming is not skill its shit game. Good games don't hinder player they help as much as possible. Difficulty is in game design not in shitty presentation or awkward controls. The latter is cheap scam pretending being games.
>>
>>11433989
>Good games don't hinder player they help as much as possible
So danmaku games are good games according to your definition? They are known for generous hitboxes(what hurts you is small, what hurts the enemies is big), multiple ways to clear the screen(bombs are a mainstay, but they tend to feature at least another mechanic along with it), don't punish you too hard for a single death (see: Gradius syndrome), things like console ports are rated heavily based on things like input lag, being able to remap controls, whether you can practice quickly certain sections and other thngs that ease you into the gameplay.

Your post is 100%, unironic skill issues and ignorance related to getting filtered. There is no meme or joke here, you are just a crying shitter.
>>
>>11433996
>>11433949
>Bullethell is designed to mess with the brain disrupting perception.
>>11433989
>jamming
How is this good to you?
And why are you're talking in my place while unable to read and think for yourself?
Oh, I see that's exactly why, if can't think yourself pretend it's not you but the opponent talking bullshit. Is this the famous brain dead disease? No wonder such idiot defending danmaku shit fitting right on his intelligence level.
>>
>>11434058
>no argument after getting btfo this hard
Lol. I will be generous and assume it's really two different people who came up with two different complaints, but that only makes both of you retarded in different ways.
No, dannaku is not designed to mess with anything, it's designed to look cool when you dodge all that crap thrown at you, genuinely what the devs of said games have conceived their entire idea after that one happy accident about a small player hitbox back at Toaplan.
And the other post got answered beautifully already, the reality couldn't be any more different.
>>
>>11433949
>Also, bullethell is not even shmup. There is no shooting, no flying, no enemies to fight, its a purely abstract static screen game similar to screen saver about guiding the dot (literally dot) around messy geometric patterns. Dumb, boring, pointless.
You're supposed to SHOOT BACK at the enemies, dingus.
What, did you just move your character around the screen and wait for the enemies to leave? Did you never try pressing any of the buttons?
Here's a hint: the thing all of the shiny bullets are coming from? That's an enemy! If you shoot it, it will die, and then it will stop shooting you, and then you move onto the next stage!
It's really fun, you should try it sometime!
>>
shums have the best music call me a fake fan but i literally play them for music (and mecha content)
>>
>>11435043
For me it's Espgaluda.
>>
>>11435043
its true
>>
I'm bad at shmups but I'm tempted to import the ports of Espgaluda II and Mushihimesama anyway. At least I'll have fun dying in the first two stages a bunch

What I really need to do is get some Japanese point cards so I can get ESP RaDe though, love that game
>>
>>11435025
>It's really fun, you should try it sometime!
Yeah, must be fun to play inside the delusions of degenerated brain but let's look at the reality of actual games.

What it shooting?
1. TAKE AIM in case of shmup by positioning your craft
2. TO THE ENEMY
3. FIRE BULLETS TO HIT AND KILL THE ENEMY

>1. TAKE AIM
Doesn't exist in bullet hell, you're moving according to patterns not the enemy
>2. TO THE ENEMY
Doesn't exist in bullet hell, you're looking to the patterns not the enemy
>3. FIRE BULLETS TO HIT AND KILL THE ENEMY
Doesn't exist in bullet hell, you're just tracing patterns for some time disregarding enemy and then he dies on its own.

NO AIM
NO ENEMY
NO SHOOTING
Danmaku is no shooning game, its not even a proper game, jus bare bones geometric pattern tracing simulator. The most similar game is Osu!, but even Osu! gave music synced to patterns which danmaku doesn't have. Danmaku is plain pointless garbage, any sane intelligent human being will gen bored quickly with this shit and never touch it again.

And more importantly danmaku IS NOT SHMUP AT ALL. Do not mix this fake garbage with real games, that would be information poisoning desecrating real shmup games, confusing people, making hard to distinguish proper games from fake shit.
>>
>>11433393
>new gaem
>re-leddit-boot
im good
>>
>>11435880
That's a lot of words to say "I only ever watched(not even played!) a video of somebody fighting a 2hu boss and shitted/pissed myself when the player wasn't aligned with their horizonal position 100% of the time to avoid bullets.
>>
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Aw shit here we go again, large post with Shotia pic attached coming up.

Bullet hell stays an effective brainlet filter I see. Reality is that it requires you to visualize patterns, create paths, keep track of bullet trajectories and often different speeds all at the same time and have some decent coordination to follow through your mental plan. And all of this is only for evasion: once you start factoring in things like how to DPS at least semi-optimally and how to keep the least amount of enemies/bullet sources on screen while manipulating their aim or movement to make sure they don't fill your screen space, and maybe include scoring mechanics you realize their actual depth and why people eventually move to those even after playing a lot of traditional STGs. It's not even *only* the scoring as some people might falsely believe.

More importantly, both dodging and shooting are fundamental, and to sacrifice one too much in favor of the other wins you the dreaded "Fake Shmup" label, no matter the style of game in question. I mean the poster game for this label for me is Touhou after all.
Many traditional STGs fall for the trap of having enemy spawns or obstacles that are either instantly neutered or guarantee player death save for being lucky, but when you can anticipate this stage section it becomes too easy instead. Goes without saying that it's hardly engaging game design and would rightfully deserve the whole "memorization" complaint here, I have seen it way too often even in games I genuinely like such as Gradius&co. Either way the effect here would be sacrificing the dodging aspect because all you are doing is not letting the enemies ever threaten you at all.

1/2
>>
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>>11436339
Thankfully not too many "danmaku" STGs fall for the opposite trap, but it exists and they are all but flawless, so it's worth a mention: giving enemies bloated HP pools, relying way too much on wide/fixed patterns, not giving clear indications of what the enemies and their attacks do, and effectively turning the game into a boss rush with long intros instead of proper stage design, replaced with "just give bosses more health bars and patterns" or "ok give the enemies boss-like patterns too" looking at you, shrine maiden game because it's all your fault. Inherently this style of game includes the "dodging" aspect and was literally born for the sole purpose of emphasizing it, but might end up sacrificing everything else when certain fake doujin devs misunderstand and miss their background, sometimes falling for yet another trap that could be summed up as trying to add gimmicks to make the gameplay more engaging from the "shooting" aspect, yet feels obviously tacked on.

2/2
>>
>>11436159
See
>>11434058
>And why are you're talking in my place while unable to read and think for yourself?
>(and so on)

You're going in circles repeating one dumb pattern like broken record. This isn't even human, literally just broken chat bot.
>>
>>11436380
Sorry man but other anon is right in this case. It might not be entirely your fault if your basis is really fakeshmup project but have some common sense to not shit out verbal diarrhea coming from a very small sample size that might not apply elsewhere.
>>
>>11436339
You're describing not a shooting game but broken puzzle gambling game about "x100 x100 x100" sparkling gold numbers casino. And why broken, because no one do any researches, this so called deep systems are simply written in the strategy guide. Game is unplayable without studying the instruction manual or else "you're stupid playing wrong". Typical broken bullshit game.

You so deluded cannot see simple truth: SHOOTING game must be targeted at SHOOTING, the action of firing a weapon must be main fun part and system of a game, not some bullshit scoring or other crap. This means level design, crafted locations and enemies in these locations carefully arranged to make a fun action.

Therefore, spamming random stuff at player and player just wiping the screen with huge beam or something as in windows cleaning simulator is bad shooting, bad game, lazy incompetent devs producing cheap crap while making excuses pretending "not a bug (of shitty design) but feature, innovating deep systems". No, fuck you. Because of this crap real shooters are died out, no one wants to work making proper games, everyone want cheap around producing atrocious innovations like unavoidable volley fire disappearing into thin air or even worse bullets disappearing on the press of a button (Ikaruga?), clear indication that game system is broken beyond repair or more like not existing in the first place.
>>
>>11436443
Read the posts again, carefully this time, as all of your points have been already addressed.
>>
The way bullet hell shmups filter and make the same couple people (you can tell by the same talking points and writing style) here seethe is amazing.
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>>11436461
I don't browse around /vr/ enough to decide whether you are right or wrong, but it feels like the bullet hell haters are merely seething and repeating a script to whoever dares to reply instead of attempting to engage in a discussion purely from this recent interaction.
Like the anon above complaining that the appeal shouldn't be only scoring when it was called a false belief in the post he is replying to, reinforcing the whole "no shooting" argument when the ideal STG is argued to be something that can balance the shooting and the dodging, and the main point that didn't need to be stated explicitly being that many bullet hell games have already achieved this, not even exclusive to CAVE before we go on that tangent but they sure did.

Taking the chance to also state that obviously there is more you can do other than shoot well and dodge well since we mention Ikaruga, but for now let's stick to the fundamentals.
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>>11435880
Danmaku games do have enemies, you do need to aim at them, and you need to position yourself to aim at them well.
This isn't a complex concept, your brain just doesn't fucking work.

Here is a link to a danmaku game. It's the free trial of Touhou Project 7.
>https://www16.big.or.jp/~zun/data/soft/youmu_tr011.lzh
This is a very easy, fifteen minute long danmaku experience.
Try playing it. Aim at the enemies. See how fast they die when you aim at them? You're supposed to do that.
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>>11436608
> free trial of Touhou Project 7.
If you want fakeshmups just use the pack bro.
https://nyaa.si/view/1743411
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In Daioujou, you just shoot the bees with your laser to uncover them, right? That's what I see when I look it up at least. But it's finnicky and doesn't always actually uncover them, and I'm not understanding why.
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>>11436627
You have to use the tip of the laser. Easy to do if you stop lasering and then quickly resume again while near the bee.
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>>11436635
OHH, that makes sense. I've been "scanning" with the laser trying to look for them, and fucking myself over kek
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>>11436641
Leinyan gameplay do be like that.
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Alive thread?
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>>11436469
You just don't get it. What is bullet hell?
Are they bullets?
No, bullets don't form patterns, bullets move fast, don't suspend in the air and don't change speed, bullets not huge in size as ship.
Those are not bullets but more like construction structures you have to avoid to not ram into.
But then again, they're not, because structured do not move around and do not appear and disappear.

So what are those things represent? Nothing, its just made up abstract concept, weird magic. But shooting is real thing not made up nonsense. To make shooting game you must improve on the reality, not throw reality away cramming abstract bullshit instead. You see, the very premise of bullet hell is wrong, its not shooting because not real. Therefore its pointless trying to "improve" this shit slapping various workarounds pretending its a real game.

But don't take me wrong, I'm not denying the abstract bullet hell crap. Of course there are legion of dumb low intelligence people ready to eat any crap given to them, its their right to be stupid shit eaters and I respect that, everyone have the right to be himself living as he wants. What I'm talking about is different, you must admit that shooters and fake made up crap are DIFFERENT, you must DIFFERENTIATE, DRAW THE LINE AND NAME THE BOTH AS THEY ARE, do not mix them bubstituting one for another, this is UNFORGIVABLE because if you lump good things requiring real effort to make with cheap shit, the shit always wins destroying good thing, making it stop existing.
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>>11438432
Realismfags are deranged.
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>>11436635
>just the tip
everytiem
>>
>
At least I get to repost this.
https://hard-drive.net/hd/video-games/air-force-general-proposes-new-defense-system-just-a-fuckton-of-bullets/
>During his proposal, Mckinsey also presented several blueprints for gunships that would be capable of delivering the firepower required for his plan. Some of the designs resembled a dragon, a skeleton wearing a hoodie, and a wasp that also transformed into what appeared to be a Japanese schoolgirl.

This is A.I, she wants to defend your air space.
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>>11438442
Violating common sense by making abstract delusions is simply not fun. Shooting is a military action, hard core reality, making it into some abstraction destroys it completely, all the fun evaporate.

Those who enjoy abstractions do not enjoy the game, they get satisfaction from elsewhere like imposed achievements, etc. This is mind perversion, tendency to wallow in the delusions instead of reality typical of low intelligence mob.
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>tfw can't macro dodge some of the shit in DOJ stage 5 after the midbosses section because ship is too slow
I hate B-S so goddamn much.
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>>11438528(me)
Literally me right now. Gib more bombs pls.
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>>11438528
Just switch to A-S
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>>11439037
Shotia will not be proud.
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>>11438516
I have the opposite opinion. The more realistic the act of shooting gets, the less I enjoy it.
Brutally murdering a digital facsimile of a person in graphic detail isn't fun for me. I just find it disturbing.
I like my shooting games to be as fantastical and unrealistic as possible and be as distant as they can from real acts of violence.

Frankly, I think people who want a realistic shooting experience should go to a shooting range or go hunting. Video games should be designed around having mechanics that are interesting and fun, not what makes sense or is the most realistic.
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>>11439594
This is not an opinion, its the fact. Imagine DOOM with bullet hell magical mechanics, laughable shit. Imagine Star Wars Jedy with magical powers erasing enemy shots filled all space around, laughable shit. Look carefully both DOOM and Star Wars designed with hard reality in mind. DOOM have simple guns shooting simple shots.The only magical thing is monster setting player on fire just by looking and EVERYONE hates that because unrealistic design turns game to shit, its not fun. Same with Star Wars, look at the empire troopers vs Jedy. Troopers gave laser rifles but they not because laser is instant straight beam not some flying stick. Same with Jedy light saber, light cannot form stick. So this is just crossbow soldiers (cannot auto fire like machinegun) against swordsman deflecting sparsely shot arrows with his sword. Everything is adjusted for this realistic scenario, no bullshit abstract magical systems because that's not fun, no one wants bullshit defying reality.

But simplicity comes with a cost. Developers must meticulously design and arrange everything to be engaging, to be fun, this takes talent and hard work.



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