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I don't think not being able to see the bullets is good game design.
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>>12013298
having to kill yourself to stand any chance at survival is shit game design
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>>12013312
I want to see the justification for this aspect of design. Really curious what the logic is behind it.
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>>12013382
Unironically arcade revenue. iirc Yagawa was pretty honest about it.
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>>12013298
Is this better than Ace Combat?
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>>12013405
Shmups have nothing to do with even the arcadiest flight sim, both fun
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>>12013298
The ability to make metallic bullets a brighter color was added in pretty much every port of the game.

>>12013312
you don’t have to kill yourself. There are other ways of managing your rank like not holding down the fire button, not hoarding bombs, and also not picking up power ups. The only time you have to destroy a ship to manage the rank is if you are going for high scores and even then you typically wait to do that until having you hit the extend anyways which effectively means you didn’t lose a ship or gain one.

Of course 4chan hates this game and says it’s bad while virtually every other part of the internet says it’s the best SHMUP of all time. Considering people here don’t even play games and just shit post all day and engage in edrama, I’ll side with the rest of the internet on this one. I’ve actually played Garegga over 200 hours and can safely say it’s one of the deepest, well made shmups ever made. Believe what you want though.
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>>12013492
>you don’t have to kill yourself. There are other ways of managing your rank like not holding down the fire button, not hoarding bombs, and also not picking up power ups. The only time you have to destroy a ship to manage the rank is if you are going for high scores and even then you typically wait to do that until having you hit the extend anyways which effectively means you didn’t lose a ship or gain one.
This all sounds like extremely stupid artificial difficulty. I play games for fun, not for a cryptic experience that requires a guide.
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>>12013492
>while virtually every other part of the internet says it’s the best SHMUP of all time
Normies are retarded, we know. Most likely didn't even play it
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>>12013557
I wouldn’t call system11 users normies. The amount of SHMUP autism on there is off the charts. This is the best SHMUP ever made according to them.
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>>12013642
system11 is a mixed bag. It was the home of some good western players(who can't hold a candle to the japs anyway), but also a lot of tourism.
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>>12013651
Some are better than the Japanese players and pound for pound, you’re never going to find that level of SHMUP skill or expertise anywhere else on the internet. Yeah, there is a lot of tourism on there, but it doesn’t change the fact that it has some of the most knowledgeable, insanely talented players in the world using it too.
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>>12013312
https://drive.google.com/file/d/1t5fydsm91lWGFbhzZXexZIXcL8wijLvz/view
There. I did a casual 1cc solely to prove you wrong. 1 miss run, finishing the game full life stock. Dying to BH2 wasn't a big deal, cus I was about to get extend anyway.

Ignore the audio in the background. I was watching some arcadesloppa while at it.
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>>12013689
I'm not the guy you're talking to and am only a few mins in, but this is honestly impressive. I hate BG but you've got serious skill. How long have you been playing SHMUPs?
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>>12013689
That's pretty damn good. Being able to no-miss Garegga is pretty difficult.
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>>12013714
>How long have you been playing SHMUPs?
For like 15 years. Started with touhou (th6-th14), then I spent a few years playing a gazillion of doujin and freeware shmups (kaikan, blue wish, odd mobs...) and after finishing my goals I moved to arcade shmups. Mostly played caveshit until I got hooked to DOJBL, which I eventually got a 2-ALL. Now I'm kinda "retired", since I spent so much time in this genre to the point I forgot to explore other genres. Garegga is only shmup that hits the sweet spot for me now, but I've been thinking about giving Muchi Muchi Pork a try.
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>>12013746
>Being able to no-miss Garegga is pretty difficult.
Depends. It takes skill, but luck is a HUGE factor. As you can see in picrel, both patterns can happen in the same boss phase, regardless of your actions or rank. The bad rng is almost a guaranteed death even if you try to bomb it, while the good rng you can just point blank him and deal major damage to his core. I mean, you can dodge that, but that's another skill level. Madball mk1 and 2 are also both heavy rng based and can kill you just because.
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>>12013492
>you don’t have to kill yourself.
let's see anon's no miss 1cc
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>>12013746
he didnt retard, it had a death
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>>12013312
this is for higher score potential, you can just not increase rank for survival
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>>12013873
But he is obviously able to, retard.
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>>12013492
Yeah dude and you don't have to pick up mushrooms in Mario games either. But guess what? It's designed around it. Absolute mongaloid.
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>>12014853
The actual equivalent analogy would be if super mario bros had five hundred billion ways to power up which weren't just mushrooms.
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>>12013864
Have you tried the 2 loop mode of Garegga ever? Sice you can pretty much no-miss the game, I'm sure you also could clear 2 loops. I don't even think any westerner ever cleared this mode. You would be the first.
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Unlike the large majority of games which primarily exist to be good games, Battle Garegga has a thesis which flows through every facet of the game’s design:

You can do anything, but everything has consequences.

As you play, this thesis is continually reinforced. The weapon system gives you precise control over both where you want to fire and how much firepower you want to use. The scoring system is discrete enough to let players choose the opportunities they wish to take. Even the story, wherein a pair of engineers unwittingly empower a vicious regime through their own creations and now must stop it by their own hands, has a strong individualistic streak running through it.

You can do anything, but everything has consequences. Which leads to the second rule of Garegga: take what you need and make the most of what you have. While Garegga is rather famous for having a dynamic difficulty system integrated into every element of the game, this inclusion is necessary for giving the gameplay meaning. Allow the player to greedily collect powerups without consequence and there would be no downside; like in CAVE games, the powerup would become a mandate instead of a free choice. Likewise, start the game at full power and the game would need to be rebalanced around that. You could no longer choose to power up for specific situations to get the upper hand before dying and slinking back under the radar. You could no longer dictate the rules of engagement; you’d be forced to fight every situation straight.

But this also reveals one of the beauties of Garegga: your wits can make up for where your reflexes fail. Troublesome bosses can be crippled, and annoying enemies can be bombed or sealed or fought from behind—often with no direct penalty. Yes, at some point a compromise will need to be made, but you can plan around when and how that compromise will occur. Garegga is a game that rewards thoughtful play, a bit of reflection can dramatically swing the odds in your favor.
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>>12013298
this is a modern display issue when played on the crt the bullets visibly glowed
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>>12014874
T-thanks ChatGPT...
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>>12014928
It's old pasta
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>>12013774
I'm not familiar with BG. Is that image a bomb from Battle Garegga? Or another shmup?
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>>12013774
That is a nice sprite and it is a sin that it is a PNG that is upscaled. I still dig it though.
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>>12014869
>Have you tried the 2 loop mode of Garegga ever?
Haven't touched Extended Mode yet, but I tried Harder Mode a few times. And it was a complete disaster as I expected. It's like DOJWL compared to DOJBL. It's a completely different game where your muscle memory and routes don't work properly. The rank must be strictly controlled by playing through the game with 0 or 1 live at most (at least until stage 5). Everything is very spongy and the amount of bullets and zakos are doubled and their point blank range is increased on top of that. Like I said in the previous Garegga thread, almost any sort of challenge run done on normal mode is easier than 1ccing Harder Mode. No Miss No Bomb? Easier. No Options? Easier. 4 Options+Homing Stage 1 Start? Easier. No Vertical Move? Easier. Doubleplay doesn't count, cus it already start on Harder Mode by default. I'm more used to Gain (C), but Miyamoto and Iron Mackerel are the meta for Harder Mode. Miyamoto can easily macro most attacks and his options melt most enemies even on high rank, while Iron has piercing shot that can be good to skip most boss battles.

> I don't even think any westerner ever cleared this mode. You would be the first.
I think Eaglet and Plasmo are the only western players able to pull off a clear, but afak they're no longer active garegga players. I could give it a try, but I'm afraid to end up wasting my time and never get any decent progress. I'm 100% sure I'll game over non-stop on stage 7, which will be very frustrating. I'm on my way to get my 4th and last NMNB (grasshopper), so I can either go back to scoring runs or torture myself on Harder/Extended Mode after this.
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>>12015109
That's Gain (C)'s bomb. Originally from Sorcer Striker/Mahou Daisakusen series.

>>12015130
Here is one that's not a totally blurred mess.
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>>12015317
And the raw one from in-game.
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Got my NMNB today. I can't fucking believe I survived this shit right here! This dodge was almost TAS-like.
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>>12015782
>nmnb
Have you thought about uploading it on youtube or something? It's hard to find non-TAS nmnb footage for Garegga
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>>12015857
I uploaded that run on yt at the speed of light! I'm really satisfied with my progress. Anyway, I'm not gonna shill my channel, but you can easily find me on yt. You can set the youtube search filters to This week/Video/Upload date and most of the nmnb runs should be there.



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