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File: images (14).jpg (35 KB, 395x506)
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Which color do you chain, /vr/?
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>>12264520
Red, I'm disappointed that this is the mind-blowing central mechanic from.the gameplay masterminds at treasure. Grind your weapon level by killing the same color enemies.
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Blue
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3A - Secret Chain, the red
3B - Red until the final enemies, then secret chain
3C - Red
3D - Secret Chain
3E - Red

4A - Red
4B - Red
4C - Blue
4D - Secret Chain (if you are good enough to even chain at all)
4E - Red and pray to GOD you don't drop the chain at the midboss

5 - LOL GOOD LUCK FAGGOT

6 - Be Praying
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>>12266474
What about 1 and 2?
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>>12266587
>1
LOL

>2
I usually don't take that route but

2A - Red, then end with a secret
2B - The single most important secret chain of the whole route
2C - Red
2D - are there even any red enemies in this stage? This route is all bosses
2E - Red
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>>12266964
Thanks, sorry i'm very new to this game.
Is the pic on the right from the actual game? I don't remember seeing it on the ending
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>>12267641
lol it's an edit of a screen from the anime Cyberpunk Edgerunners. If you watch it you know.

If you're a newbie then you might miss that the game "starts" on stage 3, then (in arcade mode) you choose between either stage 2 (a flashback, chronologically) or stage 4, before moving to stage 5 and then 6 (the final boss), before being temporally sent to the distant past (stage 1). It's a little artsy-fartsy but cool. In story mode you play through all stages plus an extra one 3 - 2 - 4 - 5 - 6+ - 1
If playing arcade mode, stage 2 is easier.

Basically, you spend most of the game killing only red enemies because their exp value exponentially grows the more you kill (killing other types breaks that chain and is usually a mistake).

The exceptions are a few secret chains you do, which is initiated by killing a red, then one blue, then yellow (you can try this at the intro) and chaining yellow awards you nice big bonuses. There's a few places where it's practically mandatory because there are so many yellow enemies it rockets your exp up - try practicing stage 3D or 2B to see what I mean.

It's tough to learn but the game is slow-paced enough for you to get the hang of things, and then watch other playthroughs with this knowledge in mind.

Also a last tip is 100% boss destruction is worth a huge exp boost so it always helps to do it if you think you can (I'd avoid doing it on bosses you find too hard).
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>>12267773
Awesome, thanks!
I'm playing it on Saturn, at first I only did survival but now I'm trying to learn the scoring system
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Where can I find scans of the manual?
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>>12266474
>4C - Blue
Fuck, man. I've been going red here and then blue at the end. Does going blue from the start give more points?
>5 - LOL GOOD LUCK FAGGOT
Lol I'm not enough of a madlad to go red at Stage 5, but I've been practicing a pretty good secret chain here. It's finicky but doable. You begin from the starting wave and then you drop it when the boss starts scrolling down those horizontal beams at you. Definitely not advised for a regular Arcade Mode 1CC but I want to have a shot at 1CCing Saturn Mode so I kind of need the points here.
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>>12270590
4C is the only stage in the game where there are more blue enemies than red, so going blue from the start will yield you 100,000 exp chains by the end of the stage.

A secret chain as long as you can can be doable in 5, but in arcade mode if you chain the first two stages (3 and 2/4), you can mostly ignore the chaining and go for the kill. However in story mode, you might be underpowered for the final bosses if you ignore chaining here. I'm not sure since I haven't gone too deep into story mode but the 5b battleship and Whale/Turtle/Eagle combo are quite the bitch.
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>>12270985
1CCing Story/Saturn Mode is so much harder than Arcade Mode. If you lean heavily into Vulcan shot and play the entire game near-perfectly (unlikely) then you may get it to lv. 25 by Stage 5. That doesn't sound too bad but it's such a huge endurance test and your other weapons will have to suffer. The hardest bosses in Stages 2 and 4 like DAIKAI10 and DAN-564 are going to be even harder. Also, the Stage 5B battleship's bouncing beams have the most bullshit hitboxes in the game.
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>>12266964
I always thought the protagonist was the hot blooded guy before playing the game.
Also is the girl the romantic interest of the protag?
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>>12271259
yeah, that's why I play story mode like I am scoring the entire goddamn game, this way I have a fighting chance by the time stage 5 rolls around... wait, I've only made it to stage 5 once!

If you score both stage 2 and 4 like you would in arcade, your weapon levels will be roughly what they "should" be at the start of a normal stage 5 run.

>>12273451
the background info on the characters are light or rather, I haven't found much, she's like a war orphan or something like that. if they aren't romantic at the start of the game they'll have to be by the end!
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>>12274703
How is she SO cute?
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>>12271259
I played story mode (score attack on steam with 9 lives) and made it to the caterpillar boss last night. I am rusty with stage 2, but I think my A and C levels were almost or close to 20 by then. Scoring and leveling your weapons is hard in this game -_-
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How do you guys feel about the Ikaruga mode included in the later re-releases?
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Shmups should be intuitive and straightforward, move, shoot, bomb and ok you can add some scoring mechanics for replay value.
RSG deviates from good shmup design and is almost like a jrpg with it's weapon systems, leveling up, and unintuitive gameplay. Rare L, rare Cringe from Treasure. Sadly I wanted to like it but it's just antithesis of my shmupchad taste.
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>>12277087
Ironically that's why I like it. It was the game that started getting me to actually care about scorefaggotry.
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This game is so bullshit, way too hard.
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more like dim plasticgun
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>>12264520
I play Ikaruga.
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>>12277115
>game can be ''too hard''
you're in the wrong thread
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Just play Sokyugurentai it's 6million times better than Radiant Silverstein
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>>12274703
>they'll have to be by the end!
Fucking sexo
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>>12277067
I thought I would like it because when I started playing the game I hated chaining (and dropping chains), but I quickly realized that they balanced ikaruga mode by making each chain worth less than the original system, which annoyed me. I get why they did it because you would be insanely overpowered by the end but I just then committed to learning the game. RSG is slow enough that I could actually learn where to be and what to shoot after enough time.
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>>12275330
something about that wounded puppy-dog look...
>>
Sorry for the pity bump, but I found I have one more artwork pic in my folder.

>>12277374
doubtless, Souky is imo one of Raizing's best but for some reason I come back to RSG more. JRPG + shmup really is the winning combo
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>>12277087
How is RSG anything like a JRPG? What JRPG has you chaining enemies in a certain order to increase your XP?
The fact that RSG only lets you store 1 bomb at a time means it has even less resource management than an average shmup, let alone an RPG.
Also, RSG's weapon leveling is basically a standard shmup weapon upgrade system except more granular, with up to 33 levels instead of the usual 3-5. Completely superficial comparison, really.
>unintuitive gameplay
Nobody tell him about Battle Garegga.
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>>12282353
Take off your arcade glasses and stop coping so hard. JRPGs are fantastic and being a JRPG-adjacent is good
Honestly, Radiant Silvergun is basically an RPG in disguise. On the surface it’s a shooter, but the way progression works is straight-up RPG stuff. Each of your seven weapons levels up as you use it, and that growth sticks between runs, so using a weapon = XP, and grinding it makes you stronger over time. You can’t realistically max everything, so you end up specializing...some people focus on Spread Guns for crowd control, others on Homing Plasma for bosses. It’s like picking a class or skills in an RPG.

The scoring system reinforces this too. Chaining colors for points isn’t just reflexes......it’s planning ahead, managing resources, and executing strategy, like an RPG rotation. Bosses feel the same way: if your build isn’t ready, you’re screwed, just like walking into a late-game boss underleveled.

So yeah, it plays like an RPG more than a traditional shooter. Reflexes help, but long-term weapon growth, build choices, and strategic planning are what really carry you through. Saying Radiant Silvergun isn’t like an RPG because of “enemy chaining = XP” is missing the bigger picture. It’s not about literal JRPG mechanics—it’s about progression, specialization, and strategic planning over time. Weapon leveling is more than a standard shmup upgrade: it’s persistent, cumulative, and shapes how you approach every fight, just like leveling a skill tree in an RPG.

And the bomb limit? That’s a deliberate design choice that forces planning. Resource management in RPGs isn’t always about stockpiling item-----it’s about making meaningful choices under constraints, which RSG does perfectly. Chaining enemies, weapon investment, build choices, these are RPG systems dressed up as a shooter. You’re just stuck looking at it with arcade goggles.
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>>12264520
style over substance. its a nice collector item but not really a good game let alone shmups. same goes for ikaruga.
>>
Treasure shoot ’em ups are some of the most… I’m not even sure, avant-garde in gameplay, but their art direction is solid and and not that extravagant. Radiant Silvergun isn’t exactly hard, but its unique mechanics make its difficulty tricky for newcomers, though it becomes enjoyable once you click with it. I’m not sure if Treasure is truly a “legendary” dev studio since I’ve only played this, Ikaruga, and Sin and Punishment. I don’t see their games as “the best” but rather as “must-play,” though that narrative might have caused many to be put off by their mechanics. We live in a time when many are dopamine junkies, while these kinds of games demand patience and thoughtful play. That said, Radiant Silvergun is a great game to try and explore, though it’s not really suited for those with little attention span seeking constant dopamine hits.
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>>12282364
>JRPGs are fantastic and being a JRPG-adjacent is good
You don't know me bud, I wasn't implying I hate RPGs, I was genuinely asking.
Anyway CRPGs are fantastic, on the other hand JRPGs are barely RPGs to begin with, aside from a few rare exceptions.
>that growth sticks between runs
>some people focus on Spread Guns for crowd control, others on Homing Plasma for bosses. It’s like picking a class or skills in an RPG.
>Reflexes help, but long-term weapon growth, build choices, and strategic planning are what really carry you through.
Yeah... that's not how I play the game. Arcade Mode is the game's main bread and butter and it makes you start from scratch every time. You don't get to "build" your character in Arcade Mode, you need to optimize. I roughly aim for about A lv.25, B lv.15 and C lv.20 and that's the extent of my "character building" in the game.
I take great issue with ARPGs in general and my issue with RSG's Story Mode is that the grinding means you don't need to engage with the game's routing or scoring mechanics to the fullest extent.
Also, Story Mode is designed in a way that if you're going to start from scratch, it's going to be insanely hard. It's a good "ultimate challenge" for people looking to master the game, but if you're just expected to grind through it then it's a poorly-conceived mode in my opinion. No actual RPG worth its salt is designed around grinding. Period.
>You can’t realistically max everything
Why not, though? What's stopping you? You don't make your character at the start, you don't commit to any narrative choices, there are no dicerolls or numerically abstracted simulation elements with emergent properties, you're not forced to specialize. There is no role-play in the game just like there is no role-play in most JRPGs.
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>>12282364
Hi ChatGPT!



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