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>what if we made a shmup, but most of the game is micromanaging a bunch of bullshit
Am I being trolled? Why is this held in such high regard?
>>
>micromanaging
I just shoot my shots, man
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shmups aren't allowed on /vr/
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>>12637781
And you'll never 1CC it like that.
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>>12637778
No one actually plays or enjoys this game, it's purely performative bullshit just trying to fit in and look le epic hardcore gaymer.

Here's some actual good shmups to try out
GOOD SHMUPS FOR BEGINNERS (BEST VERSION NOTED):
>Armed Police Batrider [AC] (emulation)
>Batsugun [AC] (emulation)
>Blazing Star [AC] (emulation)
>Daisenpuu [AC] (emulation)
>DonPachi [AC] (emulation)
>Darius Gaiden [AC] (Cozmic Collection)
>Gate of Thunder [PCE] (emulation)
>Gradius 2 [AC] (emulation)
>Gunbird 1 [AC] (emulation)
>In The Hunt [AC] (emulation)
>Jamestown+ [PC] (Steam)
>Out Zone [AC] (emulation)
>Raiden 2 (original rom version named easy" in MAME) [AC] (emulation)
>RayForce
>R-Type Leo [AC] (emulation)
>Salamander [NES] (emulation)
>Sine Mora [PC] (Steam or PS3)
>Soldier Blade [PCE] (emulation)
>Sonic Wings [AC] (emulation)
>Tiger-Heli [AC] (emulation)
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>>12637778
>Why is this held in such high regard?
It's not. The original version flopped so fucking hard after release that raizing was forced to release a new version of it (nearly one month later - called type 2) that fixed most of the problems of the game, such as enemy bullets being nearly impossible to see.

>>12637786
>posts list containing far worse and far more difficult games
>SHMUPS FOR BEGINNERS
Donpachi? Raiden 2? for beginners? lmao. This board is highly embarrassing.
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>>12637814
Bullet visibility is one thing, needing to constantly juggle medals while also keeping in mind not to play the game too hard as to make the rank go up is not particularly fun. It's weird to me that such an obtuse and honestly obnoxious game is popular.
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>>12637786
good list except for sine mora. That game blows
>>12637814
Donpachi 1st loop isnt hard except for the Hong Kong version. US version is down there with Mushi original and Dodonpachi DFK as far as cave games go. The 1-all was like my 4th 1CC
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>>12637778
I love this game so much it's unreal.
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>>12637786
>Out Zone
That's a run and gun
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>>12637778
The reason you didn't enjoy it is probably because you didn't play the Saturn version with analog controls as the developers intended.
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>>12637786
>emulation
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>>12638124
good to know im playing the right version on retroarch then.
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>>12638254
But did you enable analog movement?
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>>12638124
>using tranny clown controller to play garegga
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>>12638319
im not OP but i dont know, i'll give it a try. all i know is im enjoying the game
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>>12637778
I’ve never cared enough to learn the intricacies of this game. Ketsui is my absolute ceiling in terms of shmup complexity I’m actually willing to engage with.
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>>12638445
That's one of the hardest shmups
>>
Raizing's own Mahou trilogy shits all over g*regga
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>>12638471
True, but it isn’t as complex to learn as the Dodonpachi games, much less Garegga.
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>>12638049
it's a willy 'em up
>>
Garegga is not good (nor is batrider with its incorrect diagonal movement speed, like progear but much worse) and the shmup forum constantly puts it as top all time shmup.
Mushi Futari destroys it. Ketsui too. all three Esp's too. DDP, DDP DFK, DDP DOJ too. Deathsmiles too. Rayforce too. Batsugun too. Gunbird 2 too.
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>>12637786
>GOOD SHMUPS FOR BEGINNERS
What if I'm not a beginner
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>>12637778
>Am I being trolled?
Yes. The youtube you got your hot take from trolled you.
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>skill based genre
>people fear the hard games and only play the easy ones
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>>12639029
>hard game
It's memocringe guideslop though. Difficulty via obscurity is SHIT.
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>>12639039
Garegga is infamously routeless, each 1cc is unique relative to other shmups. It sucks for other reasons. (way too long, ugly, bullet visibility, loads of knowledge checks...)
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>>12639291
>Garegga is infamously routeless
I'm not so sure why you think this. Enemies always spawn in the same positions and fire the same way. Item drop order is static on cabinet reset. The deviations come from not killing the same amount of things on screen every run, for every zako missed the drop order deviates further and further from expected parameters. It's "routeless" because there's lots of downtime for stage destruction and medaling, but unlike batrider it actually has a lot of memorable setpieces in its stage design, so Garegga is like Batrider but with more baseline routing and harder patterns. Other RNG is found in madball and blackheart, as well as flamingos, but that's pretty typical shmup stuff. And in a survival route you likely won't have to engage with the RNG too heavily. What it does allow for is a lot of improvisation, as you're playing with resources a lot, so where you can suicide, what you pick up, etc. can alter a run a lot more than you think, which makes every sloppy "first garegga clear" different, whereas if you go off course in like a toaplan or CAVE game you're gunna get your shit slapped immediately.
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ZAMN shmup players look like THIS?!
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>>12639350
Just the shitty ones where ACKing is an actual game mechanic.
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>>12639358
I wear dresses while shooting em up but I am a man lol I like shooting the bad guy
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what are the best SHMUPs to dedicate a ton of time to? I want a singular SHMUP/Bullet hell to no-life. preferably on PC/Steam.
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>>12639350
IMAGINE being a garegga player and having the opportunity to fuck the indisputable WR holder right in the fucking ass.
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>>12639350
https://youtu.be/aLOvUUNA9hg?si=aDbh-3ed5Tb0cQBp
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>>12637824
Tried to do Garegga as a total casual and idk if you can 1cc without worrying about scoring to some extent, it seems that you have better control of the game’s increasing difficulty (and consequently keep it relatively easier) if you get lives and suicide instead of just ignoring medals
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>>12637786
>performative
Stopped reading right there
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>>12639432
>1cc collector
Touhou
>one-trick pony
Touhou 6
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>>12639536
It's the other way around, ignoring medals is more optimal for survival.runs. Your major sources of scoring are the flamingos (1m~2m), both madballs (700k~1.3m) and BH2 phase 2 and 3 (1m~1.5m). Dismantling Earth Crisis (stage 3 boss) isn't that hard and gives you a fairly amount of score too, but I would recommend to quick kill it. But again, not every ship has the same route. It's probably better go for the medals if you play as Silver Sword, Flying Baron and Miyamoto. They don't have good bombs for the madballs, so it's basically one less extend if you don't score.
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>>12637778
Garegga is a game for intermediate/advanced players who want something more than just move and shoot autopilot after learning a route. The rng, the medals, the rank, the huge variety of ship types are all features not bugs to add replay value and also real time adaptation beyond strict routing. Anyone who has played ShMUps for more than a few months should appreciate that.
Same with Batrider.
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>>12639536
There is indeed a "low score strategy". However, I don't see how it's worth it when medals don't increase your rank as long as you keep the chain going. It doesn't necessarily lower your rank significantly, as you actually don't get a huge rank decrease for dying. Even though you get a little under a 5% rank decrease on death, when you pick your powerups back up you get rank anyways, so the amount of deaths to keep rank under control is actually minimal. An example of a meaningful suicide to decrease rank would be to set up homing formation on stage 5, die, and pick up 2 options, instead of setting up homing and picking up a third option to activate it, as having 2 options is significantly less rank generation than 3, and that many options isnt helpful at that point in the game, so you can save a lot of rank increase there which would be equivalent to dying many times. Additionally, having a ton of lives at the end of the game also isn't that helpful, as when you die you lose homing, and your powerups can fly off the screen on death, so it's pretty unlikely having an excess of lives in stage 7 is gunna help you. What it does afford you is lots of room for error on the path to stage 7.

Rank also isn't *that* important. You have a lot of room for error. As long as you go into stage 6 with like 20%ish rank you should be fine, and you should aim to finish out the game under 50% rank. Almost all of your rank increase comes from autofire, so not going overboard on options, and using the appropriate fire rate, will do a lot more for rank control than simply dying. Dying should serve a secondary purpose. For example, plan a death at the start of stage 2 so you have more bombs for flamingo, die at stage 3 before getting the guaranteed extend, die in stage 4 at the row of tanks to damage them all and make stripping them for full bombs easier, die at the aforementioned beginning of stage 5 for homing. That's more than enough planned deaths.
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>>12639432
you can't force it or plan it artificially.
I remember trying to find such a shmup and while I was looking for it I realized I would default to playing DDP or Mushi when I was bored, so I focused on those. IT might not even be a shmup though, just observe what you tend to grab and play by default
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>>12639572
I just want to shmup, rank manipulation is the gayest shit.
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>>12639576
just play Psikyo or Toaplan then
sounds like you want shmups that you can figure out visually instead of reading guides
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>>12639576
There are all different flavors of memo, if it's not for you then it's not for you, but rank is like a secondary resource on top of lives you have to be mindful of, which subtly makes engaging with the stages more mentally taxing, and for some more interesting. Personally I don't find old games like gradius interesting where you go from point A to point B and park your ship in a safe spot to win, I like situations where the things you have to memorize and execute are more elaborate. Like in a CAVE game you have these stylish flourishes to learn and there's patterns that just passively become more readable as you practice them, or in a psikyo game you have hard coded execution that feels like doing an elaborate fighting game combo or quick killing a mega man boss, or in a YGW game you have elaborate control over the difficulty curve which naturally translates into a lot of mental gears turning when interacting with the game. Shmups and what makes them appealing is not so simple and there's lots of different kinds of gameplay.
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>>12639576
You can simply ignore rank manement tho. Just don't go over the board and grab 4 options, cus too much firepower is overkill for early stages (1~4). Two options is like the "standard" if you compare it to other shmups.

https://drive.google.com/file/d/1KRx0hy3bgrrO0McOql4ooPGLfCck0mKF/view
This is a run that I did a few hours ago. No real rank management, but I do avoid most of the bomb fragments. That's because realistically there's no many places that I have to bomb on early stages (stage 4 tanks is probably the most dangerous section tho).
I feel like there's no big difference between this and my normal survival route difficulty wise. It's literally the same route, but without the three intentional suicides and you have to spend a few extra seconds fighting some bosses. In the end of the day, RNG is what matters most of the time.
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>>12639337
>Enemies always spawn in the same positions and fire the same way
It depends on the difficulty. They may shoot faster/more bullets and have more health
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>>12639762
Ok ok ok, will give another serious go for a survival clear when so finish Broodwar campaign
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>>12637778
>Why is this held in such high regard?
The plagiarized soundtrack



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