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deus.

9.15.2009


A few days ago, a friend and myself hijacked his roomate's flatscreen television for some awesome tate mode HD shmuppery. Finalburn in effect, we preceded to play both Guwange and DoDonpatchi in 32" glory. From this experience, I gathered that the amount of skill to play games such as this as accurately as one could play alone is a completely different kind of skill altogether. In cave games especially, it gets to the point where there are so many processes going on onscreen that its very difficult to even process those that apply to your own character or ship. When another is applied to the mix, a whole new set of processes is added, even if you can reduce it just to that some of the enemies your ship will not have to handle. That being said, identifying which ships are important for you to take care of and which will most likely be destroyed, which powerups you can get without completely screwing over player 2, but most of all, which bullets it is that you must prepare for and dodge, this proves taking precedence in Cave games in general. Not to mention that every time your partner's ship approaches yours, you have to pay attention to what it is that they are firing at, dodging, and possibly catching for you. Mechanics like bullet slowdown in Guwange make it even more ridiculous to process this all at once. PLus depending on who you play with, you may or may not get a "GET BACK ON YOUR F*CKING SIDE." Sadly, I don't really have many people to play shmups with, so experiences like this that actually make me think are particularly isolated. It's interesting regardless.

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posted by javihyev
12:29 PM

2 comments

airplanes and triggerhappy ladies.

5.20.2009


oh progear you and your nonsense. this shining happy shooter from cave is one of their two shooters notable for their horizontal progression through levels, the other being deathsmiles, a game i have not had the pleasure or ability to play, thanks to microsoft and their region lock. regardless, i do have this game to play, and hate, because i force myself to clear a whole level no deaths before i get to the boss, which at the fourth level becomes ridiculous, and even more frustrating as i nearly cleared it on about my third try but then died a stupid death one ship from the end of the level. that level is particularly frustrating because as the game is horizontal, cave was like "hey lets up the difficulty and make this level vertical" and some programmer was like "you know, i dont want to code in a function where you turn vertical ill just leave the ship and its bullets sideways." thanks guy. yes you remain sideways, relying heavily on your hold shot and possibly your wide shot, should you have chosen the first pilot. if you try and play the level like a vertical shooter, the game ganks you with bottom spawns that actually fire offscreen into you should you sit at the bottom of the level to dodge bullets. that and a fairly ambiguous hitbox make this level a multifaceted bitch. the game itself is pretty okay, not my favorite cave, but then ive said all this before though now i am actually assesing gameplay aspects to make this blog more interesting. the scoring system is pretty rad, hold shots producing gems and normal shots producing rings, with bombs depleting scores but giving you upwards of 20,000 points should you hold on to enough of them. ive also been toying with player combinations, "gun"+ "nail" being my original preference, though ive been trying to branch out to others, using the weaker wideshot "ring" + with the slowpowerful "rivet" which is both helpful and not. the real benefits to the combinations are combining a normal speed and slowed speed that are comfortable, as it seems each combination has a different slowshot speed, missles being the slowest and my least favorite. the art is okay, its a little too anime for me but i suppose they can't all have giant catspiders. a good game, one i wil continue to observe and force myself to fail at.

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posted by javihyev
7:42 AM

0 comments

mamama.

5.19.2009



back into some of my shmuppy habits, i picked up mars matrix for the dreamcast the other day and found that it had some features that greatly changed how the game could be played, leading to some interesting conclusions on how i play shmups. the right trigger i believe auto pierces over and over, only factoring in pierce reload time. this technically should be stupid overpowered and make the game too easy, but the disjointed unaimable incredibly short ranged weapon really interrupts the flow of the game, as it is traditionally something i only use rarely or on accident, when the game forces me to as i begin streaming fire. there is also an autofire function, but autofire generally makes me sloppy and i error more often. also notable additions are gallery mode which i do not know how to unlock exactly past buying the function itself, the ability to buy more credits and lives, as well as level playthrough videosTHE COMPUTER DIES TWICE, invincibility mode, which would just make to game too easy though easier to get your gun higher than six, which is the highest ive ever managed to get it, and the addition of a second version of the game which i feel is kind of the rejected sprites version, or the we made dodonpatchi version. but takumi manages to pull it all off smoothly and ridiculous with the bullets still doing their best to make me crazy. someday maybe theyll make me a new shooter to hate and play over and over and over again. maybe.
also sorry for lack of posting. maybe more insightful things like this.

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posted by javihyev
6:51 AM

0 comments