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Post by Discoalucard on Jun 23, 2008 16:32:49 GMT -5
Thanks for the heads-up on all of those, 645! I'll have to read through the RS notes...I agree that Iuchi is somewhat crazy, the "plot" of Ikaruga more or less points to this.
As for Sin & Punishment - I was under the impression it required the RAM pack, I remember buying one specifically for the game back when I imported it, at least. I dug out the manual and it does mention the use of the "Memory Expansion Pack", but I'm not sure in what context. Maybe I was mistaken all of these years? Also, I really rather hate the N64 controller, so being able to play with anything else other than that is a boon.
As for the Radiant Silvergun scoring stuff...a lot of modern shooters - Cave stuff in particular - are designed to be played "for score", which I feel is kind of lazy design. I want a tangible reward for good playing, not just seeing my numbers go up. By integrating the scoring into the power-up mechanics, it gives a very important reason to play the game a specific way and not just shoot things blindly, which I think is a huge innovation. I agree that the punishment is a bit harsh if you play it wrong, but the levels carry-overs in the Saturn modes pretty much negates this IMO.
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Post by Haz on Jun 23, 2008 17:09:16 GMT -5
small error: Bleach DS/DS 2nd came out in 2006 and 2007, not the other way around.
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Post by sixfortyfive on Jun 23, 2008 23:29:38 GMT -5
I'd check Sin & Punishment myself if I still had my N64 Jumper Pak. I had the RAM expansion before I bought the game. Maybe this could be checked via emulation? And I wouldn't have (much of) a problem playing RSG for score if it was actually fun to play it that way. RSG's scoring system is just too rough, and it's really obvious if you compare superplays between it and Ikaruga. In RSG, you pretty much have to skip over a fair amount of things to keep your chain up, and waiting out the clock on every boss to destroy every part and graze against bullets/walls for extra points until the last possible second gets old really fast. In Ikaruga, you can still destroy about 99% of onscreen objects while keeping your chain intact, only one boss nets you more points for stalling, and attempting to do so is a suicide mission. I'm more inclined to play Ikaruga for score because doing it right looks cool and is fun, whereas playing RSG for score makes it tedious and a lot slower than it already is. Having the option to carry over your weapon levels between playthroughs is nice when it comes to just screwing around, but then you end up developing bad habits for the first few levels because your weapons are stronger than they should be. Not that Xiga isn't almost worth the price of admission all by himself, but to each his own.
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Post by kariohki on Jun 24, 2008 20:03:14 GMT -5
Treasure <3 Mischief Makers was a rental of mine, and really freaking hard as a kid. Never got around to buying it. On the other hand, Silhouette Mirage is my favorite platform/shooter game. It's hard too...but 8 years of playing it has taught me how to break the game.
A few errors in that Silhouette Mirage article...in the paragraph starting "Here's when it gets a little strange", everything's backwards. Attacking Silhouette with Mirage (and vise-versa) causes damage, and atttaking Silhouette with Silhouette (or Mirage/Mirage) drains spirit. Also, Silhouette is the blue side, Mirage is the red side.
Some other random translation notes...there were a lot of religious references in the original game. Shyna's weapons were named after the 7 Sins, for example.
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Post by Discoalucard on Jun 24, 2008 20:45:31 GMT -5
Doh. I even have that screenshot right above it that points out the correct colors. Fixed now, thanks!
I think the whole red/blue thing is one of the reasons I never quite jived with Silhouette Mirage - the black/white thing of Ikaruga is much easier to understand visually.
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Post by daimakaimura on Jun 25, 2008 5:33:35 GMT -5
thanks kurt for the awesome read ^^ although sin & punishments detects the ram card, it displays the grafix cleaner (or not) if you have it installed, but i do think it was more like hybrid heaven , that one looked awefull when the RAM expansion was used
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Post by Ace Whatever on Jun 25, 2008 7:13:58 GMT -5
Great work, Kurt. It's an achievment you should be proud of. Just don't hate me for this:
Gunstar Heroes:
Wouldn't an "and" be appropriate here?
Sleezy?
Single what?
Is this implying that only Red is playable in this version? 'cause it isn't mentioned anywhere.
Shouldn't it be 'off its feet'?
Light Crusader:
Dynamite Headdy:
'is'?
?
Guardian Heroes:
Is it golden or undead warrior? Also, did you mean 'defend you' or 'defend himself'?
I think this should be changed to either 'succeed in' or 'master'.
Forgot the closing quotations.
'to their feet'? Also, are you sure they have one spell each? I could have sworn they had three...
'pick up'?
Alien Soldier:
Mischief Makers:
I suggest changing the fragments to 'especially in the boss stages' & 'this can be a bit frustrating'.
?
Radiant Silvergun:
Shouldn't the second 'as' be removed?
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Post by zogbog on Jun 25, 2008 7:30:28 GMT -5
I liked it Treasure is one of the best action game developers hands down and a huge influence to me as a games designer. Pity 2d games are a hard sales pitch now days >_>
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Post by klausien on Jun 25, 2008 11:35:13 GMT -5
Kurt, beautiful job resurrecting my aborted piece from its ashes! As always, the screens are gorgeous. Can't wait to read your articles on the games I didn't get to!
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Post by conn on Jun 25, 2008 17:09:08 GMT -5
Uh, maybe it's just me, but wouldn't it be more convenient if they were all compiled into one profile on Treasure?
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Post by Discoalucard on Jun 25, 2008 20:38:15 GMT -5
Great work, Kurt. It's an achievment you should be proud of. Just don't hate me for this: No, thank you, I definitely appreciate it! Skeezy is a word though. It basically means the same thing as sleazy though. Anyway, I might put up a hub page in the future, but I didn't want a full Treasure article because I just wanted to cover their most notable games and not get bogged down with Dragon Drive and a couple of their lesser titles.
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recap
Full Member
Posts: 134
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Post by recap on Jun 26, 2008 10:49:11 GMT -5
As for the Radiant Silvergun scoring stuff...a lot of modern shooters - Cave stuff in particular - are designed to be played "for score", which I feel is kind of lazy design. I want a tangible reward for good playing, not just seeing my numbers go up. Let me explain to you why statements like this just serve to show that you need A LOT of homework done before even attempting to talk about anything arcade-related. Or video-game-related, for that matter. Step by step: "Modern shooters" are exactly like "old shooters" regarding "rewards" -- they have a determined number of stages and an ending you can only reach if you're good enough. "Good enough" implies of course not going against the game itself and not using more than A SINGLE CREDIT PER PLAY. The reason for it (if you still can't see that the continue feature is a marketing artifact not really belonging to game desing) should be quite obvious now -- you want "a tangible reward for good playing". Credit-feeding kills it. "Modern shooters like Cave stuff", indeed, IN ADDITION to keeping intact the "reward" mechanisms from old arcades, put there another reason to make you improve, another feature to keep you playing the game even after finishing it -- sophisticated "scoring". They usually are thoughtful, intricate systems which require a lot of effort to work. So let's say that "lazy design" is anything but suitable here. And finally, whether if you care or not, scoring systems in modern shooting games allow for a better competition between players, which is (and always was) pretty much one of the pillars of arcade games. And notice I'm not even a Cave fan.
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Post by Fletch02 on Jun 26, 2008 11:10:14 GMT -5
Great article. For all the love of Treasure on the Internet, it's hard to find good information about some of their games. I swear there was a time when there the only screenshots from Radiant Silvergun were the ones from the Shumps.com article. Heck, this actually prompted me to give Bangai-O, the one big-name Treasure title I never really got into before another whirl and this time everything clocked, so I can't wait for the DS one to come out here. Due to my excessive fervor for all thing Treasure, I feel I must make some nitpicks and quips that I would normally pass on. Gunstar Heroes: Let me first say I'm glad to know I'm not the only one who feels Gunstar Super Heroes got pushed out the door before it was done. One interesting thing about it is the dialogue and story changes between difficulty levels. On easy everybody just trash talks each other, but on normal and hard they actually talk about the crystals. One of them even has Green kill of Emperor Gray at the destroy them all stage and Yellow drives the Seven Force into Golden Silver. Granted, this would all be a lot cooler if it actually affected the flow of the game. There's also another strange change between the US and JPN version though. On Black's board their one square where you fight the Gel boss in the bathroom. I remember seeing a screen shot where the poster in the background says "man of men" or something weird like that, but is absent in the Us version. Unfortunately, I can't find a screen shot that affirms that and my copy of the game is nowhere near me, so I can only offer my shaky recollections as proof. Light Crusader: While the article talks about a lot of the game technical issues, it doesn't really talk about the game itself. While I will agree that the game is one of Treasure's blander titles there are some bits of weird Treasure humor strewn about it. Like how if you attack an NPC there will be a little "Ops" text that will pop up instead of damage numbers; how one room has a shop run by a cat who sells fish (and it's even just a regular cat that only meows); how occasionally you'll enter a room and hear a digitized voice with a slight British accent say "answer the riddle" even when it's a brain-dead puzzle like blow out all the candles in a room; and how you can even occasionally decapitated and cut in half some enemies even though it's all gore free. None of it is stuff that makes up for the game's flaws, but it does make it warrant a look if you've passed it over before. Dynamite Heady: I surprised the article doesn't mention the secret ending you can get if you complete all of the bonus stages. It's a bit of a trip, and apparently it's also weirder in the Japanese version. Guardian Heroes: It might also be worth mentioning that AGH still has versus and co-op play on it. I've never been able to try these modes myself so I don't know if the slowdown makes them unplayable. Bangai-O: For the box art collection at the top of the article, you should probably include the one for the Japanese DC release, because it is pretty awesome: Rakugaki Showtime: This literally happened only a few days ago, but the this game actually went up on the Japanese PSN, so the chances of owning a legitimate yet reasonably priced copy suddenly got a whole lot better. Sin & Punishment: This might seem minor, but they actually translated the tutorial and ending text too. Given the fact that some of the other import games go up there raw (I'm looking at you Do-Re-Mi Fantasy), it's nice to know that Treasure went the extra mile with it. Astro Boy: There are also a few more changes to the Western release. There are a couple new enemies in there (those black bat things specifically) and they also reduced a lot of the slowdown in the game. Also, I remember hearing that Hajime No Ippo was a decent Punch-Out clone. Is that not actually the case?
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Post by justjustin on Jun 26, 2008 11:48:35 GMT -5
There's nothing I can add or suggest-- articles are a boatload of awesome. I've heard the gamecube port of Ikaruga described as being blurry. It never bothered me until I saw those pixel-perfect shots of the Dreamcast version; my FROTHING demand for the frothing gamecube version has just frothingly dropped a bit...
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Post by Fletch02 on Jun 26, 2008 12:05:36 GMT -5
As for the Radiant Silvergun scoring stuff...a lot of modern shooters - Cave stuff in particular - are designed to be played "for score", which I feel is kind of lazy design. I want a tangible reward for good playing, not just seeing my numbers go up. Let me explain to you why statements like this just serve to show that you need A LOT of homework done before even attempting to talk about anything arcade-related. Or video-game-related, for that matter. Step by step: "Modern shooters" are exactly like "old shooters" regarding "rewards" -- they have a determined number of stages and an ending you can only reach if you're good enough. "Good enough" implies of course not going against the game itself and not using more than A SINGLE CREDIT PER PLAY. The reason for it (if you still can't see that the continue feature is a marketing artifact not really belonging to game desing) should be quite obvious now -- you want "a tangible reward for good playing". Credit-feeding kills it. "Modern shooters like Cave stuff", indeed, IN ADDITION to keeping intact the "reward" mechanisms from old arcades, put there another reason to make you improve, another feature to keep you playing the game even after finishing it -- sophisticated "scoring". They usually are thoughtful, intricate systems which require a lot of effort to work. So let's say that "lazy design" is anything but suitable here. And finally, whether if you care or not, scoring systems in modern shooting games allow for a better competition between players, which is (and always was) pretty much one of the pillars of arcade games. And notice I'm not even a Cave fan. Maybe it's just me, but you seem to be highlighting exactly what's wrong with shump design today, or more specifically with Japanese shump design. Rather then try and change up the mechanics to make them more accessible to modern audience most new shumps have been increasingly designed for the hardcore faithful. The average gamer doesn't really care too much about high scores. If there playing something like Geometry Wars, where the score is consists solely of shooting stuff and not dying, they might make an effort to do better. Especially if the game has an on-line leader board so they know how well they are doing compared to other people. However, try telling them that in order to get a decent high score they need to shoot only one type of enemy while grazing bullets while not using any bombs because they hurt your score (which begs the question why they still get put in other then for said point bonuses) then they're going to look at you like you're crazy. Even if you do get them to do all that they check the Internet themselves, because most of them don't support on-line leader boards, where they will find that everyone else is vastly better then they're going to be. Is it any wonder then that the only modern shump I've ever got my friends to try is Ikaruga, and even then it's because they thought the polarity mechanic was cool.
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