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/vr/ - Retro Games

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>> No.4005120 [View]
File: 2.34 MB, 230x310, cartridgesstrat.webm [View same] [iqdb] [saucenao] [google]
4005120

>>4005107
Actually, let me touch up on the comment about chaining again.

In Ikaruga maintaining chain requires heavy precision, and just having to stop shooting after making mistake and waiting for right colour enemy to remedy the chain is extremely obnoxious and flow-breaking. In DOJ if/when you mess up chain, it's gone, just keep shooting, no more remedying, and it wasn't so utterly about precision. Maintaining chain for most game was rather easy outside of some specific segments of stages (ex. midboss in stage 3, cannon in stage 4 and cartridges), but penalties were much higher, with single slip-up basically decimating your stage score.

>>4003636
ShooTing Game

More used by the Japanese.

>> No.2792902 [DELETED]  [View]
File: 2.34 MB, 230x310, cartridgesstrat.webm [View same] [iqdb] [saucenao] [google]
2792902

Well, might as well kickstart thread a bit.

>What'cha playing?
>Favourite scoring systems and why? If you can't come up with particular game, what's the general schemes you like?


And to answer my own questions:

Even though DOJBL is my main game at the moment, the chaining's not too interesting to me itself.
Usually medal-chaining is ok, since it doesn't bind the game into a route... as long as it doesn't have some sort of activation-trick like RFJ.
Garegga-likes have been my favourite, but they kind of suck since they are not very intuitive and sometimes place huge value on such small segments ( flamingoes etc. ). I fucking love Ibara, though.
Subweapon fuckery is also good, but depends on how it is done. ESPrade. was pretty fun, but milking ruined high-level play.
Cancelling's pretty fun, although I haven't been actually playing any cancelling-heavy games outside of CC and Mars Matrix.

Personally, what's hot is extravagant point-blanking and speedkilling. Most recently Mushi 1.5 has been rubbing that nub.

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