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/vr/ - Retro Games


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File: 31 KB, 300x450, DnglWYdUwAAwoOZ.jpg [View same] [iqdb] [saucenao] [google]
6439479 No.6439479 [Reply] [Original]

Give me your best strats for this game right now

>> No.6440329

Damn, is this game too obscure even for /vr/?
that sucks

>> No.6440330

Best strat is: don't fall, don't get hit

>> No.6440331

very based

>> No.6440339

>>6440330
I noticed that If I'm catching fish instead of just stunning and running by, it starts spawning in other locations.
Am I tripping or it's true?

>> No.6440421

turn the game off and play something better, that’s always a good strategy

>> No.6440426
File: 2.45 MB, 286x250, magicalquest_4.gif [View same] [iqdb] [saucenao] [google]
6440426

>>6440421
What are some other games with similar gameplay as Umihara Kawase? Other than bionic commando and magical quest 1.

>> No.6440438

>>6440421
damn hater? someone got fucked up by the little girl with a fishing line it seems

>> No.6440985

>>6440426
The only other rope game I know of is Worm's Armageddon rope races.

>> No.6441193

I got filtered by this game so fucking hard but I came back a few months later and really enjoyed it. Good thread op, it’s a great game and have a nice rest of your day

>> No.6441354

>>6440426
Some kind of free form grappling in most of these. Not all are vr compliant if you care about that. There are a few more modern indies on steam if you go looking too.
Ninja five-0 (GBA)
Meril (PC)
Castlevania bloodlines (Genesis)
Faussete amour (PC engine)
Aquales (x68k)
Batman (Gameboy)
Batman Returns (Master System, Game Gear)
Mega Turrican (Gen)
Phantom 2040 (Gen, SNES)
Tekkaman Blade (Gameboy)
Super Turrican 2 (SNES)
New super hook girl (PC)

>> No.6441769
File: 292 KB, 1280x720, Screenshot_20200518-124217.png [View same] [iqdb] [saucenao] [google]
6441769

>>6440426
Pac in time on SNES is a weird game but pretty fun and has a grappling mechanic that's used a lot.

>> No.6442048

>>6441193
thanks, but what about strats...

>> No.6442058

>>6440426
Faussete Amour is GOAT

>> No.6442182
File: 77 KB, 1856x1392, Umihara Kawase (J)-180501-000958.png [View same] [iqdb] [saucenao] [google]
6442182

>>6439479
>Give me your best strats for this game right now
Hold down to go up, not up, if you now what I mean,,,

>> No.6442416
File: 174 KB, 695x304, 1574359054814.png [View same] [iqdb] [saucenao] [google]
6442416

>>6442182
I found swinging mechanic to be rather challenging, especially considering that its mandatory to use for "secret" exits.
I understand the basics, but I'm interested in more advanced techniques.
Also post your favorite level

>> No.6442951

Koro Koro Post Nin

>> No.6442954

>>6442951
That plays nothing like UK though. It's more like a platformer version of Cameltry.

>> No.6443523
File: 49 KB, 1600x1200, Umihara Kawase (J)-171128-220301.png [View same] [iqdb] [saucenao] [google]
6443523

>>6442416
Well, I was mainly joking in the above post.
As far as advanced mechanics go, I'm not sure I could verbalise them to anybody. I think the game teaches the player new gameplay technicues superbly simply by introducing new kind of obstacles in the levels. Then, the player has to dynamically figure ways to get to that pesky exit or shortcut using what he already knows and developing new methods of movement by building onto this existing knowledge.
What I'm trying to say is that you have to just play the game yourself – so much so that the initially unique and alianating grappling hook mechanics become a natural part of you.
If I had to give you a pointer, it would be to keep in mind that (left-to-right, up-and-down) momentum is one of the most important aspects of the game to achieve as much as speed and power to reach the hardest places. For that too you'll just have to develop a feeling for by playing the game.
As far as my favourite level, it might be F11, with the falling platforms and three exits, where I figured a somewhat convoluted way to enter the centre exit – only later finding out (by watchin Kachou play the game) that you could get to the exit by basically just jumping on the platforms.

tl;dr Just play the game

>> No.6443610

>>6443523
>f11
Wow so I already reached and finished peak level design in this game according to you? And that's out of 50 levels? That's weak

>> No.6443620

>>6443523
This. It's much more rewarding and enjoyable to just try things out and see what does (and doesn't) work. Since the physics are reliable and intuitive, you can usually pull off anything you can think of with practice and patience. You'll be slinging yourself underneath levels and blasting around at full momentum in no time. Copying what you see online for a specific situation often means you don't understand -why- it works, so you can't easily apply it to other obstacles.

>> No.6443654

>>6443610
It's more that it's the most memorable to me because of my own rather complicated innovation that was supplanted by a much more simple techique. There are actually a lot more interesting, diverse, challenging and extensive (horizontally and vertically) levels out there. But you were asking which was my "favourite" level, not the one I thought was the "best".

>> No.6443716
File: 177 KB, 1920x1080, thumbs up animu gril.jpg [View same] [iqdb] [saucenao] [google]
6443716

>>6441354

>> No.6445739

>>6443654
How did you reach the exit on platforms? swinged yourself from other platform?

>> No.6446627

The random spawns make this game really hard for me. It feels hard to strategize. I guess I just have to git gud at having good instant reactions.

>> No.6446758

>>6446627
If you catch everything in your way instead of stunning and running by the more fish will spawn ahead

>> No.6447245

>>6445739
Pretty much. I jumped on the second platform and shot the lure on it. Then I jumped back on the first platform and back on the ledge on the left, still keeping the lure on the second platform. Then I walked left as far as I could and used the line as a spring to get as fast as I could to the second platform, immediately jumping on to the third and entering the door.
>>6446627
The spawns in some of the levels are infuriating. Like >>6446758 implied there seems to be a sort of hard limit on how many enemies there can be in a level / near spawn spot. Thus, leaving them be or just stunning them may be the better tactic, if possible.

>> No.6447253

>>6440329
People make a thread about this game about twice a month at least. It's a good game, but the webms and general discussion that are posted in every one of these threads is practically a circlejerk by now.

>> No.6447269
File: 507 KB, 1536x2048, umihara.jpg [View same] [iqdb] [saucenao] [google]
6447269

There's a romhack around called umihara kawase journey, lets you play all levels in order and gives more lives and time. Great for practicing. Also a romhack, I forget the name, but it means float. Pretty fun.

>> No.6447380

>>6440426
Ristar grapples a decent amount

>> No.6447734

>>6447253
This thread doesn't look like a circlejerk at all anon, I think you're overreacting