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/vr/ - Retro Games


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2736615 No.2736615 [Reply] [Original]

Why do you prefer horis over verts?

>> No.2736752

I guess. I hardly play these games but it seems like there's more room to move around in in horizontal ones. With vertical I always feel forced to the bottom of the screen due to the barrage of bullets and enemies.

>> No.2736778

>>2736752
have fun playing truxton at the bottom of the screen

>> No.2736784

I don't have to get my fat ass up and put my hundred pound CRT on its side

>> No.2736817

>>2736778
Heheh some enemies fly in from behind in that game.

>> No.2736894

>>2736615
Never really thought about it. Probably has something to do with English being my native tongue and having an eye that's trained to sweep from left to right.

>> No.2736917 [DELETED] 

>>2736615
because I'm straight

>> No.2736923

>>2736615
Because I like actual level design.

>> No.2736928

>>2736615
I'm used to it from the amiga games

>> No.2737002
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2737002

>>2736923
>>2736917

>> No.2737225

Y'know it's weird, I play way more vert than anything else and am usually more inclined to try and score attack/1cc them but the ones that I consider my favorites are horis. Maybe it's just because of their specific powerup mechanics.

>> No.2737251
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2737251

-It's easier to see left to right than top to bottom
-More interesting/unique shot types
-Shields feel like a more natural cover than bombs
-Level design is more strategic/less repetitive than the usual bullet streaming
-Bosses have a lot more personality and aren't typically glued to one end of the screen

>> No.2737260

Philosoma. That game will give you both hori and vert, and 3rd person for added bonus.

>> No.2737408

The level design to be honest. Just a lot more fun.

>> No.2737435

Best = Multidirectional (Pocky & Rocky)
Fantastic = Vertical (Recca)
Alright = Horizontal (Gradius)
shit nigger = diagonal (???????)

>> No.2737481
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2737481

The actchual level design.

>> No.2738045
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2738045

>>2736615
>ships usually look better on side view
>level design
>shmup setting looks better on side view as well

>>2737260
I have such an hard on for that ship but I hate the camera/difficulty.

>> No.2738062

>>2738045
This ship gave me boners. I love how the middle is skinny and raised compared to everything else. It looks like a small waist, making the thrusters look like nice thighs and the wing tips look like stilettos.

Oh yeah, Philosoma. Was it viewed as a good game or was it one of those forgotten ones?

>> No.2738083

why are the horizontal levels of Axelay liked more than the Vertical ones?

>> No.2739106

>>2736923
This, also it having a visual style more based in the environment around the ship, and gravity's effect on stuff like bombs/little carriers and vehicles moving along surfaces. Stuff like the R-Types were my introductions to the genre. They tried to do R-Type vertically with Image Fight. It just felt like an unfair experience as the turret options seem to be a poor replacement for the fact the Force device could be used in any goddamn situation and still cover you from anything. Attacks come from above, below,or infront of you in horis. Yet all around you in verts.

>> No.2739126

I love them both but verties just rarely have real level design. I think it has to do with horis being better suited for consoles (ie TVs), that's why they probably always had better budgets.

>> No.2739145

>>2739126
>verties just rarely have real level design.
That doesn't make any sense. Do they have artificial level design?

>> No.2739181

I like not having to rotate my CRTs. Plus the one time I tried it (for Ikaruga back in the day) my TV's colors got all screwed up.

>> No.2739187

>>2739145
No, they just have scrolling backgrounds, enemies and bullets. Horis however have environmental hazards, which is imo "real level design".

>> No.2739236

>>2736615
>Why do you prefer horis over verts?
I don't have a preference other than good games in the genre fullstop. For good horis it's all about Gradius,satazius and border down etc and for vert it's ketsui allday both styles have there appeal and strengths.

>> No.2739237

>>2739187
>No, they just have scrolling backgrounds, enemies and bullets.
Tell that to Guwange.

>> No.2739239

>>2739237
>Guwange
that's a top-down run and gun like Mercs and Outzone, not a shmup

>> No.2739253

>>2736615
it's solely because my first shmup was horizontal

>> No.2739265

>>2739187
If you think that enemies placement isn't level design then imo you're retarded.

>> No.2739435

>>2739265
Of course it is level design you fucktard, but verties are just lacking a very important element for really good level design mostly.

>> No.2739481

>>2739239
No it isn't you stupid cunt, it's a shmup.

>> No.2739545

>>2739237
>rarely
>example not exclusively vertical

Eat shit cave dicksucker.

>>2739239
Mercs and Outzone are both shmups.

>> No.2739552

>>2737435
>Best = Multidirectional (Pocky & Rocky)
But that's a run'n'gun.

>>2736923
>>2739126
I really don't know much about shoot'em ups, but that doesn't seem to make sense to me. You can design a level in both styles. What would make level design in verticals inherently inferior?

>> No.2739564

>>2737435
Only diagonal I can think of is Zaxxon which I've never actually played

>> No.2739609
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2739609

>>2738083
Fucked up perspective makes it hard dodge. The levels aren't really fun as the horizontals, lack better design and they were made like that just to show off mode-7.

I agree with the enviromental hazards bit, I think it's very important. Not that ANY verts don't have it, but most of them don't.

It makes the feeling of progressing through a facility, mothership, womb whatever be more palpable than a fast scrolling background that I tend to not pay any attention because it's not a threat.

>> No.2740735

>>2739564
>Only diagonal I can think of is Zaxxon
Never heard of viewpoint on neogeo? Fucking casuals i swear.

>> No.2740745
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2740745

First time playing Thunder Force V. I understand the idea of the Free Range weapon, but how do you change the angle?

>> No.2740906

>>2739552
>What would make level design in verticals inherently inferior?
Level design with obstacles costs a lot of money. I am not sure, but I think hories have more often better level design because they are better suited for TVs. If you play a verti on a normal TV, you can't see 5 inch in front of you and can't see the enemies coming. Either this, or the game screen is very tiny and only uses 1/3 of the actual TV screen.

>> No.2741275

>>2738045
Is that the ship from philosoma? Cool. Its almost like a Valkyrie from macross.

>>2738062
Looks like a forgotten one, rarely being recommended. Its a good game with extremely hard difficulty due to the ship hitbox and camera. The ending creeps me out when I got it and I still don't understand the ending.

Heard there is a sequel of philosoma, and its not a shmup, what about it?

>> No.2741284
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2741284

>>2741275
>Is that the ship from philosoma?
yup

>> No.2741286

>>2740745
Stop holding the fire button. Moving your ship without holding the fire button will change its angle.

If anything, free range is probably the strongest weapon in the whole Thunder Force series, without over weapon of course.

>> No.2741412

>>2740745

I was wondering the same at first. You just let it lock on to an enemy.

How are you liking it? I'm also playing it for the first time now. Can't get past the damn Guardian boss, although I think I'm almost there.

Bosses in this game are a lot tougher than in previous games. I find the level design a bit underwhelming, although I liked the jungle level.

>> No.2741426

>>2739236
Satazius is awesome, no one ever talks about it, I guess its probably not retro.

>> No.2741431

>>2741426
>tfw made it to the endboss without losing 1 life on Insane today
>tfw getting utterly crushed by him and lose all 7 lives

>> No.2741675

I prefer horizontal scroll purely because I'm better at it than vertical.