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/vr/ - Retro Games


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File: 710 KB, 773x675, axelay.jpg [View same] [iqdb] [saucenao] [google]
4455829 No.4455829 [Reply] [Original]

Who thought "Yeah, that looks good. Let's make half the game look like that."

>> No.4455832

>>4455829
The fact that your ship is sucked to the center in its horizontal axis of the stage in those vertical stages is the worst part of the game. I still like it though, but I'm a fan of the genre so that's not saying much

>> No.4455841

>>4455829
this is why i don't like this game

>> No.4455863

>>4455829
I'm surprised this game never caught my eye. Never knew of it until now.

>> No.4455907

wtf I hate mode7 now

>> No.4456004

>>4455832
Happens in the horizontal stages too sometimes. It doesn't ruin the game or anything, but it's an annoying thing to lose lives for.

>> No.4456017

>>4455907
It's not Mode 7 goddamn it. SNESbabbies need to stop calling every single screen effect Mode 7.

It's a fucking HDMA trick, which is not by any means unique to SNES.

>> No.4456023

>>4456017
Thank you for your input, captain obvious. I was making fun of the people that complain about "mode7" when there's no mode7.

>> No.4456265

>>4455829
its the best space ship shooter. And I like the change of the two styles. Reminds me of super probotector. Did the same to spice it up and it works. I think only fans of those other boring side scroller shmups don't like axelay. Axelay is perfect aside from lack of fanservice (cough parodius cough)...

>> No.4456267

>>4455829
It's made by Treasure staff. That's why it's so shitty.

>> No.4456270

>>4456017
Wow. Nobody cares.

>> No.4456276

>>4456270
He's right, it's not Mode7.

>> No.4456306

>>4456267
RSG was inspired by it but no actual Treasure staff worked on Axelay.

>> No.4456369

>>4455829
I will never forget that I bought my copy of this game years ago on ebay from a tow truck company that would auction off unclaimed shit it found it cars.

>> No.4456397

>>4456004
The way you move slower while getting further from the center and how you accelerate if you move to the center throws you off a lot. What's this, an euroshmup by Konami?

>> No.4456436
File: 325 KB, 1140x1134, jimi_analogy.jpg [View same] [iqdb] [saucenao] [google]
4456436

>>4456004
I've never felt like it threw me off unfairly, but I've also noticed that I think that the center's pull is turned off in the boss fights. Weird, huh?

>>4455829
This game is konami's pic related

>> No.4456591

>>4456267
The designer of the shitty Rocket Knight game (the one on SNES) actually made Axelay.

Makes u think.

>> No.4456595

>>4456591
>shitty Rocket Knight game (the one on SNES)
I thought people liked that one, though.

>> No.4456598 [DELETED] 

>>4456023
Good recover anon :)

>> No.4456603
File: 86 KB, 640x890, rka.jpg [View same] [iqdb] [saucenao] [google]
4456603

>>4456595
Nah, people like this one.

>> No.4456606

>>4456603

I like all 3 of them

>> No.4456608

>>4456606
I like the Sega one because I played it as a kid. The Sega sequel I also like, because while it's not as good, the mechanics are different, so it feels like some sort of evolution. I've never played the SNES version, but it looks pretty fun.

>> No.4456609

>>4456606
Only the first one was good because it was made by Contra Man. RKA2 was made by a random artist from the first game and Sparkster was made by Axelay Man.

>> No.4456623

>>4456609
While RKA1 was better, I think they're all great, don't get the hate.

>> No.4456625

>>4456598
Thanks for the (You), but I didn't need it so I give it back.

>> No.4456668

>>4456623
Tribalism, plain and simple. Humans will be embroiled in pointless battles of "my thing is better than your thing" until we wither and die.

>> No.4456674

>>4456668
Yeah, this happens with everything, but especially with video games since consoles were expensive and it was rare that a kid owned both (or more) systems, so they're not only defending their tribe, they're defending their own sacred realm that is their childhood.

>> No.4456676
File: 35 KB, 254x387, cv_x68k.jpg [View same] [iqdb] [saucenao] [google]
4456676

>>4456609
>shitting on Ueda
He designed the best 16-bit Castlevania game, though.

>> No.4456678

>>4456676
Ueda designed Rondo of Blood?

>> No.4456679

>>4456676
>most hipster 16-bit Castlevania

ftfy

>> No.4456683 [DELETED] 
File: 142 KB, 816x587, giggle.png [View same] [iqdb] [saucenao] [google]
4456683

>>4456678
>Rondo of Moeshit
>good

>> No.4456807

>>4456683
(you)

>> No.4456887

>>4456678
>pc engine
>16-bits

>> No.4456907

>>4456887
16 bit actually refers to color depth which the PC Engine most certainly was.

>> No.4456951

>>4456887
>bits

>> No.4456974

>>4456907
Nope, it always refers to the CPU.

>> No.4456980
File: 19 KB, 320x320, bonk_bash.jpg [View same] [iqdb] [saucenao] [google]
4456980

>>4456887
>Turbografx-16
>not 16-bit

>> No.4456991

>>4456974
This is bait, right?

>> No.4456997

>>4456991
Nintendo 64 is called that because it's actually a 64-bit architecture.

>Processor: 93.75 MHz NEC VR4300, based on MIPS R4300i-series 64-bit RISC CPU.

>64-bit RISC CPU

TG-16 is actually false advertising.

>Hudson Soft HuC6280 8-bit microprocessor operating at 1.79 MHz and 7.16 MHz

>8-bit CPU

>> No.4457001

>>4456997
Why NEC didn't release a successor to the PC Engine in '90-'91 instead of just re-branding it as a "16-bit" console always puzzled me.

>> No.4457013

>>4456997
>The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller.
>The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller.
>The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller.
>The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller.
>The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller.

>> No.4457015

>>4455829
Yeah, that does look good. Picture's a little dark but you can adjust your screen.

>> No.4457025

>>4457015
In fact the game itself has three settings for brightness lol

>> No.4457061

>>4457001
Supergrafx (89 but still

>> No.4457074

>>4457013
Processor is more important than video chip.

See: action games ran better on Megadrive than SNES.

Unless you're a graphics whore, the video chip is literally meaningless.

>> No.4457076

>>4457074
What MD fighting game runs as well as Gundam W Endless Duel?

>> No.4457098

>>4457076
What SNES shmup runs as well as Trouble Shooter Vintage?

>> No.4457102

>>4457098
All of them.

>> No.4457105

>>4457076
>a fucking fighting game
Of course the SNES can handle that, it only has to draw 2 sprites on a single static background.

Also Yu Yu Hakusho on MD is more impressive, amazing use of parallax plus 4 fighters all on the same field.

>> No.4457108

>>4457102
Why are Nintendo fanboys such poor liars?

>> No.4457109

>>4457098
>>4457105
I was asking for real.
Yeah Yu Yu Hakusho is really good too, not as impressive as Endless Duel in terms of sprite size and animation detail, but it manages to have 4 characters on screen at once.

>> No.4457112

>>4457105
I tried to get into that game but it seems clunky as all hell. Is there a trick or something?

>> No.4457114

>>4457098
Super Aleste runs pretty good

>> No.4457123

>>4457108
You realize the shmup community consider your favorite games dumbed down casual baby garbage?

>> No.4457125

>>4457123
Why didn't Toaplan, the arcade elitist's favorite shmup company, make any games for the SNES?

>> No.4457126

>>4457123
anything that's not some looping bullet hell shit is dumbed down garbage to them

>> No.4457128

Why are people even arguing about this, the SNES processor is much slower than the Megadrive's without assistance via chips. This is a fact, and it was something that lead to games with more sprites at the same time on the Megadrive and therefore more hectic actions in genres like shmups.

Wasn't this the reason Treasure decided to make their makes in the MD despite the fact that it was a much smaller market in Japan?

>> No.4457130

>>4457125
>Toaplan, the arcade elitist's favorite shmup company
????

>> No.4457132

>>4457123
That's beside the point. When I want to enjoy a shmup, I'd rather it not be dropping frames all over the place struggling to display more than 7 sprites like what happens on the Super Nintendo.

>> No.4457135

>>4457128
Because despite on-paper specs, some MD games still ran terribly and some SNES games ran pretty flawless.
But hey, BLAST PROCESSING! LET'S PUT THE 68000 HEART ON FIRE!
both MD and SNES are the best consoles ever

>> No.4457137

>>4457125
It's obvious, they'd have run even more like ass on that console lol

Even though it's true that console shmups are a bit dumbed down this happens to ALL genres when you compare the arcade titles to home exclusives.

Even though I'm a big Toaplan fan myself I can still find some fun in the console shmups of the era, they provide slightly more relaxed runs.

>> No.4457138

>>4457130
toe-uh-plon was objectively the best '80s shmup dev and gave us cave, raizing, takumi, etc.

>> No.4457141

>>4457135
Of course, some games were made so they didn't slow down on SNES and some slowed down on the MD because they put too much shit on it, this is basic stuff. Doesn't change the fact that MD has a bigger selection of these high octane games and/or are more hectic.

No prob I still like the SNES even though I prefer the MD. Macross: Scrambled Valkyrie is good on the former, for example.

>> No.4457142

>>4457138
Yeah... but they ain't Irem.

>> No.4457146

>>4457138
not him but I agree, as I said I love their games. Though I have to admit most western fans I've coma across are more "danmaku" fans and don't pay much attention to these older shmups, so he has a point.

>> No.4457148

>>4457141
>muh MD
>muh Macross
Fucking weeabo.

>> No.4457157

>>4457148
I'm from Europe and I haven't watched / don't give a crap about Macross (or anime in general), it's a good game by itself.

btw having to deal with avoiding PAL releases and playing the superior versions is a pain here.

>> No.4457161
File: 421 KB, 723x394, dyrl_vf1ja_857_missiles.png [View same] [iqdb] [saucenao] [google]
4457161

>>4457157
Macross is really good, at least watch the movie (Do You Remember Love?)

>> No.4457168

>>4457142
>Irem
Almost as overrated as Treasure.

R-Type is babby's first memorizer.

>> No.4457170

>>4457161
Nah, I dislike the animation (lol mouth flaps) and voice acting of anime in general, and usually the plot and characters.

Also, how funny that someone calls other a "weeabo" here by liking the MD when it was the least popular console by far compared to the SFC and even the PCE in Japan lol

>> No.4457176

>>4457168
Even if you like Irem one cannot ignore the impact Toaplan had on the genre (particularly the vertical ones) and also the fact they were mainly a shoot'em up developing company while other big name companies making shmups then like Irem, Konami and Taito didn't focus as much on the genre exclusively.

Raiden was the last big arcade shmup in the west and it's pretty much a Toaplan clone.

>> No.4457179

>>4457170
>MD
Stop.

>> No.4457185

>>4457168
Post your R-Type WR then.

>> No.4457190
File: 664 KB, 411x488, boomer.gif [View same] [iqdb] [saucenao] [google]
4457190

>>4457179
>current year
>being a burger

>> No.4457192

>>4457179
Why does that trigger you so much lol

>> No.4457193

>>4457170
Macross has a lot of good animation. Forget about the mouths, it's all about the itano circus.
https://www.youtube.com/watch?v=BzXfVgYCxWI

>> No.4457196

>>4457192
You're not Japanese. Don't say it.

>> No.4457202

>>4457196
It was also called MD in Europe.

>> No.4457206

>>4457196
Holy shit dude, I hope you're trolling

>> No.4457217

>>4457185
Don't need to. A 2-ALL has a mere 29 on http://www.wikihouse.com/stg/index.php?STG%A5%E9%A5%F3%A5%AF%B0%EC%CD%F7 which proves it's babby-tier.

>> No.4457225
File: 43 KB, 1062x800, Emma.jpg [View same] [iqdb] [saucenao] [google]
4457225

>>4457217
>accuses game of babby-tier
>can't post any own score
Typical shmup poser. I bet you're underage and your first shmup was touhou shit.

>> No.4457239

>>4457217
>"mere" 29
>Above battle garegga, a hibachi clear of a dodonpachi game, and just under gradius iii
?????

>> No.4457274

>>4457217
Dude, the fact that R-Type is heavy on memorization doesn't make it WOW EASY BABBY easy to execute even when you have it memorized. Stop parroting nonsense and play the games

>> No.4457329

>>4457239
>Above battle garegga,
Using the most OP (non-secret) ship...

>a hibachi clear of a dodonpachi game,
DOJBL lets you fight Hibachi in the first loop.

>just under gradius iii
That's a 1-ALL in Gradius 3. Add 10 extra points for clearing two loops.

>> No.4457334

>>4457274
Yes, it does. Once you learn the safespots in R-Type, the game becomes a cakewalk. Not to mention the bosses are all pathetically easy.

>> No.4457338

>>4457334
What about scoring?

>> No.4457348

>>4457225
Even if I posted a score, you wouldn't believe it was me. And nah, 2hu is wank.

>> No.4457350

>>4457338
R-Type is a survival game like Gradius, the scoring system is nothing to write home about.

>> No.4457393

>>4457350
Still, scoring must be harder than sitting in some safespot to just clear it

>> No.4457456

>>4457348
Weak excuse.

>> No.4457795
File: 363 KB, 480x360, axelay.webm [View same] [iqdb] [saucenao] [google]
4457795

Nice programming, Konami.

ROFL

>> No.4457806

>>4457795
Wait, those things don't crush you? They forgot to add the hitbox?

What's this, reverse Gradius III arcade?

>> No.4457883

>>4457196
it was called the Mega Drive worldwide EXCEPT in obesityland

>> No.4457887

>>4457883
>except in the only place that matters

>> No.4457904

>>4457887
The console sold well in general in PAL territories

>> No.4458051

>>4457806
SNES is so casual a system they need to turn off all hitboxes

>> No.4458074
File: 27 KB, 320x320, 1511470364882.png [View same] [iqdb] [saucenao] [google]
4458074

>>4455832
>>4456004

THis is plain wrong. On horizontal stages your ship gets never sucked anywhere except for the last pre boss, who opens or magnetizes the walls which makes sense.
In the last stage at the beginning with the huge battleships, you don't get sucked anywhere. THEY chase towards you, and because you are in free space, YOU think you get sucked towards them, which is just wrong. Same in "3D" vertical stages. You don't get sucked towards the center ever. There is the mid boss in level 1 which again chases you.

So conclusion: Never at any place in any level you get sucked anywhere except the last pre boss WHO USES FUCKING MAGNETS... kids nowadays lack understanding of what is going on...

>> No.4458092
File: 2.83 MB, 512x448, axe.webm [View same] [iqdb] [saucenao] [google]
4458092

>>4458074
Then what do you call these shenanigans?
and how do I turn off the input display for the second controller

>> No.4458101

>>4455829
Never played Axelay, but this looks pretty good. Apart from the perspective of the further-away ships.

>>4456023
>I was only pretending to be retarded.

>> No.4458584

>>4458074
Play the first stage. If you move to the right and then let go, your ship moves on its own until it's on the center.

Also, move right again. Notice the speed. Then immediately after move left, until you reach the center you move faster than before.

>> No.4458586

>people have not played Axelay
How? This game was fucking huge when it came out.

>> No.4458589

>>4458586
Kids and /v/irgins

>> No.4458592

>>4458586
1: Never owned a SNES
2: Not into horizontal shooters

>> No.4458597

>>4458592
As a shmup fan I've never understood why some people only like one perspective. Being horizontal doesn't change the gameplay, really

>> No.4458684

>>4457806
Sometimes they crush you, sometimes they don't.

I think it's when they're moving is when the hitbox doesn't work.

>> No.4458685

>>4458101
>I was only pretending to be retarded.
?

>> No.4458698
File: 35 KB, 654x229, Untitled.png [View same] [iqdb] [saucenao] [google]
4458698

>>4458597
usually horizontal orientation implies collidable walls

>> No.4458757

>>4458101
It looks worse in motion. It's like they stuck a bunch of flat images on a rolling cylinder that spins as you're going forward.

>> No.4458762

>>4458698
Though I have to admit there are more horiz with terrain collision, there are plenty without and also verts with.

You could've just said you dislike the walls. Still, why? Too claustrophobic? Too slow paced compared to manic shooters? (speed sections in Gradius aren't slow tho)

>> No.4458763

>>4458698
Vertical can have towers or other structures you can run into. Or space debris.

>> No.4458773

>>4458763
Like in the vertical stages of... Axelay lol

And IIRC MUSHA has them too in some stages.

And if you say "those are console shmups" then you have Salamander's vertical stages as another example.

>> No.4458921

>>4458773
Radiant Silvergun and Ikaruga also have actual level designs.

Not sure why empty stages became the standard for vertical STGs, though.

>> No.4458937

>>4458773
Yeah and Image Fight.

>> No.4458939

https://www.youtube.com/watch?v=t_D5qAwerOk

>> No.4458941

>>4458921
Probably because Toaplan set the standard and their games didn't have'em

Still, I don't know why this anon and a lot of other people I've seen that like shmups hate terrain in shmups

>>4458939
Go play Mars Matrix

>> No.4458945
File: 2.33 MB, 626x448, position_and_camera.webm [View same] [iqdb] [saucenao] [google]
4458945

>>4458074
Okay I made this video to underline my point:
The ships position is always correct in the world, you don't get dragged. It's the camera that moves. The ships position always stays correct to bullets, other ships and walls. Only the camera moves.
As a game dev I can say the following: What you see is not how the game is calculated. IF you code a game, like axelay or an isometric adventure, the whole game is rendered in a 2d flat grid. How you render the visuals can be completely different, like for example in a isometric game, where everything looks isometric, thought in the code the game is as 2d like zeldaIII for example.
Another thing that beginners to gamedev confuses is, that in games like marioworld or megamanX the main character is barely moving. What is moving is the world around him. The world is what is shifted/translated when the player "moves around in the world". The player doesnt notice it, but the developer does.
So yeah, you are right, in a few instances it can look like the ship is dragged, but gameplay wise it is not.

>>4458092
That looks like either a bug to me, or these balls do indeed attract you. I gotta test that. I know in this world the snailshellaliens drag you down. Either you got some bug where out of screen shells drag you down, or that ball attracts you, or something really weird is happening there, but I dont remember this happening to me :S Check my video, there you see that the "drag" in the first world is only the camera moving with an easening. It is not the ship beeing dragged. Look at bullets and enemies and walls. You position stays correct.

>> No.4458969

>>4458945
While we are talking about this game, this game has some of the best audio on snes:
https://youtu.be/vU_Kwbg-DQg

Pretty long song and I love the part at 1:08 where you can hear the boss in the distance:
https://youtu.be/dRNcpQLP_Ng

Best 2d space ship shooter

>> No.4458973

>>4458945
In any case it happens and it can disorient an throw you off until you get used to it. the Gradius games have some infinitely looping levels as well and they don't do this stuff.

>> No.4458975

>>4458969
Wouldn't say "best" but still on the good side

>> No.4458979

>>4458973
Yeah, true, for new players this sure is confusing. I have to think really hard back to my time as kid and not understanding it :) yep, adds to the learning curve

>> No.4458985

>>4458979
I like the game too, just that when you've played a lot of shmups and go back to this you have to readjust a lot

>> No.4459008
File: 144 KB, 320x221, rtype3.png [View same] [iqdb] [saucenao] [google]
4459008

>>4458969
>Best 2d space ship shooter
Not even the best for the system, fampai.

>> No.4459039
File: 313 KB, 753x900, sfc-macross-front.jpg [View same] [iqdb] [saucenao] [google]
4459039

>>4459008
the actual best
I love all 3 still

>> No.4459121

twitch,tv/psychotic_spoon

axelay speedrun

>> No.4459874

anyone played humans must answer? that game is crazy nuts hard...

>> No.4459878

>>4455829
Because it's looks good and it's play better

Axelay is one of the best shooter ever made, fuck off

>> No.4459880

>>4459121
nice stream.

>> No.4459920

>>4459878
Axelay is definitely Konami's worst STG, by far.

>> No.4460473

>>4459920
In any case it would be more like "the least good". Still, I disagree since Axelay is at leas better than their MSX or Game Boy ones due to the limited hardware (crappy scrolling in particular on the MSX ones and sluggish pace on the GB)

>> No.4460686
File: 26 KB, 100x150, what.png [View same] [iqdb] [saucenao] [google]
4460686

>>4459121
>speedrunning a shmup

>> No.4460714

>>4460686
You can beat the bosses faster I guess. But yes, they're mostly autoscrolling, seems a bit dumb. You can compete for score which seems more intuitive.

>> No.4460775

>>4460686
>>4460714
TAS can do some fun things though. Here's a run from a GDQ, Gradius on an NES Classic

https://youtu.be/7CgXvIuZR40?t=212

>> No.4460846

>>4460775
Already seen that, one of my favorite clips out of the entire GDQ catalogue. Maybe because it's not a speedrun, it's like a tool assisted demonstration for entertainment

>> No.4461759

>>4460686
The autism of speedrunners knows no end. They'll even go out of their way to play poorly-coded ports of shmups because they have "lag management" and thus can be speedran.

>> No.4461828

>>4455829
I liked it. Still do. Very slick effect (if pretty simple -- just change scroll parameters each line to select different lines of the background, resulting in a vertical scale effect).
Still mad that there never was a sequel.

>>4458945
it's a bit weird that they didn't tie the camera more tightly to the player's position
sliding cameras like this are definitely not a good idea in shmups

>>4456017
this
namely, you can't actually have the two independently scrolling layers if it was actually drawn with mode 7

>>4457338
don't bother

>>4459008
this would be such a better game if it just skipped the first stage
it's so boring

>> No.4461947

>>4461759
>They'll even go out of their way to play poorly-coded ports of shmups because they have "lag management" and thus can be speedran.

wtf am I reading holy shit... speedrunners pls

>>4461828
>don't bother

Why not, buddy

>this would be such a better game if it just skipped the first stage
it's so boring

Have to agree on that. Boring first stages kill the fun of arcade style games a lot.

>> No.4461970

>>4461759

>can be speedran

can be speedrun FTFY

>> No.4462040

Axelay had horizontal sections? Wow, that's cool.

>> No.4462045

>>4455829
I enjoyed Axelay very much.

>> No.4462387

>>4462040
Yes, it's like a console spiritual successor to Salamander / Life Force in that regard.

>> No.4464679

>>4462040
Half the game is horizontal.