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Shmups are boring if you suck at them

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Comments

  • BeeBee
    edited 2011-10-05 11:17:37
    The thing about shmups having life bars is that it's almost functionally equivalent to one-hit kill and a few lives.  If anything, it winds up being even harsher in the later half of those games since pretty much everything kills you in 1/2 hits anyway, but when you die you actually lose right there.

    The only real reason to go that route is if you have a gameplay mechanic that actually hinges on taking hits not necessarily being a bad thing -- like an enrage mechanic or a tank model.
  • edited 2011-10-05 12:07:02
    Creature - Florida Dragon Turtle Human
    I finished Raiden Trad yesterday.  Rather quick when you have savestates obviously.  It seems to be significantly better than its arcade version since you actually get to respawn immediately and you also get turbo-fire.

    I also have learned to hate that boss that gives off those flying things.

    In other news, I forgot to include Einhänder in my first post.
  • But you never had any to begin with.
    Yeah, this is something I don't really like with JRPG bosses.  It's
    pretty much what I call a "damage race"--kill the boss before it kills
    you off or runs you out of items.

    That descirbes the final boss of Dragon Quest IV to a T. Namely "Beat the boss before your healer runs out of MP, or you're doomed."
  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    I don't think I've ever played a shmup.
  • BeeBee
    edited 2011-10-05 12:29:23
    ^^ That describes most RPG bosses ever, really.  Sometimes there's an element vulnerability you have to feel out first, or they drain your MP, or do some other thing to make that threshold a bit tighter, but it usually comes down to a slugfest.
  • Creature - Florida Dragon Turtle Human
    That's why I want to have better JRPG boss design.

    For example:
    * kill two twin bosses simultaneously, or else they revive with full health.
    * boss with high enough defense that fixed-damage attacks are worth it.
    * boss constantly summons flunkies.
    * boss pushes you away, forcing you to use ranged attacks.
  • Give them pleasure - the same pleasure they have when they wake up from a nightmare.
  • To be or not to be? That is the question.
    Hell yes, Einhander. That game kicks ass, and it's one of my favorite Horizontal Scrolling Shooter game!
  • They call me Rate Miser, whatever I see... turns overrated in my eyes...

    I don't think X-Multiply is that hard until you reach the final boss and its lightning-quick attacks (and whose stage follows the Super R-Type rule of no checkpoints). It only took me a few hours on MAME before reaching a good part of the game (Around Stage 4-5, IIRC). I don't really remember much about stage order, though, and I think I remember all but one stage of that game.


    That being said, I haven't beaten the first loop of the game yet, thanks to that boss.

  • They're somethin' else.



  • Give us fire! Give us ruin! Give us our glory!
    >* kill two twin bosses simultaneously, or else they revive with full health.
    * boss with high enough defense that fixed-damage attacks are worth it.
    * boss constantly summons flunkies.
    * boss pushes you away, forcing you to use ranged attacks.

    If WoW can do these, then normal RPGs can too.
  • I am Dr. Ned who is totally not Dr. Zed in disguise.
    >* kill two twin bosses simultaneously, or else they revive with full health.
    Magus sisters in FF6?


  • BeeBee
    edited 2011-10-05 16:27:21
    Double-kill boss:  Awkward in most standard RPG's since they don't tend to show you health bars.  You're basically firing blind.  Chrono Trigger DS had a bonus boss like this, and it was mostly possible on account of both bosses being really weak and only taking a small handful of turns to kill.

    Armor boss:  A lot of games don't even bother giving you fixed-damage attacks in the first place.  Those that do sadly also have a hardon for absurdly large numbers.

    Flunky boss:  Happens every once in a while.  Comparing it to WoW is a bit of a mistake though, since for the most part MMO's are an anomaly for having status effects that actually work reliably on enemies, and typically those are key to handling those fights.

    Range boss:  A couple of Final Fantasy bosses have to be fought exclusively at range.  They have to be balanced carefully since your most important ranged attacks are usually MP-based.
  • no longer cuddly, but still Edmond
    I finished Raiden Trad yesterday. Rather quick when you have savestates obviously. It seems to be significantly better than its arcade version since you actually get to respawn immediately and you also get turbo-fire.


    Actually the original arcade version does do immediate respawns. For some reason most of the console ports (including the PS1 port, which is supposed to be most accurate) switched to checkpoints.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    You know...

    Shmup is fun to say and type.

    Shmup Shmup Shmup!
  • Likes cheesecake unironically.
    Shut Shmup.
  • edited 2011-10-05 18:51:37
    "* kill two twin bosses simultaneously, or else they revive with full health.
    * boss with high enough defense that fixed-damage attacks are worth it.
    * boss constantly summons flunkies.

    * boss pushes you away, forcing you to use ranged attacks."

    Yeah, those have been done. And those sound more gimmicky than necessarily good boss design. For example, micromanaging two bosses' HP levels tends to be infuriating without splash damage attacks, and with those, it kind of defeats the whole point of it.

  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    Shmup also sounds like a depraved fetish.
  • no longer cuddly, but still Edmond
    Shmup also sounds like a depraved fetish.


    Well, it is a form of masochism...
  • BeeBee
    edited 2011-10-05 20:26:56
    Gimmicks aren't necessarily bad.  I can see a neat boss fight happening where the two bosses you have to kill at the same time are constantly doing weird shit like exchanging poison/regen on each other or something.  When one gets low he starts spamming a cast from HP, and when he dies the other puts up a shield you have to burst down and finish them off before the next turn ends.  The object would basically be to try and stabilize the damage against each other, then save all your ridiculous crap for the final push.

    You'd have to be able to see HP bars though, or it would just be nasty.
  • Creature - Florida Dragon Turtle Human
    > Magus sisters in FF6?

    I don't remember how I killed them actually.  I think I just spammed them with attacks.

    This strategy (simul-kill) only became relevant when I played FFV and fought the 6 bombs.

    > Armor boss:  A lot of games don't even bother giving you fixed-damage
    attacks in the first place.  Those that do sadly also have a hardon for
    absurdly large numbers.

    Damage and HP inflation really annoy me sometimes.

    > Range boss:  A couple of Final Fantasy bosses have to be fought
    exclusively at range.  They have to be balanced carefully since your
    most important ranged attacks are usually MP-based.

    I think FF started doing this with FFVII, because I remember being surprised that Barret's Cannon Ball weapon didn't work on some enemies when the party was on an elevator.

    > Actually the original arcade version [of Raiden Trad] does do immediate respawns.
    For some reason most of the console ports (including the PS1 port,
    which is supposed to be most accurate) switched to checkpoints.

    I don't know which arcade version you're talking about but the one I found for MAME had checkpoints, and was a huge pain even with infinite credits.  I don't remember how it was on the original arcade cabinets that I've occassionally seen and played.

    > You'd have to be able to see HP bars though, or it would just be nasty.

    Would it ever be justified, though?  Like, if the point is that the enemy isn't playing fair?
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