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Thread: Cool shmup article at Gamers.com

  1. Yeah, just a little more research and he would have seen that the genere is doing better than it has in years.

    JM

  2. Quote Originally Posted by jiji
    And this is a cheap shot, but keep in mind that the author of this article is the guy responsible for the infamous "Our frothing demand increases..." quote.
    That was. Said quote is not nearly as bad when seen in context. Further, I'd say Mr. Smith is one of the best writers working online right now, occasional use of "frothing" or not. (No, I don't know him. :P)

  3. Awesome avatar BenT and a good reminder to go play the game.

  4. Quote Originally Posted by Shapermc
    Ok so it is hinted at here, but someone please help me understand this author and what the hell he is trying to say here. Are they saying that The Pachi games are based off of (a later released title) Giga Wing with strategy? Or relating the Pachis to a broader US release?
    He's just comparing it to something western audiences have (reasonable) retail access to, not saying one was derived from the other. That's fair, and often done in film and book reviews. Chronology needn't factor in.

    Then on top of that are they saying that The Pachi's have "rare" certain death situations? So umm this guy can 1 credit these games no problem? Am I missing something here? DP in any form or reincarnation is not easy (actuall I can not speak for DDP2).
    Certain death refers to a situation in which your ship is hemmed into a corner by a wall of bullets, with no hope for escape. He's saying DP was carefully designed enough so that no situation is hopeless; there's always an escape route however tiny, except in rare cases.

    I'm suprised he missed out on the Gradius thing, though. EGM even went out of their way to mention the Treasure connection in their "hot games from Japan" feature this month.
    -Kyo

  5. Quote Originally Posted by J2d
    Awesome avatar BenT and a good reminder to go play the game.
    Thanks! It's one of my enduring favorites.

  6. Quote Originally Posted by NoboruWataya
    Has anyone played that GBA boxing game from Treasure? Opinions?
    Great game. My review:

    http://www.the-nextlevel.com/board/s...ad.php?t=13079

    I have a FAQ up on GameFAQs for it too.

  7. Does anyone have the credits of any Psikyo game? I have a save of Space Megaforce's credits. I think that I'll download a Garrega ROM right now for comparison.

  8. Quote Originally Posted by xS
    Does anyone have the credits of any Psikyo game? I have a save of Space Megaforce's credits. I think that I'll download a Garrega ROM right now for comparison.
    Do Psikyo games have credits rolls? I don't remember any (but haven't beaten more than a couple anyway)

  9. Raizing Staff
    Director: Kazuyuki Nakashima
    Programm 68000 Side: S. Yagawa, Yasunari Watanabe
    Programm Z80 Side: Yuichi Ochiai
    Graphic: Shinsuke Yamakawa, Mitsuakira Tatsuta
    Sound Effect: Manabu Namiki
    Test Player: Mr. Daigoro, Marika F.

    Psikyo Staff

    Jun-ichi Niwa, Shin. Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro


    And these are the credits for Compiles Space Megaforce/ Super Aleste

    Which is a shame, given the excellence of its past work like In the Hunt and the rest of the R-Type series. If nothing else, we'll always have Gun Force: Battle Fire Engulfed Terror Island.


    only ESPrade from a few years ago (which introduced the excellent promotional artwork of Junya Inoue to the game world


    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  10. Quote Originally Posted by Core Boy
    Matt, check out Gunbird (the first one), and then play RoboAleste on the SegaCD. As I mentioned above; the levels where you have to fight the train seem similar.
    Dozens of shooters have train levels - Gigawing, Battle Bakraid, 19XX are 3 that I can think of off the top of my head. They're nothing special.

    Psikyo and Compile games are about as different as they come. Psikyo makes games with extremely short levels, tightly controlled powerup sequences, and bullet patterns that are really scripted. Compile (and Raizing too) did shooters with long rambling levels that threw all kinds of random crap at you and had powerups falling from the sky every few seconds.

    Buncha more nitpicking:

    - Shikigami has an unconventional style? Why? It's like Esprade with a buzz system thrown in.

    - Cave had more US-released games than Yanya Caballista. There was Steep Slope Sliders for the Saturn, and that PSX snowboarding game that Capcom released over here.

    - Joker Jun's first shooter was Batsugun, wasn't it?

    - Psikyo are the ones doing Cho Aniki this time, not NCS AFAIK.

    - Geez, not one but two Gradius omissions! Treasure or no, you can't write a shooter article without mentioning Konami.

    - Cotton was an arcade game first, then a PCE game.

    - Psyvariar bombed? First time I heard of that...

    - "whither" means "why?", not "where did it go?".

    Now that was a big waste of time on my part

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