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Thread: Gunstar Super Heroes

  1. Iuchi just wanted to make a different shooter where you were loaded with weapons (6+sword), and they ARE all used. He did this and made a smart control scheme using 3 buttons (and it makes sense). It doesn't matter if CAVE or whoever uses 2-3 buttons in theirs, because it isn't the same idea.
    Last edited by Ryan; 10 May 2005 at 05:21 PM.

  2. #222
    Yeah, I was gonna say, RS only has 3 buttons.
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  3. Quote Originally Posted by Kaneda
    Basically, I can and have destroyed all games that I've come across. It's just that as an experienced gamer, I find Treasure's control schemes gratuitously complex. Radiant Silvergun is "the mother of shooters" because you have swords and a million dumbass manuevers. No thanks. The best arcade games have managed to make ultra deep gameplay with only 2 or 3 button commands, that's really all you need.
    But it did have a 3 button scheme. All of Treasure's games packed alot of depth around a very simple control scheme. RSG used 3 buttons for 3 kinds of attacking and kept that fluid.

    Frankly, you can ruin a shooter by trying to streamline the controls too much. Have you ever tried to play the arcade version of Mars Matrix with the one-button layout? It's cumbersome.

  4. Quote Originally Posted by Frogacuda
    Frankly, you can ruin a shooter by trying to streamline the controls too much. Have you ever tried to play the arcade version of Mars Matrix with the one-button layout? It's cumbersome.
    You can end up setting off the Gravity Hole Bomb by accident- this is something that should have had its own button. It doesn't kill the game for me, but it's sort of an annoyance. If the JAMMA spec has support for 3 buttons, Takumi should have stuck to two as they did in Giga Wing & Night Raid.

    Finished in 2021: 8 games (PC: 4, PS4: 2, PS3: 1, X1: 1)

  5. Quote Originally Posted by Frogacuda
    But it did have a 3 button scheme. All of Treasure's games packed alot of depth around a very simple control scheme. RSG used 3 buttons for 3 kinds of attacking and kept that fluid.

    Frankly, you can ruin a shooter by trying to streamline the controls too much. Have you ever tried to play the arcade version of Mars Matrix with the one-button layout? It's cumbersome.
    haha Frogucada, you're like Treasure's goalie. Looking back on the thread, you go for the throat of anyone who dares blaspheme. My point is that Treasure crams like 20 moves into 3 buttons and I don't dig that style.

    And yea, Mars Matrix JAMMA is horrid. I played like one coin of that and had my fill.

  6. Quote Originally Posted by Kaneda
    haha Frogucada, you're like Treasure's goalie. Looking back on the thread, you go for the throat of anyone who dares blaspheme.
    Eh, selectively. Obviously I'm a big fan, but it's more objecting to the specific arguments being made. I still don't see how Gunstar has an abundance of moves or how having powerups in Headdy is confusing. It just sounds absurd to me.

  7. Treasure is the very definition of "hit or miss". But seeing as how this is, for all intents and purposes, a port of a Genesis game (and no, don't even think about correcting me), I can't see this being a miss.

  8. Its not a port when its a sequal with all new levels and graphics.
    Barf! Barf! Barf!

  9. It's pretty much the same game though on a new system, is my point. Like Conker for Xbox without the multiplayer. Not TECHNICALLY a port, but kind of.

  10. Conker is a remake, its the same game with better graphics and edited swearing. Plus they added an expanded Multiplayer mode.

    Gunstar Super Heroes is all new levels, its a sequal. Different story and such. Like how Half-Life 2 is a sequal to Half-Life. New levels, new story, new graphics.
    Barf! Barf! Barf!

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