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So I got Espgaluda II yesterday and I’ve been playing the crap out of it. I finally have a copy (as opposed to a setup at a con or a candycab), thus giving me time to learn its scoring systems.
When I learn scoring systems that seem fascinating to me, I try not to read strategy guides too much, instead only using them to give myself some direction as to how to tackle playing for score, then I dive into the game and experiment to see which strategies will milk me the highest scores. This is what I know (or at least think I know) thus far:
Xbox 360:
- Killing enemies in Kakusei Shikai mode cancels their bullets and produces gold from the bullets.
- In Zesshikai mode, enemies release more bullets, and will release suicide bullets upon death.
- When killing an enemy in Zesshikai, suicide bullets of other enemies will cancel out. Also point-milking ensues.
- In Kakusei Shikai Over, enemy bullets turn red and go faster, and killing enemies releases small amounts of gold.
Black Label:
- Killing an enemy in normal mode cancels its bullets and turns them to gold.
- In Kakusei Shikai, killing an enemy releases suicide bullets.
- When killing an enemy in normal mode, suicide bullets of other enemes cancel out, also hueg numbers.
I’ll post my (mostly) self-done analyses of Arrange and Omake later. For now I wanna focus on 360 and BL.
I should probably focus on surviving as well; it would be good to actually see stages 4, 5, and 6 instead of losing 3 lives in 10 seconds trying to crank out 15 million points in that time interval.
As promised, a video example of the principle I was discussing last time out. To review, the concept was that Spider-Man 2 is inherently a twitchy, spastic game and chaining multiple high-speed actions tends to see compounding chaos and failure. Accordingly, skillful play is mostly about taking advantage of the portions you can control well to simplify the approach to the parts you can’t.
Before we finish this series, maybe I’ll come up with a pithy term for that concept.
I usually avoid embeds, but I think that’s probably appropriate for a post like this:
Approaching checkpoint #2: 0:16 – 0:25 – That initial plunge down to street level is lovely, isn’t it? But we care about what comes after. If you’ve played Spider-Man 2 at all, you know that you move fastest when swinging. If you have a long distance to cover, aspire to ABS: always be swinging.
But I approach checkpoint 2 with just two swings, including big, lazy arcs after releasing. If you look at 0:23 in the video, you can see why. I want to hit that building at exactly the same altitude as the wallsprint checkpoint. It’s a short bit of wallsprinting and a very quick release after the checkpoint. There’s no time to adjust once I’m on the wall, so I make sure my entry trajectory is just right.
Approaching checkpoint #3: 0:24 – 0:31 – Next up is an orbit around a roof antenna. (I guess they’re antennas? Random girders sticking straight up from the tops of buildings.) Just one swing on the approach, fairly straightforward. Again I manage altitude so that I’m just about level with the checkpoint when I web. The two things to consider with orbits are the radius of the circle and the entry point.
Why? Because Spidey is fucking fast. What you really care about is where you fly off when you release the orbit. In some games, you could probably accomplish the exit you wanted no matter how you entered. But here you can’t, at least not consistently. If you tried to just eye up the right release timing, you’d often fly off in terrible directions. Instead, I’m going to release the orbit as soon as I hear the sound indicating that it’s complete: after exactly one full spin. That’s predictable and repeatable. So my entry point will define my exit.
So how does that apply here? As I approach the antenna, my eyes are on the next large skyscraper further down the street. It’s the building I’ll be swinging past at 0:34. I wrap around the right side of the checkpoint, line up with that building then fire my web just as I’m square with it. My release actually fires me about 45 degrees off to the left of where I want to go, which is about the norm.
Approaching checkpoint #4: 0:30 – 040 – Well, this is a combination of the elements from the last two approaches. Two more long, lazy swings. Rapid swings with minimal airtime between are fast, but they don’t allow adjustment time to line up approaches. The hit on the swings is worthwhile to create a repeatable experience on the skill elements.
Yes, I just made up the term “skill elements” to cover orbits, loops, walljumps, wallsprints and poleswings.
Entry point for the orbit? My target for the next checkpoint is that building just to the right with the red sign around the top. You’ll see that I line myself up with it before I web, and come out of the orbit heading right towards it. I time this release better than the previous one, and my incoming and outgoing trajectories are almost identical.
You can enjoy the sex appeal of the rest of the challenge without further commentary.
I’m still lacking a clever name for the principle, but I think the lesson comes across. When you have some space between elements, use it to create a repeatable approach to the tricky bit so you don’t have to make micro adjustments while the control is at its twitchiest.
Ice Man challenges cleared. The only enemy is Ice 10 is the bullet, mario style slow-moving jammies. Gotta cross all sorts of bottomless pits by freezing bullets and jumping off them. Climax comes when a full screen stack of them come at you, and you have to freeze the bottom two to slip through. It’s all tasty, but nothing superb.
No progress yet on Cut 9.
In news both grander yet somehow even less interesting, I resurrected The Great Project: recording Mega time clears of every challenge in Spider-Man 2 for the Xbox. I’d like to hope that my tone already made it clear, but the term “The Great Project” is entirely ironic. The considerably more sincere “I Lack Discipline and Therefore Interminable Project” polled poorly.
The atrophy of my skill was horrifying. I foolishly jumped right in to an Insane challenge. #102, I think. Starts from a second floor balcony on the west side of Central Park. Results were dreadful.
After a dose of futility, I wandered around the north end of the island and cleared a bunch of the Mediums and Hards laying around. That went well, and I was able to upload a pile of new Mega clears to youtube. Buoyed with unwarranted confidence, I tried another Insane. #119, a wallsprint sequence around the elevated track. That went even worse. Apparently my wallsprinting has suffered especially from the passage of time.
Spider-Man 2 at is chaos at speed. What makes the game so great is precisely that you can move far faster than the game can handle. When you’re tackling an Insane challenge, you leave behind the smooth curves and long arcs of your early swinging experiences. It’s all wild angles, sudden turns and spastic stops.
Wallsprints are maybe the worst of it. When you first learn to wallsprint, it’s straightforward. You’re just running on a wall. At normal run speeds, you have the same control you would on foot. But in challenges, you hit the wall at peak swing speed. There’s essentially no steering over short distances. You zip around in nearly random directions if you aren’t careful about your entry angle.
Thus the skill required is managing that chaos. I think the bulk of it is controlling input, eliminating variables. Use swing time to smooth everything out and try to have a nice clean entry angle to the next move. God, that sounds fluffy and meaningless.
Tell you what. I’ll go through my Insane videos and generate a walkthrough for one to demonstrate what I mean. I’ll try and illustrate how success boils down to managing the entry to moves rather than making adjustments during the moves themselves. Look for that in a future post.
I’ve been working a lot lately, so my gaming time has been severely reduced. That should’ve probably led me to choose some relaxing games for my serious play sessions, but I don’t think my next challenges fit that mold at all.
From the remains of Söldner-X and Zero Gunner 2 I moved on to completely different affairs, notably Dragon Spirit and Solar Jetman. Dragon Spirit is being played on the PS2, picked from the Namco Museum 50th Anniversary compilation. This seems to be an emulation of the original game, and for those out there already questioning if it is TATEable… No. No TATE, and I have absolutely no problem with YOKO. With this game I finally started using my brand-new turbo controller because I deeply hate shmups that don’t have an autofire option (unless there’s an inherent charge mechanic to the gameplay).
Autofire in Dragon Spirit is a tricky thing though. Case in question: blue power-ups in this game give the dragon up to two extra heads. Since each head is capable of shooting a single firing stream, be it regular fire our ground fire (just like in Xevious), anyone would assume that using a turbo controller and keeping both buttons pressed when the dragon has at least two heads is the perfect way to weave through the game. However, this is not exactly true. As I evolve through the many stages it gets more and more evident that it’s much better to use each attack separately when you have extra heads. It’s an odd statement, but it seems the game design guides the player into adopting this attitude, which also cuts a slack for those who decide to play the game with no autofire.
To compensate for the absence of any continue feature, you can at least select any stage to play when you hit the start button. That’s why my current Dragon Spirit sessions consist of: (1) a full credit starting in the first stage ; (2) several training credits starting in the stage I died last during my first credit; (3) another full credit aiming at surviving longer with what I learned from training. So far I can consistently reach stage 5, that one with the moving spike walls.
Ah, Solar Jetman on the NES… I’ve been wanting to play this for a long time. I have a soft spot for gravity arena shooters, and since this one seems to be the father of them all (Gravitar is too confined), it’s natural that I start to really know the genre by trying it. I was perfectly aware this was going to be a massive, huge undertaking, so I prepared myself by printing out the excellent strategywiki material for some proper guidance. I did intend to use the warps to beat the game faster, but I can’t help but keep playing the regular stages to see what’s next. And having spent two whole afternoons with it, I now believe I’ll need many more to get to the ending. For those who still wonder how hard this game is, bear in mind it was developed by the same company who delivered Battletoads – you know, that easy beat’em up everybody didn’t even sweat to beat back in the glory days of the NES.
Ah, I know I should’ve chosen more stuf in the likes of Cotton Original…
This month is shaping up to be a month of shooting games for me. I’m hopefully getting Espgaluda II sometime this week (tomorrow preferably), and at the end of the month I’m looking at snatching up Sin and Punishment: Sky Successor (okay, so that’s a rail shooter and not an stg) and Deathsmiles.
I got to try DS and Esp2 at Fanime, a week and a half ago, though me playing Esp2 on any serious level dates back to Sakura-Con two months ago. I tried vanilla Esp2, then went on to try other modes like Arrange and Black Label. Esp2 Black Label is even more hilarious than Mushihime-sama Futari Black Label; any enemy killed will now cancel bullets, and killing enemies in Kakusei/Awakening mode will cause them to explode into more bullets (that can be canceled out as well). I also really want to obtain the iPhone port despite getting the 360 port anyway; I tried that at Fanime too on my friend’s iPad and it beats the snot out of Ketsui Death Label as far as a portable Cave game goes. Sadly, I don’t intend to get an iPhone any time in the coming years, and I’m a bit strapped for cash to be getting an iPad (which would be a little un-portable anyway) or a new iPod Touch; my current one is a first-gen 8 GB model. Since it’s almost maxed out, perhaps that could be an excuse to get a new one.
Also at Fanime, I stopped by Aksys’s booth to play DeathSmiles, which I had already preordered. It shows that Cave can definitely do horizontal just as well as vertical, and that I should probably try Progear no Arashi sometime. I haven’t played such a fantastic sidescroller since Gradius Gaiden; bidirectional firing, colorful graphics, freedom to choose how hard or easy you want the game to be and what stages to pick, and a scoring system with a good learning curve (I couldn’t break the default high score) contribute to my anticipation of getting my own copy. Unfortuantely, on the 3rd day of Fanime (of 4), the stick for it was removed because apparently people were messing around with the stick. As someone who refuses to taint the beauty of Cave shooters with a stock 360 pad, that meant no DeathSmiles at all for me for the remainder of the con.
And now, I wait. Hopefully I come home from the arcade tomorrow to a package from Play-Asia with my name on it. And if that happens…I just might be up until 6 AM. I love having summer vacation this early.
Just wanted to give you guys a quick update on my recent post complaining about stuff. While fishing around for hyperlinks yesterday, I stumbled across an older article opining about the original SF4. I felt very good to see David Sirlin(highly respected author, tournament player, and game designer in the fighting community) echo a lot of my complaints. Although I don’t agree with everything he said (I thought I would hate 2-button throws, ended up loving them. Also, other stuff), but I particularly liked these excerpts:
Linking is the name of the game, which actually makes the game closer to CvS2 than to 3s or ST. The effect of all these links is to hide the actual game behind an impenetrable wall of execution. If you practice (ie, develop 1p skills unrelated to strategy and unrelated to interaction with the opponent) then you gain access to the real game, a game of high damage off small hits, but only for the dexterous.
I’m not sure what qcf x 2 + PPP is doing in a “casual friendly game” in the first place.
Also, I’ve been meaning to mention that I did get CPS3 games working in mame after croikle set me straight on that. Although I haven’t actually played them yet.
Passed Cut Man #7, cue the chorus of angels. Frankly, there was little sense of climax. I made a small adjustment to my pattern and cleared it immediately. The innovation was to take advantage of the screen scrolling and the effect it has on spawns. We’ll apply a bit of newspaper style here and postpone the details so we can get the juicy stuff up top.
Cut 8 was a cruise. A little cooldown as a reward for passing 7. I actually failed to make the critical jump in 8 repeatedly, but failure was non-fatal so I could just keep hammering at it. Accordingly, passed on what was technically my first try.
I’m working on Cut 9 now and it is delicious. Mega Man Powered Up is not designed as a throwback to the series in general; it is specifically an homage to Mega Man 1. The enemy types are all from 1, the stages are designed to be remixes of 1′s. One of the few design elements that’s completely new are container spawns. Little devices in the ceiling that repeatedly drop giant crates. Cut Man’s 9th challenge is the pinnacle of crate-spawning design.
You use Cut Man’s walljump to cross giant chasms by pinballing off of falling crates. I think the beauty of that may have been lost in the prose, so I will emphasize. You walljump off moving surfaces over bottomless pits. Games were made for this.
Ok, it falls a bit short of being the unparalleled joy it ought to be. The walljump is not quite as nimble as you’d really like. MMPU is really vertically constrained, so you’re never more than two jumps or so from the top of the screen. But this is the good stuff.
Back to how I passed Cut 7. Tedium follows, gird yourself.
To review, you’re on a narrow, icy platform. 8 enemies spawn in a semi-circle around and above you. They’re the infinitely respawning enemies that pour out of pipes in Mega Man 2. You used the Jewel Shield in 9 to scum them for health and weapon power drops. Slow-moving cylinders with eyes. You’ve got to survive for one minute.
The innovation I finally happened on was using the scroll of the screen to limit spawns. Picture the 8 enemies in three groups. 3 on the right, 2 on the left and 3 above. I was killing the right-hand group then moving right, into the space I just freed up, to kill the remaining five. Then move back left and repeat.
What I noticed was that I was almost always dying to the left-hand group of 2. The top 3 were more or less irrelevant. Furthermore, the platform was just wide enough that if I moved to the far right, the spawn spot of the leftmost 2 would be off the screen. And because it’s a MM game, that means those 2 would not spawn. This was no more than a short delay, of course. I had to move back left and they’d spawn then. But since those 2 were the big problems, cutting back on their spawns made things much more manageable.
A few years ago I read The Art of War. I thought it might be interesting to reread it, then summarize it here and discuss how it applies to my street fighting. A line-by-line translation would be very cute, but I’m going to keep it a little more simple without such a rigid format. So let’s get started.
I. Laying Plans
- If competent street fighting is of importance to you, no factor may be neglected.
- There are 5 factors which must be taken into consideration.
- These are (1) Devotion; (2) Battle conditions; (3) Space; (4) Attitude; (5) Technical ability.
- Devotion is needed to continually improve through learning and practice.
- Battle conditions include life, super, and ultra meters.
- Space stands for the distance between characters as well as the proximity of corners.
- Attitude is similar to devotion, but focuses more on the emotion level. You must be attitude for gains. You must continually improve, despite crushing defeats. (Satori mind)
- Technical ability is the ability to consistently execute intended commands.
- These five heads should be familiar to every street fighter: he who knows them will be victorious; he who knows them not will fail.
- Victory or defeat depends entirely on each players’ mastery of each of these 5 tenants.
- Take advantage of any additional situations. There’s no such thing as cheap.
- All street fighting is based on deception.
- Hold out baits to entice the enemy. Feign disorder, and crush him.
- If he is secure at all points, be prepared for him. If he is in superior strength, evade him.
- If your opponent is of choleric temper, taunt him. Pretend to be weak, that he may grow arrogant.
- Now the player who wins a battle makes many calculations in his temple ere the battle is fought. The player who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to win or lose.
At the end of each summary, I’ll add a few notes on how this applies to myself personally. In this chapter, I will address the 5 main factors. (1) Devotion: I think anyone who reads this site would agree I’m devoted. (2) Battle conditions: This is something I am becoming more and more aware of as time goes on. It was the same with TvC, at first there’s too much going on to notice your opponents’ meters, but as you can focus on a smaller amount of likely attacks, you are free to be more aware of these important factors. (3) Space: Fairly simplistic in concept. This includes long-range vs close-range characters, poke ranges, and corners. I tend to be pretty aware of these things. (4) Attitude: Again, I think readers will agree I’ve been pretty on task. (5) Technical ability: My greatest weakness at the moment. I’m a bit hard on myself, the truth is I’m still not accustomed to the TE stick. Double-quarter circles are still quite iffy and that cannot stand in serious competition.
P.S. The last 5 points are almost completely unchanged from the original text.
I’d like to begin by saying that I will not be discussing combos much in the near future as the detail has become excruciating. No, this has nothing to do with Dan’s comment, I was thinking the exact same thing right after my last post. For now on I will forgo the minutiae and only bring up the subject when there is something substantial to talk about.
To talk about combos on a higher level for a second, I don’t particularly enjoy learning them. In fact, I kind of view combos as the bullshit you must wade through in order to enjoy the more meaningful parts of the game. Now, don’t get me wrong, there is some enjoyment in pulling out a combo in a match. It’s like an extremely small minigame in which your movements and timing dictate your success. I know that there are people who LOVE these microchallenges and thoroughly enjoy practicing the secret handshakes you must do with the controller to pull off some impressive moves. But I don’t much. I mostly view it as something that, somewhat artificially, makes one player a lot better than another based not on reactions or strategy, but skills that are less interesting to me. But the good news is that they are not strictly necessary at intermediate levels of play and they are something that can be slowly worked into your game plan as you progress.
Since my last post, I’ve played quite a bit of Fei Long. And I’m just about ready to stop doing that. As much as I like him as a character (which is to say, I like Bruce Lee) and his flame kick just looks so damn awesome, he really sucks badly. It’s like Capcom went out of their way to make him as awkward and difficult as possible. As I mentioned earlier, one of his basic specials is 3 consecutive QC’s. Why 3? It’s not like it’s such a great move when correctly inputted, why make it so difficult to pull of his plain special moves? Then there’s the chicken wing. You do a half circle forward. Plus up-forward. As far as I know, there’s not another character in the history of video games that has the same input for a special move. Again, it just makes it more difficult to pull off basic specials. Charge characters usually receive benefits for their complexity. For instance, it’s easier to pull off a hadoken than a sonic boom, but SB’s have godlike recovery times in exchange. Fei Long has difficult moves with no apparent benefits. Even if I did put in tons of practice with him and got him to be a really good Fei Long, he’s still low tier and would lose out to decent players playing decent characters. So, it’s reached a point where I have to ask myself, what’s the point? It’s much more enjoyable to use a character that’s responsive to your controls and usually does what you want him to do.
Since this has turned out to be a pretty whiny post, I’ll add one more thing: I still don’t like ultras. It’s not enough that they take 1/3 of your life bar away, they also usually have invincibility on startup or other such special properties. Supers are much more reasonable I find. They take a while to build up, they come at the expense of EX moves and they’re only super, not ultra. I’d say I eat wakeup ultras about once per round. No doubt I have to get used to watching my opponents’ meters and expecting those wakeups whenever the meter exists.
Cut Man’s 7th challenge is unyielding. I’d love to bore the 2 people who accidentally read my posts while checking the site to see if there are new BlooCloud posts to spam with the details, but there’s little to say. It’s a fight on a tiny little platform against 8 respawning dudes. I’ve found a pattern that lets me keep the bastards in check indefinitely, but at some point in the course of a minute I inevitably fuck it up.
It’s a little demonstration of chaos theory. I let some tiny variation creep into my rhythm, completely survivable on its own. But then each time through the loop things spin further and further off the axis. Frantic death.
Moved on to the Ice Man challenges, currently on the last. They’re all built around freezing guys in flight and using them as platforms to cross big chasms. Freezing dudes then jumping on them is a fun enough mechanic to make people think the Metroid games don’t suck, so it’s wildly compelling here.
Best of the bunch was probably the 8th. Gotta freeze fleas in mid-jump. Fleas are the little buggers who jump towards/over you in big arcs and take just a single buster shot to kill. Meaning all the freezes are one-shot affairs. You don’t get a second chance to time it right like you do against the octopus batteries.
