Yeah, screw this DRM.
What DRM? Besides the standard Steam stuff, I mean.
Yeah, screw this DRM.
What DRM? Besides the standard Steam stuff, I mean.
Think it's got a bug that prevents the game from being played while in offline mode, like the MGR: R one.
Jesus Christ this game is ridiculous. I've never played a bullet hell outside of 1942 or whatever that old arcade game was called. I was not prepared.
Going to have to turn on continues.
Jesus Christ this game is ridiculous. I've never played a bullet hell outside of 1942 or whatever that old arcade game was called. I was not prepared.
Going to have to turn on continues.
Think it's got a bug that prevents the game from being played while in offline mode, like the MGR: R one.
Hmm, Ikaruga isn't fooling around, but calling it bullet hell probably does it a disservice: as some other people have noted, it's really more about the rhythm of charging up like-polarity shots, releasing them, and switching polarities, rather than weaving an obscure path through bullets. I mean, you could play it like that, I suppose, but it would be hard to last too long, and I don't think that's what Treasure was going for. I also like the commentary I hear lately that Ikaruga is about solving puzzles (what polarity-switching combination will get me through this safely?), which brings it even further from bullet hell, which is at best a labyrinth game and at worst twitch-based memorization.Jesus Christ this game is ridiculous. I've never played a bullet hell outside of 1942 or whatever that old arcade game was called. I was not prepared.
This is still true, though.Going to have to turn on continues.
Ikaruga is a twitch based puzzle game from the 40+ hours I played. It requires precision along with puzzle solving to know what to chain, and what to not.Hmm, Ikaruga isn't fooling around, but calling it bullet hell probably does it a disservice: as some other people have noted, it's really more about the rhythm of charging up like-polarity shots, releasing them, and switching polarities, rather than weaving an obscure path through bullets. I mean, you could play it like that, I suppose, but it would be hard to last too long, and I don't think that's what Treasure was going for. I also like the commentary I hear lately that Ikaruga is about solving puzzles (what polarity-switching combination will get me through this safely?), which brings it even further from bullet hell, which is at best a labyrinth game and at worst twitch-based memorization.
Alternate assessment: Ikaruga is either a dance rhythm game or Tetris, disguised as a space shooter.
This is still true, though.
Where can I find a place that thoroughly discusses how to get S++ on each stage without resorting to a guide?
Fixed some audio problems (mainly occurred in Windows XP)
- no audio bug
- crash on launch
Stabilization of the frame rate
- use software timer if VSync from DirectX is not available
Support secondary monitor
- edit "display_adapter" section in boot.txt (created in local install folder)
- ex) display_adapter 1 (use secondary)
Seems like the online-only bug fix and trading cards have yet to surface.
Here's a detailed video showing the depth of the chaining in this game. I just love how well designed this game is.
Just got an update:
Support secondary monitor
- edit "display_adapter" section in boot.txt (created in local install folder)
- ex) display_adapter 1 (use secondary)
Raw Ikaruga title screen http://steamcommunity.com/sharedfiles/filedetails/?id=231967862
It's funny how you first differentiate Ikaruga from "bullet hells" which you characterize as "twitch-based memorization", then compare Ikaruga to rhythm games. Yet, rhythm games are virtually the purest twitch-based memorization there is. The latter is actually sort of appropriate, because Ikaruga is a bullet hell with a particularly heavy focus on rigid memorization. I'm a big bullet hell fan, but I don't much like Ikaruga precisely because I don't like memorization. Many other bullet hells have much more free-form and flowing scoring systems where you do more adapting, on-the-fly problem solving, deal with fuzzy analog situations with a bunch of dynamically-changing counters, collectable floating items and enemies - as opposed to having to always shoot the next bunch of enemies in a precise, surgical A B C D order to keep your chain going, as in Ikaruga.Hmm, Ikaruga isn't fooling around, but calling it bullet hell probably does it a disservice: as some other people have noted, it's really more about the rhythm of charging up like-polarity shots, releasing them, and switching polarities, rather than weaving an obscure path through bullets. I mean, you could play it like that, I suppose, but it would be hard to last too long, and I don't think that's what Treasure was going for. I also like the commentary I hear lately that Ikaruga is about solving puzzles (what polarity-switching combination will get me through this safely?), which brings it even further from bullet hell, which is at best a labyrinth game and at worst twitch-based memorization.
Alternate assessment: Ikaruga is either a dance rhythm game or Tetris, disguised as a space shooter.
There's only going to be a "correct" order and procedure if you're literally trying to go for the maximum score possible.having to always shoot the next bunch of enemies in a precise, surgical A B C D order to keep your chain going, as in Ikaruga.
As long as you're trying to chain, you are inevitably operating within quite rigid parameters. Sure, you can choose to shoot enemies of the same color in a different order, and skip shooting something if you are out of balance and think you couldn't pull it off, but that's not a whole lot of room for freedom. The results are rigid and unambiguous. You get a chain or you don't. Your success and failure are strongly localized; after messing up, you may have to improvise a bit, but you very quickly get back on track, with the only difference being that you'll have less points. That means you can actually stick to one rigid plan from start to finish even without playing perfectly, and even poor players should always have such a plan (even if it's not as risky and high scoring as a good player's plan).There's only going to be a "correct" order and procedure if you're literally trying to go for the maximum score possible.
A lot of the risk/reward at intermediate play is determining which groups of enemies you're going to shoot for more points, which you're going to skip to make survival easier, and how best to rebound from a misfire.
Mine dropped ages ago... got them day 1 and about $3 for all of them.Hmmm... trading cards added but they aren't up to drop yet?
Well, I just watched the top score replay and laughed in disbelief. The sort of memorisation required to get to this level is beyond human. I'm not sure which was more amusing though, his skills or the fact he lost a life on the last level. Boy that imperfect run must be really gnawing away at him.
Mine dropped ages ago... got them day 1 and about $3 for all of them.
Unless there's a scoring-based reason to lose a life in that spot? Doesn't seem so likely for Ikaruga, but there are situations like that in many games.
It's funny how you first differentiate Ikaruga from "bullet hells" which you characterize as "twitch-based memorization", then compare Ikaruga to rhythm games. Yet, rhythm games are virtually the purest twitch-based memorization there is. The latter is actually sort of appropriate, because Ikaruga is a bullet hell with a particularly heavy focus on rigid memorization. I'm a big bullet hell fan, but I don't much like Ikaruga precisely because I don't like memorization. Many other bullet hells have much more free-form and flowing scoring systems where you do more adapting, on-the-fly problem solving, deal with fuzzy analog situations with a bunch of dynamically-changing counters, collectable floating items and enemies - as opposed to having to always shoot the next bunch of enemies in a precise, surgical A B C D order to keep your chain going, as in Ikaruga.
If you die in Ikaruga you lose your chain, and the game has no ranking system, so there's no reason to do it on purpose. It was a mistake.