Tuesday, June 26, 2007

Power Of Attorney Sbi

SHMUPS - Manic Shooters, fever

Batsugun could be considered the first danmaku

Stirring
material on shmups! I found a valid subgenus with a interesting twist. Logically, the time goes on, and games that appear need to be different, novel, innovative as possible, in some respects, is the graphic, sound or gameplay to mention something. Otherwise, as in any other genre, the games go unnoticed by the common denominator of gamers. As the shmups
especially not escape this issue. Some ignorant [or more than that I] would say something like "are all the same!", But nothing is further from the truth. The shooters have not stopped evolving, improving and changing their technical characteristics as well as its gameplay. We went through fixed shooters like Galaga , scrolling shooters like Xevious , Gradius and R-Type and other subgenres that define the perspective used, and freedom of movement. But
another division of subgenres that intersects with the former also partly determines the style and game mechanics and therefore the type of strategy used. At first the shooters almost entirely characterized by a design that made our ship maneuvers should focus on more methodical, precise, sometimes avoiding collision with the stage [characteristic games R-Type, eg ], and usually horizontal scrolling shooters. Also in this game design is often discovered the movement and attack patterns to scroll through

The danmaku are characterized by monstrous
number of bullets on the screen

of each level. This type of shmups are often known as "methodical." Instead another subgenre that came later [and I think the best technical skills helped it] and has become more popular over time, is characterized especially by a monstrous amount of bullets or shots that usually cover the entire screen. This implies that the way to play this game focuses more on coordination between our control and vision, as our ship must navigate much smaller spaces and paths less predictable and more complex. Briefly, the most important thing is to dodge the bullets of the enemies. Such games are called manic shooters "or Japanese" Danmaku "which means something like a curtain of bullets. Some games that are considered manic shooters are Batsugun , DoDonPachi and GigaWing . In fact, Batsugun , the latest release of the former Toaplan in 1993 before its bankruptcy, is considered by many influential and the first of this subgenre. In some cases it is difficult to determine what type of game is like the case of Ikaruga that visually looks to be a manic shooter, but his way of playing a methodical shooter makes [the margin of its other features], since it requires a coordinated control to avoid volleys of enemy bullets.

manic shooters In the
Hitbox is smaller than the Methodic shooters

Moreover, for a manic shooter may be playable, it takes some help to dodge bullets like curtains, which has a technical background to something that characterizes especially the shmups. Imagine that the slightest contact with any part of the ship fly it into pieces, which is often true in the methodical shooters. That would be very likely in a game of the characteristics of a manic shooter, causing the defeat of the player over and over again, leading to despair, crazy and make you feel like destroying command on the ground, and thus bringing the game more spectacular failure. Then, how they managed to succeed? In shooters, as in many other genres, there is something called Hitbox , which determines the actual area of \u200b\u200bcollision of two objects. So what if the two objects Hitbox is smaller than the visible size of them? Happen that often these objects seem to tread on hand, but in reality to the game are not colliding. Well this is the way they work the manic shooters. Our ship, and also sometimes the bullets are Hitbox smaller than its real size, so many bullets seem to touch, and without But our ship will not explode.

What defines
manic shooters is the way to play, since it requires eye-hand coordination

In general, all manic shooters are noted for their large showy graphics, but each adds manic shooter odd condiment for a change the game. For example DoDonPachi implements a special system called Get Point System score, plus other bonuses, and also allows a choice between three classes of ships with different characteristics of attack. Batsugun can accumulate experience points that may enhance the weapons of our ship. Battle Garegga And according to our performance in the game and what we do with our ship the game's difficulty will increase if for example we promote our ship and shoot lots of bullets, or decrease when you lose a life. Since
danmaku exploit more powerful hardware, home ports in general this type of game have been made almost exclusively for the latest generation consoles like Sega Saturn, GameCube or Dreamcast.
For now, here ends the series on shmups. Soon more items! Related

Monday, June 4, 2007

My Dog Has A Pimple On Her Lip

bullet History the SHMUPS - R-TYPE

can load power to fire a powerful shot
front

In 1987, two years after the success of Gradius, a new classic made an appearance. Another game that shows off new features in the gameplay that made it special and good technical quality. Even this saga now in good health with sequel to the PS2 and PSP [in preparation]. The game I speak of is R-TYPE IREM company [Nintendo distributed it in USA], a classic among shmups such as Gradius , has been an inspiration for other games in the genre, such as NEO Pulstar -GEO.
It commands to the battleship "Arrowhead" Model R-9, with the aim of destroying the rule of Bydo.
The game had good graphic quality, colorful and good control of the game. Even the hardware used allowed a higher resolution screen, allowing game artists to give more rein to creativity [384x256 pixels of 256x224 pixels M72 against the hardware used by Konami Gradius ]

scenarios are fraught with obstacles we must overcome
to successfully overcome

But the interesting part that was not only the skills and incorporates power-ups. Its main feature and something that differed from Gradius was the ability to load power in the firing of the spacecraft to launch a frontal shot powerful energy to what is called the Wave Cannon.
Another feature and the most interesting was the inclusion of a world called "Force", a living weapon that can be attached to the front or tail of the ship, increasing the ability to attack it. Moreover, being indestructible, acts as a shield to conventional enemy shots, plus your contact will cause damage. But what also can do is shoot the orb like a missile to attack independently and then retract back to the ship. Also
have the opportunity to acquire two small orbs that are placed above and below the ship and act as shields, and can also shoot if combined with certain attacks.

The main innovation of R-TYPE is
the "Force"











These two items could be compared to the "Options" we see in Gradius therefore fulfill a similar function and behavior.
Another key feature of R-TYPE are the stages where the scenery is varied, sometimes in a style reminiscent HRGiger alieninezcos of work, and numerous obstacles, such that it seems they were designed to crash into them at the first song. And in case you were wondering, the leaders also have a size that commands respect.

's enemies to have
level as in Gradius considerable size

Something that was criticized in the game, was his devilish difficulty. I'm not a connoisseur of the genre but it seems the game is much more complicated than Gradius . As always, this is a double-edged sword, some frustrated and others can not stop trying. Although it seems they were lucky and the game was a success nevertheless. R-TYPE
has come for various platforms, ranging from the Spectrum to the PC-Engine, including C-64, Game Boy and Game Boy Color, Sega Master System and Amiga, among others, all apparently of high technical quality. Although Nintendo brought the game to arcades in the USA, did not become an official port for the NES, this time competing in the SEGA Master System [which itself had its adaptation], perhaps by the fact that this console graph had greater potential than the first. The PC-Engine version, saving fewer losses in the graphic detail is almost identical to the arcade. Curiously was launched in two separate releases, one with levels 1 to 4 and another with 5 to 8, to which I will add some small extra ingredients. Apparently the game was too big to fit in a Hu-Card in the Japanese version and so the two releases, but the following year, upon arrival in the American Turbografx, managed to do in one release.
also has several sequels and clones, some of them unique to certain platforms, such as R-Type III for SNES R-Type Delta for PlayStation. In the latter case exploits the Playstation hardware visually presenting a 3D space, but retains the 2D gameplay of the previous installments of the saga.
Among the clones we have for example with Katakis Rainbow Arts for the Commodore 64. But we'll take legal action, forcing them to withdraw the game market, but ironically the developers were hired to do the port of R-TYPE for the C64. Another highlight was clone for Pulstar SNK NEO-GEO powerful, whose gameplay was similar but with a different look and feel, of course, exploiting the power of the console, giving the game an incredible graphics and sound quality. Related