Bruh you're insane! This is why I love shmups! I felt watching you I had my hell they got me moments and was ready to take my hand off the controller and surprisingly I SURVIVED thanks to you! 🤣😁👍
@@FrameRunnerX It's actually very much in the style of CAVE's other games (which one of the devs was involved in) that the endings are often tragic or unhappy. War is not glorious or happy, and heroes don't always come back alive.
Good ending: The armor of the Stork recieves severe damage and loses a wing, so as a last resort, the pilot risks his life to attach the support drone to the Stork and then launch the drone towards the BAC core, ensuring complete destruction of the crystal. Normal/Bad ending: The armor of the Stork recieves severe damage and loses a wing, so as a last resort, the pilot risks his life to attach the support drone to the Stork and then launch the ship itself towards BAC, only for the core to fall towards earth.
And we know the TLB Good ending is canon since it turns out Rolling Gunner's plot is a prequel to their earlier game, Galaxy Frontier, where the crystal's dropped into Jupiter and needs to be destroyed for good.
this game is nuts. i 1cc'd novice after a few tries but jumping to original mode is such a huge difficulty spike. this must have taken a lot of practice.
Original is very tough. It's comparable to a hard arcade game 1CC. If you trigger the TLB it's especially brutal as you need a good stock of resources to safely handle it! I fell in love with Rolling Gunner and played it a LOT, but even tackling the TLB required a ton of additional practice to be able to figure out how to handle it. It was pretty rough. Casual's a nice balance though. It'll be tough for anyone who's not super versed in shmups, without being quite as tough as an arcade game.
Get ready for a long comment. Absolutely incredible run and a perfect example of the kind of game that offers loads of opportunity for breaking things down to a science - which is what I click with the most. I'm wondering about the tlb in Original mode - do you know what the condition is? I haven't been able to find much information on the condition(s) other than simply not continuing - yet I watched a run the other day where they did a 1cc and yet no tlb triggered. I'm a couple days into Original mode now and am currently making it to the stage 4 boss but some of those opening attacks are pretty brutal. For the most part, I have been playing where I keep rank down by not really using any hyper until stage 3 but I'm wondering how much of a difference it'll really make plus by not using it more freely, I'm keeping the extends at a greater distance which doesn't help. Also, I used to always use the blue ship back in the day when I was doing a lot of practice in Expert mode but now I've been using red because I feel it offers me more stability since blue feels as though it overshoots too often - I'm wondering if this is simply due to my stick and am wondering what you used to perform this run and what kind of tension (if that's the stick term) you have or if it's my lack of using stick properly or as sensitively as is required. I always enjoyed being able to zip around more quickly with blue and part of me is questioning whether to continue with red or start practicing with blue again. Furthermore, it's great seeing how calculated your execution is here. I almost never use the free-flow firing to take out enemies quickly. My approach has pretty much always been to memorize where waves enter and it feels like 99% of the time I'm using focus shot. Seeing this run has me question my current method and I wonder if it would be more advantageous to start experimenting with some of the faster, non-focus shot maneuvers as you demonstrate here. Epic stuff Bare, as per usual. I am so glad I jumped back into this game because it's such top tier material and what I thrive in!
I like long comments. Good games deserve good discussion. :) TLB conditions in the base game are as follows: Novice + Casual: 1CC the game. If you use a continue before the final boss you won't see the TLB, but a 1CC will always have to deal with the TLB (which is fairly manageable compared to Original and Expert where it's a nightmare). Original + Expert: 1CC the game and rank needs to be at a certain value or higher when you beat the final boss (I think it's 15 or 16, I seem to remember 16 being the magic number but a friend in France insists it's 15 and I haven't had a chance to test to confirm). If you accidentally use too many bombs during the final boss, it's possible to lower the rank too much to trigger the TLB. TLB Conditions for Overpower appear to be the same, possibly adjusted so the minimum rank you need is higher? I had a comment on another video saying your rank just needs to be at 32 at some point in stage 6 even if it drops below that when you kill the final boss, but it was a comment from a person whose name I didn't recognize, isn't in any of the shmup communities I'm in, and who had no Rolling Gunner footage. At any rate, I can't recall every failing to trigger the TLB in Overpower, it's really, really easy to jack up rank there (and frankly not very fun to play compared to the original game mode...). The trick to keeping Rank low isn't reducing how much you hyper/Power Up/Limiter Release so much; that's actually not that big of a deal. The real key is making sure to use your bombs. Generally speaking, depending on how high you're scoring, you can expect to raise rank 1 - 3 levels whenever you use your hyper mode. Using a bomb instantly drops your rank by 2, whereas an autobomb only drops it by 1 and wipes out your whole bomb stock, losing both your bombs and your ability to reduce rank! This is what makes using your bombs manually key, as you get a ton of bombs in the game with all your lives combined. Deaths also drop Rank by 3, so it's entirely possible to keep Rank low the entire game simply by making liberal use of your manual bombs. I'm a keyboard player here. I use AutoHotkey to remap the controls (which sadly can't be changed for keyboard in game) so C is rapid shot, X is laser, and Z is bomb. I also play on a stick with a Hori Real Arcade VX SA Pro on Xbox, PC and Switch (using a Magic NS). It was rated as having the lowest measured latency for Xbox 360 at the time I got it, and I found a place that had a ridiculous sale on brand new ones so I got like 3 (2 for myself and 1 for a gift) and told my friends so they could snap up the rest. It was rather crazy, only $100 each. Even if you can't get one, there's still plenty of good sticks out there though. Input latency test info here: www.teyah.net/sticklag/results.html It's modded with a Seimitsu LS-32 with an octagonal gate. I also like Sanwa Sticks and square gates, but it's what I'm used to playing shmups (mainly Mushi Futari) on my arcade cab with and works well. I'd say it doesn't matter if you're using a stick, d-pad, keyboard, etc, so much as you're comfortable with what you're using and it feels good to you. I'm used to playing horis on a keyboard as I grew up with keyboard arrows + Ctrl and Alt buttons for MS-DOS games. :P The blue ship is probably the easiest to learn for clears because the spreadshots the others have doesn't help all that much, whereas the blue ship's speed is very useful and your aim can be quickly adjusted. Note that all three ships appear to be similar in terms of scoring potential if the world records that keep getting posted are anything to judge by. The blue ship does have a disadvantage in that because it has the highest item collection radius (the ships have slightly different autocollection diameters, red is medium, yellow is small). This actually hurts it because it makes boss milking very tricky because you pick up too many medals to do the rapid recharge trick that makes milking possible for high level score play, but you don't have to do this if you don't want to. The milking you have to do is a bit tedious, I can send you footage of a Japanese player I saw on Twitch doing a high level score attack run that has extensive milking. I haven't had any successful original runs that 1cc since I learned to milk, I really need to get back into this... The other reason I try to use the rapid shot here is because there's a scoring incentive. Much like Deathsmiles (another game the dev was involved in), you get bigger medals for killing enemies with the "correct" shot. Small enemies give big medals for using the rapid shot, and larger enemies give big medals for killing with the focused shot. Using the focus shot to help control your movement is totally fine for survival purposes though and is a great way of dealing with stuff. Blue has a very good movement speed when using the focus shot whereas Red and Yellow can feel too slow for some stuff at times. Lately I do prefer the Red ship (the RX) for its more balanced speed and slightly slower movement for the really tight patterns though. I can't handle the RA/Yellow all that well outside of Overpower where it's super powerful and hard to kill due to its massive shield aura. It's quite slow, and the spreadfire isn't useful enough to be worth the huge hit to your speed in my opinion.
@@BareKnuckleRoo Good to know. I’m all for mammoth-sized messages myself and thanks for such a well-rounded response. Your knowledge never ceases to amaze me. At this point I’ll need to pay closer attention to where my rank is around the time I game over (to get a better feel for what will need to be done) because with my current approach of not relying too much on hypers, I’m pretty sure I’m nowhere near close enough to 15 or 16. Maybe by the end of stage 3 it’s only about 2 or 3 so I’ll need to be raising that way more much earlier if I’m going to hit the tlb - which, at the very least, is the aim for Original. I’m not surprised you feel Overpower is less fun. I don’t own it and have never played it, so it’s not exactly fair for me to judge that version…however, I’ve never been drawn to the idea of playing with the additional perks they provide - it feels far too generous and a huge part of what I love is how demanding you need to be of yourself in the original with movement and everything else. I can appreciate that it makes Rolling Gunner more accessible and I have a feeling the creators eventually realized the original version was a little too much to much to throw at people. But I have no idea if that’s actually how things went down. Wouldn’t surprise me though because even Casual mode requires a pretty solid commitment. This brings me to something I’m curious about. For a long time I’ve wanted to do YT vids every once in a while where it’s a chat with a player. All too often we don’t get to see a personal look at the people actually playing these games, what their approach is, things they like most about the genre, etc. Would you ever consider or be interested in this sort of thing? Typically it would be over Skype or something but if someone doesn’t want their face shown, the call could just be audio only. If even that is more than they want to partake in, another idea is written interview and then Autumn and I would take turns reading the Dace portion and player portions respectively. In any event, let me know as you have always stood out to me as someone who has a lot to share. That’s all the more reason to use bombs. Mostly I had just been using them so I don’t lose them, so these specifics are great to know for rank control when necessary. I’ve often wondered how keyboard would go - especially for memorizing long chains of precise quick taps for perfect pattern dodging - not that I feel that sort of thing is necessary but there’s a part of me that is intrigued to explore the potential - especially in Gunnail. I love arcade sticks or other controllers that aren’t generic - there’s just something fun and exotic about them, so I’m always interested in hearing more about what people enjoy using. That being said, since I only have Switch, I don’t have sticks for other systems but I do recall the Magic NS unit and now that I think about it, getting one of those would allow me to obtain more sticks I’d otherwise never consider. Anyway, these days I’m only on the Hori mini as it’s the smallest and most convenient to have out but now that we’re almost settled into the new place, I’m looking to get some sort of shelving unit so I can actually have my sticks out and accessible. Just for reference, I have the mini, the Mayflash f500 Elite, the Real Arcade Pro Hayabusa, the 8bitdo, the Power A Fusion wireless, and the snack box micro. I’m all for seeing the footage of the Japanese player you mentioned, so feel free to drop a link or whatever works. I had never heard of or noticed the correct shot for optimized medal collecting, so that’s wild to me and adds a whole other layer of challenge.
@@Shmuptopia Haha, just a lot of experience with certain games. I was playing Rolling Gunner pretty obsessively for a while. I appreciate that Overpower exists as a nice arrange version, but it still feels a bit silly and I don't like that the controls on an arcade stick are actually less responsive compared to using a twin stick (they removed the rapid fire button and there's a noticeable delay when going from rapid to focus shot compared to using a twin analog stick controller which is very odd). I'd be down to chat and do a video. There's a few other places that have asked me to participate as someone knowledgeable about the game. I've been in Giga Wing (ua-cam.com/video/GaEnwdluRuo/v-deo.html), Vanquish (ua-cam.com/video/NsoEeY6J9NU/v-deo.html), and SideLine videos (ua-cam.com/video/z7a6GY_jM5E/v-deo.html) that have gone well. I'd be happy to coordinate and chat privately. Are you on Discord? Crazy milking in Rolling Gunner here by this JP player. I was fortunate to get to watch them play live a few months later and they're exceptionally talented at score attacking: www.twitch.tv/videos/745637074
For real though, that blue needle attack gets overwhelming really quickly and it makes me imagine there's a way one is supposed to approach it doesn't involve just bombing when it walls you.
You mean the last TLB attack in its first phase before the second phase begins? Yeah, it's a bit nuts. I haven't found a reliable way to speedkill it before it gets crazy so you pretty much have to be aggressive with using bombs to get those recharges. Each one lets you get a ton of damage during the Power Up before you Limiter Release and Bomb again. There's one spot where that blue needle attack opens up for an extended period of time where you can do a ton of damage to it safely. I make a risky dodge here to stay in Power Up and take advantage of the opening. I also experimented with having the gunpod facing up or down and pointblanking one of those orbs but doesn't seem quite as useful.
I want to play this game. I’ll be picking the game up along with the Darius’es (is there a plural for it?) on my PS5 once they go on sale. I’m loading up my PS5 with STGs and fighters on it btw.
How can we get the galaxy frontier game? Its included with the rolling gunner game? You mentioned only physical pc edition. Any other way to get galaxy frontier on PS4 or switch?
Galaxy Frontier does not appear to be ported to any consoles. You have to download a copy on PC to play it I guess. Bit of a shame, seeing as how Rolling Gunner is essentially a prequel to it.
Is this, turning enemy projectiles into score, on a cooldown, or you have limited uses, or you recharge it somehow? I see you do it a lot when you are about to be hit.
You collect medals to build up your energy to 1000 (the large number in the lower left corner). The next time you press the bomb button, you instead enter Power Up mode where you do additional damage with wider shots and medals collected increase rank and medal value. They also fill a red meter around your ship. When it's 10% filled or higher, you can essentially Power Up a second time, called Limiter Release, for even more damage. Both Power Up and Limiter Release temporarily increase the difficulty, but you can safely bomb out of them at any time. The system is based on a mashup of Deathsmiles and Crimzon Clover style mechanics, heavily tweaked to be more user friendly (you can't bomb out of Crimzon Clover's Double Break mode if things get scary).
@BareKnuckleRoo Hey, I've been enjoying Rolling Gunner for a little while but I'm really struggling to grasp how everyone I see on UA-cam uses the power-up and limiter release modes because I definitely do not have the same results. For instance, just slightly before the 36:00 minute mark, you trigger power up mode, then when your 1000 has decreased to about 800 something you pop limiter release except instead of it continuing to go down until it's completely depleted, it shoots right up to a full 1000 which I don't understand! and it happens like 1 second after popping Limiter! What exactly are you doing or what is in play that I'm not aware of to keep that topped up so easily? I play on Expert mode and have no idea how everyone is doing this. Also, my gauge doesn’t refill until it’s down to zero if that helps too! Any help would be greatly appreciated!
@@StonebeakProductions It's a rapid recharge technique. I use the same technique at 38:30 during the true final boss. There's a few spots I could be more aggressive about using it as it appears to be the safest way to stretch your resources and get as many bullet cancels as possible. It's also possible to do this rapid recharge technique in a few other shmups with similar Power Up modes such as Deathsmiles. The trick is in the bomb. If you're about to be hit, use Power Up, quickly get enough meter to have a Limiter Release ready, and then the next time you're about to be hit in Power Up, mash the bomb button so you use Limiter Release immediately followed by a bomb. What happens is Limiter Release causes all the bullets to become giant medals, but using the bomb drops your meter to 0 and basically instantly ends Limiter Release. This causes all those giant medals to be collected while in your normal state, which for a big cloud of bullets will pretty much instantly refill your meter to 1000 meaning you're recharged and ready to use Power Up again as the bomb's still exploding around you. Staying in Limiter Release is good for score, but using a bomb to immediately cancel Limiter Release and collect the giant medals seems to be the best idea for situations when you need safety. If you don't have a bomb in reserve, you can also end a Power Up if the higher rank is too rough by using Limiter Release just as the red meter is ready, so you're in Limiter Release for only a very short period of time.
@@BareKnuckleRoo Hey man, thank you SO MUCH for this in depth and super-helpful explanation! I've already been pulling it off nicely in my final boss practice sessions and it's having things feel so much more manageable! I truly appreciate you taking the time to type this all out for me, especially because more often than not peeps don't get back about this kind of stuff so thank you again! I've subbed twice, the other is from my dedicated shmup channel! Thanks again man! P.S. Are you on Twitter at all?
Bruh you're insane! This is why I love shmups! I felt watching you I had my hell they got me moments and was ready to take my hand off the controller and surprisingly I SURVIVED thanks to you! 🤣😁👍
I love the true ending cut-scene. It just feels SO satisfying.
All of the level result screen cutscenes are really well done in this. Like, best out of any shmup I have seen.
@@BareKnuckleRoo Really makes most of CAVE's titles feel really unsatisfying in comparison, huh?
It’s also sad in a way that the protagonist dies.
@@FrameRunnerX It's actually very much in the style of CAVE's other games (which one of the devs was involved in) that the endings are often tragic or unhappy. War is not glorious or happy, and heroes don't always come back alive.
@@BareKnuckleRoo true, and it makes it more satisfying. Great causes, great sacrifices.
Epic TLB fight, made my day and reminded me how far I am from reaching it. Good work.
Thanks! It's a heck of a tough nut to crack, I still haven't done a TLB clear of Expert yet.
Good ending: The armor of the Stork recieves severe damage and loses a wing, so as a last resort, the pilot risks his life to attach the support drone to the Stork and then launch the drone towards the BAC core, ensuring complete destruction of the crystal.
Normal/Bad ending: The armor of the Stork recieves severe damage and loses a wing, so as a last resort, the pilot risks his life to attach the support drone to the Stork and then launch the ship itself towards BAC, only for the core to fall towards earth.
And we know the TLB Good ending is canon since it turns out Rolling Gunner's plot is a prequel to their earlier game, Galaxy Frontier, where the crystal's dropped into Jupiter and needs to be destroyed for good.
Absolutely amazing job, my man! Keep up the good work!
Thanks, I appreciate it!
Love the soundtrack. Cosio did a very good work and you can clearly recognize his work if you played Groove Coaster.
Boss A is really good.
Cosio from Zuntata
this game is nuts. i 1cc'd novice after a few tries but jumping to original mode is such a huge difficulty spike. this must have taken a lot of practice.
Original is very tough. It's comparable to a hard arcade game 1CC. If you trigger the TLB it's especially brutal as you need a good stock of resources to safely handle it! I fell in love with Rolling Gunner and played it a LOT, but even tackling the TLB required a ton of additional practice to be able to figure out how to handle it. It was pretty rough.
Casual's a nice balance though. It'll be tough for anyone who's not super versed in shmups, without being quite as tough as an arcade game.
21:20
That yellow crap is escaping 🤬🤬
It gets in a rocket
That gradius 2 and super star soldier reference at galaxy frontier tho
Get ready for a long comment. Absolutely incredible run and a perfect example of the kind of game that offers loads of opportunity for breaking things down to a science - which is what I click with the most. I'm wondering about the tlb in Original mode - do you know what the condition is? I haven't been able to find much information on the condition(s) other than simply not continuing - yet I watched a run the other day where they did a 1cc and yet no tlb triggered.
I'm a couple days into Original mode now and am currently making it to the stage 4 boss but some of those opening attacks are pretty brutal. For the most part, I have been playing where I keep rank down by not really using any hyper until stage 3 but I'm wondering how much of a difference it'll really make plus by not using it more freely, I'm keeping the extends at a greater distance which doesn't help.
Also, I used to always use the blue ship back in the day when I was doing a lot of practice in Expert mode but now I've been using red because I feel it offers me more stability since blue feels as though it overshoots too often - I'm wondering if this is simply due to my stick and am wondering what you used to perform this run and what kind of tension (if that's the stick term) you have or if it's my lack of using stick properly or as sensitively as is required. I always enjoyed being able to zip around more quickly with blue and part of me is questioning whether to continue with red or start practicing with blue again.
Furthermore, it's great seeing how calculated your execution is here. I almost never use the free-flow firing to take out enemies quickly. My approach has pretty much always been to memorize where waves enter and it feels like 99% of the time I'm using focus shot. Seeing this run has me question my current method and I wonder if it would be more advantageous to start experimenting with some of the faster, non-focus shot maneuvers as you demonstrate here.
Epic stuff Bare, as per usual. I am so glad I jumped back into this game because it's such top tier material and what I thrive in!
I like long comments. Good games deserve good discussion. :)
TLB conditions in the base game are as follows:
Novice + Casual: 1CC the game. If you use a continue before the final boss you won't see the TLB, but a 1CC will always have to deal with the TLB (which is fairly manageable compared to Original and Expert where it's a nightmare).
Original + Expert: 1CC the game and rank needs to be at a certain value or higher when you beat the final boss (I think it's 15 or 16, I seem to remember 16 being the magic number but a friend in France insists it's 15 and I haven't had a chance to test to confirm). If you accidentally use too many bombs during the final boss, it's possible to lower the rank too much to trigger the TLB.
TLB Conditions for Overpower appear to be the same, possibly adjusted so the minimum rank you need is higher? I had a comment on another video saying your rank just needs to be at 32 at some point in stage 6 even if it drops below that when you kill the final boss, but it was a comment from a person whose name I didn't recognize, isn't in any of the shmup communities I'm in, and who had no Rolling Gunner footage. At any rate, I can't recall every failing to trigger the TLB in Overpower, it's really, really easy to jack up rank there (and frankly not very fun to play compared to the original game mode...).
The trick to keeping Rank low isn't reducing how much you hyper/Power Up/Limiter Release so much; that's actually not that big of a deal. The real key is making sure to use your bombs. Generally speaking, depending on how high you're scoring, you can expect to raise rank 1 - 3 levels whenever you use your hyper mode. Using a bomb instantly drops your rank by 2, whereas an autobomb only drops it by 1 and wipes out your whole bomb stock, losing both your bombs and your ability to reduce rank! This is what makes using your bombs manually key, as you get a ton of bombs in the game with all your lives combined. Deaths also drop Rank by 3, so it's entirely possible to keep Rank low the entire game simply by making liberal use of your manual bombs.
I'm a keyboard player here. I use AutoHotkey to remap the controls (which sadly can't be changed for keyboard in game) so C is rapid shot, X is laser, and Z is bomb. I also play on a stick with a Hori Real Arcade VX SA Pro on Xbox, PC and Switch (using a Magic NS). It was rated as having the lowest measured latency for Xbox 360 at the time I got it, and I found a place that had a ridiculous sale on brand new ones so I got like 3 (2 for myself and 1 for a gift) and told my friends so they could snap up the rest. It was rather crazy, only $100 each. Even if you can't get one, there's still plenty of good sticks out there though. Input latency test info here: www.teyah.net/sticklag/results.html
It's modded with a Seimitsu LS-32 with an octagonal gate. I also like Sanwa Sticks and square gates, but it's what I'm used to playing shmups (mainly Mushi Futari) on my arcade cab with and works well. I'd say it doesn't matter if you're using a stick, d-pad, keyboard, etc, so much as you're comfortable with what you're using and it feels good to you. I'm used to playing horis on a keyboard as I grew up with keyboard arrows + Ctrl and Alt buttons for MS-DOS games. :P
The blue ship is probably the easiest to learn for clears because the spreadshots the others have doesn't help all that much, whereas the blue ship's speed is very useful and your aim can be quickly adjusted. Note that all three ships appear to be similar in terms of scoring potential if the world records that keep getting posted are anything to judge by. The blue ship does have a disadvantage in that because it has the highest item collection radius (the ships have slightly different autocollection diameters, red is medium, yellow is small). This actually hurts it because it makes boss milking very tricky because you pick up too many medals to do the rapid recharge trick that makes milking possible for high level score play, but you don't have to do this if you don't want to. The milking you have to do is a bit tedious, I can send you footage of a Japanese player I saw on Twitch doing a high level score attack run that has extensive milking. I haven't had any successful original runs that 1cc since I learned to milk, I really need to get back into this...
The other reason I try to use the rapid shot here is because there's a scoring incentive. Much like Deathsmiles (another game the dev was involved in), you get bigger medals for killing enemies with the "correct" shot. Small enemies give big medals for using the rapid shot, and larger enemies give big medals for killing with the focused shot. Using the focus shot to help control your movement is totally fine for survival purposes though and is a great way of dealing with stuff. Blue has a very good movement speed when using the focus shot whereas Red and Yellow can feel too slow for some stuff at times. Lately I do prefer the Red ship (the RX) for its more balanced speed and slightly slower movement for the really tight patterns though. I can't handle the RA/Yellow all that well outside of Overpower where it's super powerful and hard to kill due to its massive shield aura. It's quite slow, and the spreadfire isn't useful enough to be worth the huge hit to your speed in my opinion.
@@BareKnuckleRoo Good to know. I’m all for mammoth-sized messages myself and thanks for such a well-rounded response. Your knowledge never ceases to amaze me.
At this point I’ll need to pay closer attention to where my rank is around the time I game over (to get a better feel for what will need to be done) because with my current approach of not relying too much on hypers, I’m pretty sure I’m nowhere near close enough to 15 or 16. Maybe by the end of stage 3 it’s only about 2 or 3 so I’ll need to be raising that way more much earlier if I’m going to hit the tlb - which, at the very least, is the aim for Original.
I’m not surprised you feel Overpower is less fun. I don’t own it and have never played it, so it’s not exactly fair for me to judge that version…however, I’ve never been drawn to the idea of playing with the additional perks they provide - it feels far too generous and a huge part of what I love is how demanding you need to be of yourself in the original with movement and everything else. I can appreciate that it makes Rolling Gunner more accessible and I have a feeling the creators eventually realized the original version was a little too much to much to throw at people. But I have no idea if that’s actually how things went down. Wouldn’t surprise me though because even Casual mode requires a pretty solid commitment.
This brings me to something I’m curious about. For a long time I’ve wanted to do YT vids every once in a while where it’s a chat with a player. All too often we don’t get to see a personal look at the people actually playing these games, what their approach is, things they like most about the genre, etc. Would you ever consider or be interested in this sort of thing? Typically it would be over Skype or something but if someone doesn’t want their face shown, the call could just be audio only. If even that is more than they want to partake in, another idea is written interview and then Autumn and I would take turns reading the Dace portion and player portions respectively. In any event, let me know as you have always stood out to me as someone who has a lot to share.
That’s all the more reason to use bombs. Mostly I had just been using them so I don’t lose them, so these specifics are great to know for rank control when necessary.
I’ve often wondered how keyboard would go - especially for memorizing long chains of precise quick taps for perfect pattern dodging - not that I feel that sort of thing is necessary but there’s a part of me that is intrigued to explore the potential - especially in Gunnail.
I love arcade sticks or other controllers that aren’t generic - there’s just something fun and exotic about them, so I’m always interested in hearing more about what people enjoy using. That being said, since I only have Switch, I don’t have sticks for other systems but I do recall the Magic NS unit and now that I think about it, getting one of those would allow me to obtain more sticks I’d otherwise never consider. Anyway, these days I’m only on the Hori mini as it’s the smallest and most convenient to have out but now that we’re almost settled into the new place, I’m looking to get some sort of shelving unit so I can actually have my sticks out and accessible. Just for reference, I have the mini, the Mayflash f500 Elite, the Real Arcade Pro Hayabusa, the 8bitdo, the Power A Fusion wireless, and the snack box micro.
I’m all for seeing the footage of the Japanese player you mentioned, so feel free to drop a link or whatever works. I had never heard of or noticed the correct shot for optimized medal collecting, so that’s wild to me and adds a whole other layer of challenge.
@@Shmuptopia Haha, just a lot of experience with certain games. I was playing Rolling Gunner pretty obsessively for a while.
I appreciate that Overpower exists as a nice arrange version, but it still feels a bit silly and I don't like that the controls on an arcade stick are actually less responsive compared to using a twin stick (they removed the rapid fire button and there's a noticeable delay when going from rapid to focus shot compared to using a twin analog stick controller which is very odd).
I'd be down to chat and do a video. There's a few other places that have asked me to participate as someone knowledgeable about the game. I've been in Giga Wing (ua-cam.com/video/GaEnwdluRuo/v-deo.html), Vanquish (ua-cam.com/video/NsoEeY6J9NU/v-deo.html), and SideLine videos (ua-cam.com/video/z7a6GY_jM5E/v-deo.html) that have gone well. I'd be happy to coordinate and chat privately. Are you on Discord?
Crazy milking in Rolling Gunner here by this JP player. I was fortunate to get to watch them play live a few months later and they're exceptionally talented at score attacking: www.twitch.tv/videos/745637074
Epic run man
Thanks!
Galaxy frontier: Gradius Font
I'm here for Galaxy Frontier
For real though, that blue needle attack gets overwhelming really quickly and it makes me imagine there's a way one is supposed to approach it doesn't involve just bombing when it walls you.
Those digitized voices are absolutely the most important part of the video.
You mean the last TLB attack in its first phase before the second phase begins? Yeah, it's a bit nuts. I haven't found a reliable way to speedkill it before it gets crazy so you pretty much have to be aggressive with using bombs to get those recharges. Each one lets you get a ton of damage during the Power Up before you Limiter Release and Bomb again.
There's one spot where that blue needle attack opens up for an extended period of time where you can do a ton of damage to it safely. I make a risky dodge here to stay in Power Up and take advantage of the opening. I also experimented with having the gunpod facing up or down and pointblanking one of those orbs but doesn't seem quite as useful.
I want to play this game. I’ll be picking the game up along with the Darius’es (is there a plural for it?) on my PS5 once they go on sale. I’m loading up my PS5 with STGs and fighters on it btw.
It's on sale now btw.
this game screams Deathsmiles
It was made by a dev who worked on Deathsmiles II and Akai Katana. :)
How can we get the galaxy frontier game? Its included with the rolling gunner game? You mentioned only physical pc edition. Any other way to get galaxy frontier on PS4 or switch?
Galaxy Frontier does not appear to be ported to any consoles. You have to download a copy on PC to play it I guess. Bit of a shame, seeing as how Rolling Gunner is essentially a prequel to it.
I've saw director has put galaxy frontier on Booth ( the Digital store which owned by pixiv)
Is this, turning enemy projectiles into score, on a cooldown, or you have limited uses, or you recharge it somehow? I see you do it a lot when you are about to be hit.
You collect medals to build up your energy to 1000 (the large number in the lower left corner). The next time you press the bomb button, you instead enter Power Up mode where you do additional damage with wider shots and medals collected increase rank and medal value. They also fill a red meter around your ship. When it's 10% filled or higher, you can essentially Power Up a second time, called Limiter Release, for even more damage. Both Power Up and Limiter Release temporarily increase the difficulty, but you can safely bomb out of them at any time.
The system is based on a mashup of Deathsmiles and Crimzon Clover style mechanics, heavily tweaked to be more user friendly (you can't bomb out of Crimzon Clover's Double Break mode if things get scary).
@@BareKnuckleRoo Ok, thanks!
@BareKnuckleRoo Hey, I've been enjoying Rolling Gunner for a little while but I'm really struggling to grasp how everyone I see on UA-cam uses the power-up and limiter release modes because I definitely do not have the same results. For instance, just slightly before the 36:00 minute mark, you trigger power up mode, then when your 1000 has decreased to about 800 something you pop limiter release except instead of it continuing to go down until it's completely depleted, it shoots right up to a full 1000 which I don't understand! and it happens like 1 second after popping Limiter! What exactly are you doing or what is in play that I'm not aware of to keep that topped up so easily? I play on Expert mode and have no idea how everyone is doing this. Also, my gauge doesn’t refill until it’s down to zero if that helps too! Any help would be greatly appreciated!
@@StonebeakProductions It's a rapid recharge technique. I use the same technique at 38:30 during the true final boss. There's a few spots I could be more aggressive about using it as it appears to be the safest way to stretch your resources and get as many bullet cancels as possible. It's also possible to do this rapid recharge technique in a few other shmups with similar Power Up modes such as Deathsmiles.
The trick is in the bomb. If you're about to be hit, use Power Up, quickly get enough meter to have a Limiter Release ready, and then the next time you're about to be hit in Power Up, mash the bomb button so you use Limiter Release immediately followed by a bomb. What happens is Limiter Release causes all the bullets to become giant medals, but using the bomb drops your meter to 0 and basically instantly ends Limiter Release. This causes all those giant medals to be collected while in your normal state, which for a big cloud of bullets will pretty much instantly refill your meter to 1000 meaning you're recharged and ready to use Power Up again as the bomb's still exploding around you.
Staying in Limiter Release is good for score, but using a bomb to immediately cancel Limiter Release and collect the giant medals seems to be the best idea for situations when you need safety. If you don't have a bomb in reserve, you can also end a Power Up if the higher rank is too rough by using Limiter Release just as the red meter is ready, so you're in Limiter Release for only a very short period of time.
@@BareKnuckleRoo Hey man, thank you SO MUCH for this in depth and super-helpful explanation! I've already been pulling it off nicely in my final boss practice sessions and it's having things feel so much more manageable! I truly appreciate you taking the time to type this all out for me, especially because more often than not peeps don't get back about this kind of stuff so thank you again! I've subbed twice, the other is from my dedicated shmup channel! Thanks again man!
P.S. Are you on Twitter at all?
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