Is there any chance you could provide a video of that?
going offtopic, whateveriirc he isn't japanese so yeah
anyways arcade shooters work a bit differently, they start out around Normal and end up somewhere past Lunatic. All in 5-6 stages.
Obviously, stage 6 is extremely hard to perfect for a non superplayer, so if you expect to give it a day and perfect it...this ain't touhou :V
Really?
It's not what you were talking about (or what this thread is really for) but since Dodonpachi was brought up, does anyone know of any perfect runs of this Hibachi using power style?? That more or less looks like the very essence of bullshit when that meter is filled (and even when it isn't, TBH). How about a perfect 1cc?
It's a game which was released in January...give them a chance >.>
Anyways, the first boss in that video(the huge war machine named Taisabachi) was already no missed so I doubt that Hibachi will last much longer...or Cave overdid it this time.
You can't really compare a Cave TLB to stage 4.
Also, later DDPs have hypers.
You label stuff that is too difficult for you as bullshit and disregard the opinions of players who are better than you. Granted, there are some touhou patterns that are bullshit. Granted, you are without much of a doubt a better player than me. Granted, you have much more general shmup experience than me. And yet I can tell that you are being unfair towards the games, and I bet that the same problems you accuse touhou of are present in a similar manner in the bullet hell games you favor.
Kanako's opener is:
An attack that has a simple specific pattern that is randomized to such a degree that it is unmemorizable, yet it is always 100% fair in that the difficulty stays constant from beginning to end, it has a constant bullet density and it cannot throw walls at you; there are always openings. The attack is just difficult because it is fast.
My point is what I've said earlier: Kanako's opener is the opposite of bullshit. It is both very hard and completely fair at the same time.
My point was that Touhou goes from WTF hard(Kanako's opener) to loleasy(her second nonspell)
Why not just make the first one easier and the second one harder and BALANCE THE GODDAMN GAME.
It's not -that- bullshit, just way too hard.
Patchouli on the other hand...how can I get the skill to stop her from making quick turns on every Princess Undine round, making me waste 2+ bombs because of poor design?
How to stop the bosses from camping on one side, preventing me to do any damage at all?
I still like PCB and IN - I can't find a single bullshit attack in there, the difficulty is balanced, the hitboxes are acceptable and there isn't too much memorization involved.
EoSD is ruined by randomness and hitboxes, MoF and SA require too much memorization and UFO tries to compensate for the high difficulty with an insane amount of extends.
Would you enjoy a shmup with 50 extends but every single attack being a solid wall?
Guys, I think you're taking Bananamatic's unintentional trolling a little too seriously.
fix'd
now, let's drop this topic and rant about failing attacks while the timer was on 0