Author Topic: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups  (Read 3616 times)

Aggie Tsubi

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #15 on: September 01, 2013, 10:31:36 AM »
Nice topic. This should prove useful to gamers like me, as I'm admittedly not that great at shmups and should probably stick with the "Easy" and "Moderate" ones, haha.

I agree that it should be based on a game's default settings. To me at least, it's valuable to know how difficult it is based on the number of continues it offers. I don't really care if one game is easier to 1cc than another, if said "harder" game is actually easier than the other if you use a continue or two. That said, another list centered around the difficulty to 1cc would be nice for hardcore shmup players. It's also worth noting if a game has adjustable settings to make it easier or harder than the default settings.

As for what to do about faithful arcade ports in which you're offered unlimited continues and continue right where you die, that's tricky. In concept, that's zero difficulty at all. With patience anybody can clear a game like that. Maybe base the difficulty around a moderate number of continues? Like 3-5? Or maybe around the average number of times a player would die in the course of playing through the game? If you're dying every other minute, I'd say that's a pretty tough, cheap game, even if you can spam continues to work your way through it.
« Last Edit: September 01, 2013, 10:33:13 AM by Aggie Tsubi »

fsa

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #16 on: September 01, 2013, 02:04:54 PM »
Here is how I rate the following SHMUP I have.

Easy - almost any gamer can beat this game if he just gives it some time

Cyber Core
Sinistron
Ordyne

Moderate - average level of difficulty for shoot-'em-ups - most gamers can beat this game if they really want to

Side Arms
Super Star Soldier
Air Zonk
Dragon Spirit

Hard - most average gamers will only be able to beat this level if they dedicate themselves to beating it, and it will be very difficult for them to beat

Aero Blasters
Blazing Lazers
R-Type (took me a number or years to beat this one)
Space Harrier (One of the 2 SHMUP if haven't finished, made it to the end boss)


Extreme - only hardcore shoot-'em-up fans will be able do defeat games at this level

Raiden (One of the 2 SHMUP if haven't finished, made it to the last level)
Looking for TG16 games I don't have already.

herr-g

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #17 on: September 01, 2013, 11:54:55 PM »
Extreme as hell: Rayxanber II

A Black Falcon

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #18 on: September 02, 2013, 07:24:39 AM »
I found Sidearms almost as hard as Blazing Lazers... sure, you continue where you died, but you only get two continues, and the invincibility after you die is so short that you often lose four or five lives in seconds, if you die once.  That makes it difficult.  Blazing Lazers is harder, but Sidearms is a challenging game too. 

Also, BC mode in Sidearms Special sends you back when you die and is even harder, so that game is Hard at minimum.

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wildfruit

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #19 on: September 02, 2013, 07:47:03 AM »
shmups are not my expertise the only one i own for tg or pce is blazing lazers
i find it dsmn difficult but very satisfying all the same

Necromancer

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #20 on: September 03, 2013, 04:05:35 AM »
I think that difficulty should be based on 1cc'ing on normal settings. Spamming continues with the lives jacked up has nothing to do with a game's actual difficulty.

Agreed; if one has to use 38 continues to beat a game, they can't logically claim it's easy.  Continues only make it easier to beat a game - they don't make it easier to play the game.

For those arguing that continues makes a difference on difficulty: let's say Raiden allows unlimited continues and Air Zonk doesn't allow continues at all.  Using your logic, that'd mean that Raiden is the easier game, and that's just preposterous.
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spenoza

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #21 on: September 03, 2013, 09:40:30 AM »
Agreed; if one has to use 38 continues to beat a game, they can't logically claim it's easy.  Continues only make it easier to beat a game - they don't make it easier to play the game.

For those arguing that continues makes a difference on difficulty: let's say Raiden allows unlimited continues and Air Zonk doesn't allow continues at all.  Using your logic, that'd mean that Raiden is the easier game, and that's just preposterous.

I don't think you can rule out continues. 1cc isn't an appropriate measure of difficulty because very few people will invest the time to become skilled enough to 1cc a game. We have to look at how the average player will approach a game. If a game allows unlimited continues and restarts you right where you died, that was a decision on the part of the developer or publisher to make the game more accessible and EASIER TO BEAT. If a game has 3 continues and uses checkpoints, then they clearly intend you to play the game differently.

In the former example, the developer is OK with you spamming continues to get to the end of the game. That's perfectly OK with them and is a valid play style. In the latter example, the developers clearly want you to have to get better at the game in order to reap the reward of forward progress.

While the former play style may allow someone to beat a game without technically getting very good at it, it still does, ultimately, render the game easier to beat.

You can't rate the challenge level of a game in an artificial bubble, which is what the 1cc proposal effectively does. Are we also going to tack on that you can't use turbo on the controller? I mean, the earliest PCE pads didn't have turbo switches!
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Necromancer

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #22 on: September 03, 2013, 10:45:06 AM »
I don't think you can rule out continues. 1cc isn't an appropriate measure of difficulty because very few people will invest the time to become skilled enough to 1cc a game. We have to look at how the average player will approach a game. If a game allows unlimited continues and restarts you right where you died, that was a decision on the part of the developer or publisher to make the game more accessible and EASIER TO BEAT. If a game has 3 continues and uses checkpoints, then they clearly intend you to play the game differently.

In the former example, the developer is OK with you spamming continues to get to the end of the game. That's perfectly OK with them and is a valid play style. In the latter example, the developers clearly want you to have to get better at the game in order to reap the reward of forward progress.

Twaddle.  Many games allow you to change the difficulty to an easier setting (Magical Chase even defaults to 'breezy'), so why not use the easy setting to measure difficulty?  The option wouldn't exist if the dev didn't want you to use it! 

While the former play style may allow someone to beat a game without technically getting very good at it, it still does, ultimately, render the game easier to beat.

Isn't that what I said?  I've little interest in ranking games solely on how easy they are to clear by any means necessary (credit spam, slow-mo, etc.) but would rather see them ranked on how they play.

You can't rate the challenge level of a game in an artificial bubble, which is what the 1cc proposal effectively does.

My reasoning is no more arbitrary than your own.
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Bardoly

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #23 on: September 03, 2013, 10:51:13 AM »
Agreed; if one has to use 38 continues to beat a game, they can't logically claim it's easy.  Continues only make it easier to beat a game - they don't make it easier to play the game.

For those arguing that continues makes a difference on difficulty: let's say Raiden allows unlimited continues and Air Zonk doesn't allow continues at all.  Using your logic, that'd mean that Raiden is the easier game, and that's just preposterous.

I don't think you can rule out continues. 1cc isn't an appropriate measure of difficulty because very few people will invest the time to become skilled enough to 1cc a game. We have to look at how the average player will approach a game. If a game allows unlimited continues and restarts you right where you died, that was a decision on the part of the developer or publisher to make the game more accessible and EASIER TO BEAT. If a game has 3 continues and uses checkpoints, then they clearly intend you to play the game differently.

In the former example, the developer is OK with you spamming continues to get to the end of the game. That's perfectly OK with them and is a valid play style. In the latter example, the developers clearly want you to have to get better at the game in order to reap the reward of forward progress.

While the former play style may allow someone to beat a game without technically getting very good at it, it still does, ultimately, render the game easier to beat.

You can't rate the challenge level of a game in an artificial bubble, which is what the 1cc proposal effectively does. Are we also going to tack on that you can't use turbo on the controller? I mean, the earliest PCE pads didn't have turbo switches!



I think that this is really what I am looking for with this thread.  I am actually looking for difficulty tiers for beginners just getting into Turbo and shoot-'em-ups in general, and I would like to be able to present beginners with a list of shoot-'em-ups which are easy to beat and build their confidence with, then they can move on to more difficult ones before moving on to the hard ones and then finally they can tackle the extremely difficult ones.  This is taking into consideration actually beating the game at the easiest difficult setting with maximum lives and/or continues, giving this beginner the maximum benefit and ease of beating the game.  (Of course, Magical Chase on Easy Mode doesn't really allow one to beat the game, because you don't get to play the other levels, so medium difficulty would be considered the 'base' difficulty for considerations of beating the game.

Now, this is not to say that someone shouldn't start a different thread with difficulty tiers for 1 CC's.  If anyone wishes to do so, then please be my guest, or I may create such a thread later on.

Bardoly

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #24 on: September 03, 2013, 10:53:28 AM »


While the former play style may allow someone to beat a game without technically getting very good at it, it still does, ultimately, render the game easier to beat.

Isn't that what I said?  I've little interest in ranking games solely on how easy they are to clear by any means necessary (credit spam, slow-mo, etc.) but would rather see them ranked on how they play.


I understand, but I am actually wishing to rank the games by how easy they are to clear, so perhaps another thread would work, or I could add 1 CC into this thread as a separate list.

Necromancer

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #25 on: September 03, 2013, 10:58:59 AM »
Don't forget to mark your syscard clears and collect your achievement/badge/trophy.
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Bardoly

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #26 on: September 03, 2013, 11:36:49 AM »
Don't forget to mark your syscard clears and collect your achievement/badge/trophy.


 :lol: :lol: :lol: 


That would go to Tatsujin, since he has hundreds of system cards, right?





...
I see what you're saying, and I do want to try to clear as many games as possible, but I'm hoping that this list (once finished) could help beginners get into shoot-'em-ups.  (i.e. I know people who don't play video games much who would be totally put off by the difficulty of a Rayzanber II or such, but would be willing to play an easier shoot-'em-up.)

Black Tiger

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #27 on: September 03, 2013, 12:52:58 PM »
I don't know if beginners with poor skills would have fun failing at genuinely difficult games until they run out of continues. Certainly not as much fun as a genuinely easier to play game in the same "how-hard-to-clear-at-any-cost" ranking level.

The 1cc reference doesn't literally mean, "rank them on how difficult they are to 1cc". It's just the kind of frame of mind to have while judging these games. Basically, judge the overall gameplay difficulty. If a game is moderately difficult right up to the final boss, who is impossible, then that game is of moderate difficulty.

If another game is so hard that n00bs constantly spawn and die, but has unlimited continues which start you exactly where you died... it is a disservice to tell them beforehand that the game is "Beginner" difficulty, just because they can leave the d-pad untouched and turbo switch bombs using one of their toes (without even looking at the screen), die and repeat.

If a beginner doesn't have an exploitive frame of mind (and these rankings don't provide game by game cheap-out notes), then they will just genuinely attempt to play some of the hardest PCE shooters for real. When they crash and burn so fast on stage 1 again and again, they will come to the conclusion that the difficulty rankings are either bunk or all PCE shooters are no fun to play and give up on them altogether.


If the intention is to put together a list for beginners, then it shouldn't list every shooter. It should only include the easier to play and/or clear games, ideally grouped in lists of "overall" and "bang for your buck" (depending on whether they are buying or "stealing" games). Much more importantly, a beginners' list should also rank shooters by how overall enjoyable they are. If two games of the same difficulty and price have radically different levels of aesthetics, content and style, it would be better to let them know that one is of much higher quality than the other. Otherwise they might end up with a game like Ordyne instead of Lords of Thunder, just because most people find them to be of similar difficulty. A few bad picks early on would turn them off more than difficulty.
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A Black Falcon

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #28 on: September 03, 2013, 01:22:11 PM »
I don't think you can rule out continues. 1cc isn't an appropriate measure of difficulty because very few people will invest the time to become skilled enough to 1cc a game. We have to look at how the average player will approach a game. If a game allows unlimited continues and restarts you right where you died, that was a decision on the part of the developer or publisher to make the game more accessible and EASIER TO BEAT. If a game has 3 continues and uses checkpoints, then they clearly intend you to play the game differently.

In the former example, the developer is OK with you spamming continues to get to the end of the game. That's perfectly OK with them and is a valid play style. In the latter example, the developers clearly want you to have to get better at the game in order to reap the reward of forward progress.

Twaddle.  Many games allow you to change the difficulty to an easier setting (Magical Chase even defaults to 'breezy'), so why not use the easy setting to measure difficulty?  The option wouldn't exist if the dev didn't want you to use it!
The question then becomes, how different are the difficulty options?  I mean, if "Easy" is just Normal but with more credits, it could still be very hard... it depends entirely on the game.

Quote
While the former play style may allow someone to beat a game without technically getting very good at it, it still does, ultimately, render the game easier to beat.

Isn't that what I said?  I've little interest in ranking games solely on how easy they are to clear by any means necessary (credit spam, slow-mo, etc.) but would rather see them ranked on how they play.
But how hard a game is to finish is, for most people, the most important and relevant question about a games' difficulty.  How hard a game is to master is something else entirely, only for the hardcore.  This list is not intended to be only for the hardcore, I believe, so how hard a game is to finish is the most important question.

Quote
You can't rate the challenge level of a game in an artificial bubble, which is what the 1cc proposal effectively does.

My reasoning is no more arbitrary than your own.
No, that's not true at all.  Judging games by how they are makes sense.  You, however, are saying that games should be judged (in difficulty) not by how they are, but by how you feel they ideally should be played.  That's quite arbitrary compared to simply judging them by how they were designed, and looking at how hard it is to complete each game.  Now, having notes saying "this game lets you continue where you died infinitely so it'll be quite easy to beat but is hard to master" is quite reasonable.  In a list of "how hard is each game to beat?", listing stuff like that would be a good idea.  But "how hard is it to finish" should be the primary question, I think.


Really, the problem is that there are multiple elements to difficulty.  Is what matters the most how hard a game is to finish, or is it how hard the game is to master?  Clearly the two are very different things, and result in very different lists.  Maybe just make two lists, one for each of those two variants?


Quote from: Black Tiger
The 1cc reference doesn't literally mean, "rank them on how difficult they are to 1cc". It's just the kind of frame of mind to have while judging these games. Basically, judge the overall gameplay difficulty. If a game is moderately difficult right up to the final boss, who is impossible, then that game is of moderate difficulty.
I don't understand... if the final boss is really hard, how could that not make the game overall quite difficult?  If you're looking at the whole game, you're including the final boss fight too...

spenoza

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Re: Difficulty tiers for PC Engine/TG-16 shoot-'em-ups
« Reply #29 on: September 03, 2013, 03:32:53 PM »
Twaddle.  Many games allow you to change the difficulty to an easier setting (Magical Chase even defaults to 'breezy'), so why not use the easy setting to measure difficulty?  The option wouldn't exist if the dev didn't want you to use it!

Yeah, but the continue and checkpoint details are typically set to a default when you start the game. You're not changing anything. You're turning it on and playing it the way the devs set up as your default starting condition. That's my particular preference to work from. What is the unaltered starting point?

You can't rate the challenge level of a game in an artificial bubble, which is what the 1cc proposal effectively does.

My reasoning is no more arbitrary than your own.

Were this discussion without context, I agree, we each took fairly arbitrary stands that match our individual preferences, but I think mine is more consistent with what the OP intended with the thread (though we apparently disagree about changing options).

No reason we can't have several different conditions for ranking. Not like one of these approaches magically invalidates any other.

The 1cc reference doesn't literally mean, "rank them on how difficult they are to 1cc". It's just the kind of frame of mind to have while judging these games. Basically, judge the overall gameplay difficulty. If a game is moderately difficult right up to the final boss, who is impossible, then that game is of moderate difficulty.

If another game is so hard that n00bs constantly spawn and die, but has unlimited continues which start you exactly where you died... it is a disservice to tell them beforehand that the game is "Beginner" difficulty, just because they can leave the d-pad untouched and turbo switch bombs using one of their toes (without even looking at the screen), die and repeat.

You have a good point. The actual play style of the game should indeed make a difference. That said, shouldn't the continue settings play a role in the difficulty? I agree that giving R-Type unlimited continues right from the point you die wouldn't magically make the game an easy game, but wouldn't it make it just a hair easier? Some people would argue that checkpoints and limited continues force you to replay large portions of the game you are actually pretty good at to get back to the parts you are bad at, and remove you from the context so that it's actually harder to get good at the hard parts.

I think continue style/number should be able to shift a game from one category to another, but no more than one spot. A game with brutal play difficulty with unlimited continues will never be easy, but it might be a little more tolerable and accessible by virtue of that concession. Whereas if Blazing Lazers/Gunhed had you do down in a single hit, respawned you at a checkpoint, and stripped all your weapons, that would make it probably a step harder.
« Last Edit: September 03, 2013, 03:38:46 PM by spenoza »
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