New on Desk #33 — Mysteries of the Gradient

The summer hassles have kept my schedule busy this week as well. I’ve been picking apples, framed some acrylic glass windows for a cooking shed, organized a flea market table, wrote up some Covid alleviation grant reports, and whatnot. The one constant has been playing Gradius for half an hour every night, so at least I’ve made some little progress on that.

Short Intro to Gradius

Shoot’em up is this old ’80s genre of video game: you control a flying sprite on a 2D screen, dodging enemies and bullets and shooting them down, progressing down an automatically scrolling (vertical or horizontal) screen until the end of the stage, where there’s often a boss fight of some sort before you move to the next stage. The genre has its roots in the earliest days of video gaming, with Space Invaders and such, had its glory days in the late ’80s and then went into obscurity as new genres surfaced in the ’90s. Shooters have remained a staple in the arcade scene specifically, such as it is, and have continued evolving; the “bullet hell” shooter is a 21st century development that’s gotten some recognition, and most gamers obviously know what a “shooter” is so I have no idea why I’m writing this paragraph.

So anyway, Gradius could be the best shooter in history, which is amazing considering how it’s from 1985 and therefore rather early in the development of the genre. Despite its age the game is entirely current insofar as playability goes: the graphics are clean, the music is pretty (rather peppy considering the grim extermination space war theme), the difficulty gradient is perfect, the level design is brilliant and it’s simple and straightforward, yet nevertheless has its own gimmicks that make it very distinct from other games. Various weaknesses of the genre from later on aren’t present, such as cheap coin milking, elaborate artificial score chase elements or overly cluttered graphics.

Power-ups are a staple of the genre, and here Gradius plays in a very distinctive way, being much more interactive and provocative than usual. Each power-up token you collect gives you a point on the power-up track on the bottom of the screen, and you have an upgrade button you can press to pick whatever upgrade is available on the tracker position you’ve reached, expending your power-up for the upgrade. You gain power-up tokens by efficiently defeating key enemies and formations on the screen.

Or, to express that in a different way: upgrading your ship is performed by a point-buy process where you gain more points as the game progresses, but are pressured to make choices that help you continue gaining the points, and there’s no particular hand-holding involved in what you choose. The first part of playing Gradius (after getting over the basic shooter hurdle of being able to see the bullets and dodge them) is to familiarize yourself with the upgrade tracker and form an upgrade strategy, figuring out what specific upgrades you want, and in what order. There is a “right answer” to the question for most purposes, too, which I sort of like: it’s something you figure out and can then move forward from, focusing on the deeper levels of the game.

One of those deeper levels is the matter of “recovery”, which is a key question of shooter gameplay in general, and has been boldly framed in Gradius as core of the gameplay experience. Your Gradius game at mid-skill levels basically goes like so:

  1. The first couple of levels are easy, so you stack up max upgrades efficiently, making the game generally easy in the sense that you have plenty of suppression fire and direct blasting power to make short work of most challenges.
  2. However, the game gets more difficult, and it gets more difficult faster if you have those fat stacks of upgrades, and sooner or later you’re going down despite all that firepower — one hit and you’re out, that’s generally speaking the shooter gameplay.
  3. Instead of just continuing immediately from where you die, in Gradius you go back to a checkpoint a bit farther back. So now you’re playing through this same level you just died in fully equipped, except now you have nothing. This is recovery: the question is, is it even possible to make a comeback on your second life, or is Gradius actually a one-life game masquerading as having multiple lives?
  4. After struggling to recover, nine times out of ten you end up dying like five times in quick succession to the lack of weapons, so evidently the answer is no — no, it’s not possible to recover in Gradius.

Except, sometimes it is possible! And it feels possible, I should be able to do it. It’s even easy if you happen to die on an easy checkpoint. It’s all very interesting, and while I only recover rarely, the gameplay never feels entirely unfair, like I would absolutely need to have that extra firepower. If I was better, and had better concentration on recovery (as opposed to raging at myself for having died in the first place), there are plenty of places where I totally could recover. The upgrade process isn’t that deep anyway, you just need to get through like half a level to get back up to a respectable degree of firepower.

The upgrade strategy conundrum and the recovery question wouldn’t of course be appealing if the overall execution of the basic gameplay wasn’t pitch-perfect; all the shooter staples like dodging, suppression (shooting down enemies to reduce dodging needs), avoidance (not running into a wall while flying dodging patterns), punch-through (putting stronger enemies down quickly) and loiter time (minimizing time spent in dangerous situations) are present and obviously very well thought-out. Gradius was a gem at the time of its release, and it’s amazing how well it’s aged.

One more observation to those readers who might have gotten into shooters much later: if you’re into Touhou style bullet hells, I highly recommend Gradius as an entry into “traditional” shooters, which have grace all their own. I feel that the fundamental cornerstone feature of the golden age shooter is the combination of dodging and avoidance flight, which in the masterpiece designs of the era can take on a breath-taking pace and intensity that bullet hells simply can’t match. Gradius is precisely that kind of game, as with the rising difficulty rank (the longer you don’t die, the more the rank rises) the screen absolutely fills with ever-faster enemies, shooting ever more often, with the bullets flying ever faster. And unlike a bullet hell, it’s all dynamic: the enemies are shooting towards you! It’s the same number of bullets, but how truly delightful — the patterns aren’t fixed here.

The Easter Island Bottleneck

The first two levels of Gradius are easy, by which I mean that somebody with basic shooter routines in their fingertips will figure them out in a few tries unless they get stuck on some tactical dead-end with the few trickier spots. I won’t pretend that this is an entirely trivial skill level, because I’ve met some people who haven’t trained their fingers for action games since childhood, and apparently it does matter, but for even a casual hobbyist this is ultimately more of a pleasant stroll. A few tries and you’ll be breezing through these.

In fact, let’s take a closer look. I just found a fun website called The Video Game Atlas that has exactly what we need here: full screen captures of entire scrolling shooter levels. Here’s levels 1 and 2 of Gradius:

The Volcano Stage
The Stonehenge Stage

The maps are from the NES version of the game, which is ultimately an imperfect home console adaptation, but the layouts are basically the same as arcade or PC Engine (the version I’m actually playing). The maps only show the permanent landscape without the enemy sprites, which makes everything seem deceptively empty, but at least it makes the terrain clear. I hope it’s clear how these maps relate to the gameplay experience: during play the game starts by showing you the left end of that long strip of graphics, and then scrolls slowly over it, ending up at the other end.

There’s not a lot to say about these first two levels, but they do set the baseline of expectations for what we’re dealing with in the game. The first third of each stage is an empty space area where enemy flying squadrons come from the right to face the player’s ship; it’s generally easy, and the actual challenge is picking up the power-ups you need later on by effectively slaying the key enemies in the waves.

After the space section the actual level begins, which in the first stage means a tunnel with generally similar waves of small enemies as in the space section; efficient suppression fire (lots of bullets in the air) makes this easy. The second stage is different in that its middle section is actually a scrolling-over field, meaning that you can continue flying up or down freely, which scrolls the field view for you, allowing for a lot of freedom in choosing your flight path. (The NES version doesn’t have this feature, for those of you wondering about what I’m on about here.)

Each stage ends with an unique penultimate challenge and a standard boss fight. (One of those neat aesthetic peculiarities of Gradius that make it distinctive as opposed to merely supremely well-crafted: the actual end boss is the same one in all the stages, which has the effect of making the boss fight act more as a routine cool-down period for the player than a challenge.) In the first stage the penultimate challenge is a pair of volcanoes, while in the second it’s a bunch of flying space amoebas that teleport in as a swarm and try to ram the player’s ship. All in a day’s work once you figure out how to approach these.

The third stage, though, is where the going gets tough. I’ve yet to get my performance here to a consistent level; rather, I crash more often than not, and the recovery in this stage is awfully hard, so often my Gradius run ends right here.

The Moai Stage

The middle part of the stage is again vertically scrolling, so you can fly through this labyrinth of imposing Moai heads, picking and choosing from a variety of lanes to drive through. Each Moai is a dangerous enemy, for as soon as you arrive in its line of sight (literally, it depends on what direction the Moai is looking) its mouth opens and a stream of plasma rings bursts forth. The plasma is relatively suppression-resistant (that is, you need to shoot it pretty heavily to disperse it) due to how much the Moai vomits at once, and they keep doing it as long as you remain in their line of sight. The Moais can be destroyed, but only by shooting them in the mouth when it’s open, which is difficult because the plasma comes from the mouth and the Moai is often in a direction that can’t be reached by the weapons array.

The other enemies are really just flavour, the Moais are the real threat in this stage. The early half is somewhat manageable, but near the end of the stage in the arcade version you’re faced with punching through one of two tunnels with Moais in both top top and the bottom parts, and some nice extra enemies harassing you from the front. Destroying the heads is a nice daydream, but getting a shot is unreliable, so you’re better off dodging — but it’s easy to dodge into a crash, and you have to keep dodging as the Moais vomit their plasma rings towards you. For a horrible five seconds or so the stage asks for total situational awareness and a complex horisontal dodging pattern as the stage scrolls forward and finally lets you out of the Moai tunnel to face the boss.

A fine cherry on top here is that when I manage to get through the Moais, it’s not uncommon for me to fumble the vice-boss encounter, which involves a bunch of drone orbs spitting lesser drone orbs in a bullet hell swarm of sorts. It’s not really even difficult compared to the Moai, but after the concentration in Moai run it’s easy to make stupid mistakes in dodging some space orbs.

If the goal was just doing it once so I could say that I’ve done it, that’d have been achieved a long time ago. The real goal is to get some consistency into it, if for no other reason then so as to get to tackle stage 5 for real. The PC Engine version of the game has an exclusive bone-themed 5th stage that wasn’t in the original arcade version, so I’m eager to find out how it matches the so-far admirable design standards, but to do that I’ll need to get consistent enough with the Moais that my run doesn’t die four times out of five in stage 3.

(Stage 4, in case you were wondering, is “Inverted Volcano” — it’s the first stage flipped over with some new tricks, and a welcome respite in the difficulty spike. I’m not truly consistent on that one either yet, but it’s very much easier than stage 3, so I don’t expect to get stuck on it nearly as much.)

How to play shooters

In case you haven’t gotten into shooter games yourself, but would like to try, I have a few words of advice on how the approach the genre. I guess I’m a shooter kid myself, having played these from my childhood, but I can see how it’s not a very easy genre of game to have fun with: the games are short, hard, quick and monotonous compared to some other activities you could engage in.

As you can probably see from the above story of my Gradius exploits, shooters aren’t intended to be played progressively the way most modern video games are: you don’t start the game from the beginning and then continue playing, saving at points to continue from there, until the game is finished. Shooters, like most of these old arcade genres, aren’t intended as experiences at all, in fact: the game isn’t an entertainment tool that you plug yourself into for a while, following instructions to progress.

Rather, shooters represent the other big branch of video game interactivity by presenting a challenge: the game itself is of moderate size, and if you actually had the skill, you could finish it in 20 minutes. The difficulty is such, however, that you’ll make mistakes and wipe out long before reaching the end. The game experience is recursive in that it consists of trying again and again, observing your own play and making corrections, trying to figure out the right strategy and tactics to solve the challenges the game presents.

My own little project with playing Gradius here is a good example of how one might go about playing a shooter, I feel: I’ve been making a point of playing a single run every night for the last week. If I feel like it, I might play a second run after the first, but the point isn’t to extend the sitting too much, so often I just get up and do something else after getting the night’s training in. Last night I made a save point and grinded that Moai stage, practicing the movements and exploring options for how to make it safer and easier to get through it, but even then I didn’t play for more than an hour at one sitting. Shorter regular sittings, that’s the ticket.

The above insight on how to play shooters may seem obvious to some, but at least to me it hasn’t been that, and I’ve been playing these games since I was like 6 years old. At first, for a child, the game doesn’t feel so short and repetitive because the attention span isn’t so great to begin with. Later on you lose your ability to be entertained by the quick action, as the shooter (and some other arcade genres) combines repetitiveness with difficulty, so you spend most of your time just failing and getting nowhere. Thus I lost interest in the genre as I matured, starting to prefer games where you can generally progress by simply sitting there and putting in the hours.

(A potentially interesting cultural history tidbit: the Gradius game that we really wasted our childhood with around here was Life Force, the first sequel to Gradius. The NES Gradius didn’t really make it to Finland, I think, but Life Force did in a big way. I can remember how bemused I was at some point later when I tried out this legendary shooter classic, Gradius, and it was basically just Life Force.)

However, now that I’m old and wise and bitter, I’ve rediscovered my love for the shooter genre, and the reason is specifically in my general efforts to take my gaming more seriously and in a more goal-based way: shooters are much more fun when you take practice seriously and set goalposts for yourself! Proactive Gamist creative agenda, as we would say in roleplaying. This is true for most arcade games whether driving games or beat’em ups or whatever, too. So that’s my lesson: shooters are boring because your experiental stance on how to interact with the game is making them boring. Try instead being proactive about figuring out how to beat your best result, and you’ll find that the game starts making much more sense!

Monday: Coup de Main #10

Our on-going efforts at becoming like unto gods in the fictional interactive realms of D&D took great steps forward now that the party finally conquered the Yragerne (yes, a contributor actually told me that I’ve been writing it wrong) basement from the giant rats, enabling them to explore the place. The biggest find was probably something like 500 square feet of thick velvet drapes that had mysteriously been left ungnawed by the rats, but all kinds of other cool stuff is on the docket now as well — it’s like the module author doesn’t care how much 500 kg of malachite is worth on the open market.

All was, however, nearly lost when the party entered the outer caves and very nearly fell prey to an ambush by a carrion crawler — such a fearsome beast that the giant spiders who were totally gonna mess up these intruders chose to hang back! It was a rather grim situation, as my boy Crawler is one of those low-level dungeon features that are totally capable of putting down an entire adventuring party on its lonesome. With the party vanguard Sven the 2nd level Barbarian dueling the thing, the rest of the party could retreat, but then Sven got paralyzed and it seemed like all was lost.

The party kept their heads cool, though, and Astur the mediocre Fighter went into total hero mode, distracting the Crawler for two whole minutes before succumbing as well. This, however, was enough time for the party to have dragged Sven out of the immediate danger, allowing him to recover from the paralysis. (I run carrion crawler paralysis as allowing a new save every round unless the crawler gets a chance to really slather you with the venom.) Anybody else would have escaped, but Sven was gripped by the Black Rage (a gift he brought with him from Hell during his planar adventures), so he simply ran back into the fray and cleaved the carrion crawler in twain with one fell stroke! (Critical hit for near maximum damage there.) For a moment it looked like Sven would continue the killing spree by putting down his friends, too, but ultimately he ended up exhausting himself against the party’s impromptu barricade this time. Only a matter of pressing your luck before Sven kills somebody, though, what with the Black Rage and all.

We’ll see next time whether the party wants to keep exploring the basement or if it’s time to seize what they can and run away. There are certainly interesting doors still to be opened here, but the OG Crawler, Esquire, was something of a wake-up call, I think; this place is generally pretty casual, but now and then the danger spikes, and the basement may well include even worse things yet…

Session #11 is scheduled for tomorrow, Monday 17.8., starting around 15:00 UTC. Feel free to stop by if you’re interested in trying the game out or simply seeing what it’s like.

Coup development: the Divine Handbook

One of the wise things I wasted my time on this week was the start of a reasonably organized class write-up for the Cleric class, to be used in the Coup campaign. It’s still unfinished, but the Cleric part is pretty complete, so I might as well link it here. I’m planning to do writeups on the Paladin and a few other classes as well, and lay out some of my generic divine magic theory in there as well at some point.

The motivation for doing this now, when the campaign actually involves a huge amount of similarly complex rules material that hasn’t been laid out in writing yet, is that the player of our Main Man and XP record-holder, Phun Eral the 2nd Level Cleric, straight up asked me to elucidate on how I’m planning for divine magic to work in the campaign. A fair thing to ask for, I think — it’s unnecessarily difficult for him to actually maneuver the character as a Cleric if there aren’t any rules for what Clerics do. So yeah, if you want rules, I suppose all you need to do is ask for them nicely.

The writeup might be a bit difficult to follow as it is, as it relies heavily on this greater framework of aspirational high-level rules that I’ve developed by mixing various sources, most prominently the Mentzer Immortals rules. I believe that a grognard of the game will figure out what it says, though.

Gentlemen on the Agora

Because this is my most popular segment, apparently, I’ll just say here that I haven’t had the time to follow the discussions properly lately, so I’m probably missing some quality content. If you’d like to help, be sure to tag me when interesting topics are being chewed in the saloons!

What I do remember, though, is that one of the gentlemen started reading Foucault’s history of medieval madness in the spring, and is still going at it like a particularly insistent mole digging into a root cellar. By all reports it’s some pretty solid stuff if you’re looking for fresh ideas on social arrangements to throw into a medievalish fantasy game. The historical study is apparently thoroughly anecdotal, with Foucault waxing poetically about every attractive story he hears about his area of interest, but that’s not a problem if you’re looking for ideas more than historical truth.

State of the Productive Facilities

I’m sure I once had some productive facilities. I can remember how I almost wrote an essay for the blog earlier this week, but then I had to mow the lawn and it was sort of dropped. Maybe one day.

8 thoughts on “New on Desk #33 — Mysteries of the Gradient”

  1. A very nice analysis of Gradius, particularly the recovery phase, which separates the serious gamer from the credit feeders. My vote for best shooter for that era goes to R-Type. As an excellent two-part port is available for the PC Engine and R-Type sports vastly superior graphics, I’m curious: Why Gradius?

    Also, I’d like to point out that Danmaku games feature plenty of directed fire, both single shots from popcorn enemies and entire patterns unfolding towards one’s current position. Still, your points about the genre stand, both in regard to scoring (intuitive exceptions like Ketsui notwithstanding) and your “it’s ALL dynamic” observation.

    I perpetually return to Cave’s unconquered older output like DoDonPachi et al., but my favorite shooter of all time is Ikaruga. Simplicity and depth linked to aesthetics that haven’t been matched in my opinion. What’s your take?

    1. I like R-Type as well, and it’s not like I’m hardcore enough to have truly settled opinions. I’ve played a tad more of R-Type than Gradius (from before this summer, that is), and my memory is that I’m not entirely satisfied with the gimmicky nature of the game in places, which is probably the main reason I favour Gradius right now. I could give you a more detailed judgement if I refreshed myself on R-Type, but off the top of my head it’s like stage 3 or so where the game gets really claustrophobic, having to do with flying over a huge technorganic monstrosity with very specific flight patterns, and that entire stage is just a bit too claustrophobic to enjoy. In general the game relies much more on learning the specific gimmicks than Gradius, which is more about adapting to the dynamic events.

      Maybe I’ll do a comparison at some point, I might be talking out of my ass on R-Type right now. Comparing the two is very cogent, as they’re the major late ’80s shooter classics.

      Re: Cave – a man of culture, I see. I’ve been impressed by their extensive range of shooters, and it’s a long-term ambition to really get into grips with some ’90s shooter stuff very probably from their oeuvre. The initial casual tasting does confirm that it’s quality stuff, but I just haven’t quite gotten that far in the shooter time-line yet.

      I have this general tendency of proceeding very deliberately through various cultural fields, which often ends up with me being hilariously out of date. Like in this shooter business, ever since I figured out how to approach shooters in a rewarding way I’ve mostly been messing around with older ’80s titles. For example, the last shooter I played seriously before Gradius was I think Air Buster (1990) (an entirely arbitrary pick, that). Jumping up to late ’90s just feels intimidating right now, I’ll need to slowly creep my way into understanding and appreciating stuff. I’ve been thinking of continuing with Darius (or maybe Darius II, which was one of the games we played a lot in my youth).

      Radiant Silvergun and Ikaruga are milestones, clearly, although I’ve yet to really get a hang of the latter personally — I can appreciate the uniqueness, but I get confused by the polarity switches and ultimately don’t get very far in the game. The 3D graphics are pretty cold as well.

  2. R-Type is often criticised for requiring a ton of memorization and being claustrophobic, but I rather like the effect, particularly in stage 3: The mothership is beautiful and distinct, making the level somewhat easier to memorize than the later techno stage.

    (Then again, I may just lack the reflexes and fine control to improvise routes through heavy fire — I haven’t managed to 1CC an arcade game yet).

    I’m not fond of Gradius’ recovery phase, myself. Apart from the punishing difficulty, which is rewarded merely with a return to ‘normal’ if you manage to claw your way back into the game, I find that it breaks the flow.

    It’s a bit of an academic point, but I rather dislike rank, too, because it punishes the player for playing well, makes the experience less even and seems like a crutch to challenge players with and without power-ups. Much better to go with a slight downgrade upon dying or, even better, forego power-ups altogether (cf. Ikaruga).

    There’s definitely something to be said for your methodical approach as you’re enjoying arcade history’s gems one by one, selecting and appreciating each (as well as their evolution), rather than gorging yourself on the latest games which might indeed spoil you. I discovered Cave games via MAME and DoDonPachi became my first new love (I have always been into shmups) — and I haven’t been able to enjoy its precursor DonPachi as a result.

    (On a side note, my praise of Ketsui’s simple scoring system was premature. I haven’t played it in ages and read up on it yesterday and apparently there is much more going on than “get as close to the enemies as you can for bonus points”. But I can’t even get past stage 4 so what do I know…)

    I’m a fan of pixel art in general (proper scanlines and all) but in the case of Ikaruga, I’m very happy with the aesthetics: I get a rush from the moving/rotating backgrounds and love the smoothly curving lasers.

    1. Fair points, all. I find that I like Gradius’s prominent recovery element a lot precisely because it’s so difficult. It’s like there are two games here, one of luxurious and deliberate coasting and another of desperate scrambling. It’d be fair to argue that Gradius is actually a single-life game that allows you a one-in-a-hundred chance of recovery after you die. That, as a general concept, feels very fitting for a shooter.

      The rank system is an example of the more general video game design trope of rubber-banding (or “dynamic difficulty” if you will), and therefore the devil’s handiwork, but I find that I can’t really make myself hate it in Gradius in the same way I despise it in general: as long as you stay alive, the rank only expresses itself as generally increasing speed as the game goes along, and when you die, you really need the slight decrease in tempo as a lukewarm offset for the drastic loss of armament. So instead of feeling like paternalistic bullshit invented by an experiental game design satanist, the rank just slots itself in as part of the recovery subgame. The combination of player-error leading into a desperate recovery gauntlet with enemies slowing down is actually really current design as an idea. My main complaint here would be, if anything, that the rank effect could be a smidgen stronger than it is: I wouldn’t mind it if the enemies were even more tame (and recovery therefore somewhat easier in more situations) after death, only to ramp up quickly back to hilariously unfair bullet storms as you go on. As it is, the recovery + rank dynamics of the game don’t quite seem to encourage strategic dying, which I find a shame; it’d be fun if I could actually navigate the game efficiently by dying at suitable spots to zero out rank.

      It’s like several other bits of Gradius in that the game suggests the intellectual possibility of a strategic position, and does it so convincingly that you actually have to investigate to make sure that no, this isn’t feasible. Compare with the Double vs Laser armament question: I’m pretty convinced at this point that Double isn’t worth it, in a very much same way as intentional dying to manipulate rank isn’t. both ideas are suggested in a very convincing way by the game, only to ultimately prove false concepts. It’s an interesting recurring theme, the false mirage of a strategic idea.

      All that being said in defense of the rank system, though, I have to say that I have great sympathy for the position that arms upgrades in shooters aren’t necessary; it is indeed one Ikaruga’s great merits that it drops the fake complexity altogether. There are many games that do interesting and meaningful things with the upgrades, but there are even more of those in which the upgrades are merely a superficial passing fancy. Get rid of the crutch and you do indeed get rid of the recovery.

      It’s interesting, though, and rather noteworthy, that Gradius, the game that has such bold recovery play, doesn’t have a panic-bomb mechanic at all. It fits the game’s overall profile well, and vice versa I would say that an “Anti-Gradius” that didn’t have upgrades and recovery would do well to make a big deal of bomb management. Maybe it’d be a bit like a Touhou style bullet hell, the weapon upgrades in those are a vestigial pro forma element anyway. No upgrades, but distinctive and important bombs.

      1. I generally feel the same way about Double vs. Laser, but the other day I watched a playthrough where the player switched at some points. I haven’t thought about it in depth too much, but I could believe that there are certain sections where Double is actually more effective.

        AFAIK this isn’t a champion-level run or anything, so I’m not arguing this is a pro strategy, but seeing it was enough to make me think.

        Here’s the video, if you actually care enough to watch. They switch to Double around 6:35 in the middle of the Moai (and maybe other points I don’t remember?). https://www.youtube.com/watch?v=swy3ThuOUZI

  3. I seem to remember switching to Double occasionally in various Gradius games to take care of pesky turrets in narrow tunnels but well-placed options or good dodging skills might take care of that.

    I’ve read somewhere that in Gradius IV or V, rank (a) influences a great many factors and (b) decreases with each death, so after losing a couple of lives in a recovery, you’ll eventually face better odds.

    I’m rather fond of the novice-friendly autobomb feature and (optional) lower difficult settings in current Cave ports for consoles: a bomb automatically triggers when you are hit, but it has little power and a short duration. It prevents the frustration of dying with a large stock of bombs. Naturally, the challenge of keeping a cool head and knowing when to bomb is diminished, too.

    1. That auto-bombing concept does seem counter-productive to the entire idea of bomb management. The way I’ve understood it after doing a pretty wide review of early ’90s shooters (I sampled the entire Megadrive/Genesis game library a couple of years back; lots of shooters there) is that the bomb is about your own situation awareness: you win if you have the wherewithal to launch the bomb before you die, and you lose if you don’t understand your limitations and delay in the hopes of surviving without the bomb.

      I’m very fond of this idea, and although I’m currently playing a non-bomby Gradius, it’s not unlikely that I’ll tackle one of these very bomb-oriented Megadrive games before long specifically to get some more bomb training. I’m definitely one of those classically trained shooters with the inclination to die long before I run out of bombs. I can imagine how somebody who’d started with the bomb mechanics would have developed a healthy “bomb early and often” approach to get full benefit from the bombs. Every time you die without first throwing your bombs is a time you died out of sheer stupidity, after all. How hard is it to just drop that bomb…

      Auto-bombing is more like adding a health gauge (interestingly, not many fun shooters do), so it’s a pretty different idea. I have to admit to some skepticism there.

  4. Heresy, I know, and the comparison to a health gauge is admittedly apt. I think both a health gauge and auto-bombing are a bit like having training wheels (provided it is possible to advance without).
    Manual bombs in Cave games are much more damaging and often last a long time, preventing the screen from filling up with bullets again. Triggering an autobomb is a significant loss, so the player’s aim still is to manually trigger if there is no way through. But the player is more easily tempted to try risky maneuvers – and thus learn.
    I think “bomb early and often” may initially get one farther into the game but is damaging in the long run, just like using extra credits: If you are unable to handle THIS situation by yourself, you’re even less likely to be able to handle the NEXT situation by yourself.

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