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回報翻譯問題
why this is important part of making ikaruga so highly regarded is that the "puzzle" is consistent and identical each play through. this means it can be "mastered" more effectively through repetition and memorization. the game does not rely on typical tracking and bullet hoarding... which was rare outside of games like gradius or garage shmups.
>why this is important part of making ikaruga so highly regarded is that the "puzzle" is consistent and identical each play through. this means it can be "mastered" more effectively through repetition and memorization.
This is completely wrong. Being easier to memorize is a weakness, not a strength. You're writing nonsense, dude.
Not to mention that damn near every shmup can be memorized, just like damn near every game contains some element of pattern recognition. I guess they're all puzzle games now!
I am not writing nonsense, you are simply failing to grasp what was written. For instance, you took "secondary" to mean something it didn't because you ignored its relationship with the other words in the same sentence that work together to create the idea. "Secondary" does not simply mean "less important" or "optional".
Hoarding type popcorn enemies act according to your screen position, meaning you cannot memorize screen setups as if they were static like Ikaruga, you learn their patterns and manipulate the outcome by leading them. It's both memorization yet require 2 different types of approach. I am focusing on the approach taken in Ikaragu, which does not work when enemies track or cause hoarding. The difference is night and day between memorizing static behavior to progress and memorizing dynamic or reactive behavior to progress. Also, I was not saying shmups were puzzle games but merely pointing out the elements styled as "puzzle" in the way OP mentioned. Not my fault if you want to take a logical extreme and attribute it to a line of thought I was not taking.. I would not call or even guess "they're all puzzle games now!".
Believe what you want about schmups or respond in ignorance. It's of no consequence to me, who has been playing and importing them for over 10 years, performing for both credit finish trials and high scores.
And I realize that, AFTER you're done with a 1CC and are trying to squeeze every last ounce of enjoyment out of the game, scoring then becomes your long-term priority. But that doesn't change the fact that your primary goal is the 1CC, and in the very best of games scoring is in service to that. I think it's easy to lose sight of this fact if you've spent more time in the post-1CC portion of play.
This is without even mentioning the ingenious polarity system. It's such a simple system, and you'd think it makes the game lenient, but it's the exact other way around. It makes the game incredibly complex. You have to simultaneously concentrate not just on dodging, but also on what you are shooting at (in contrast with other shmups, where it is enough to pay attention to your ship to dodge the bullet-hell). Because here, if you shoot the wrong thing at the wrong time, you'll end up trapping yourself. Like on level two where you have to rotate your shields constantly, and have the huge white ship lasering you: okay, you switch to light colour, charge up, use your charged up special on it, then switch to dark colour to dodge the now-rotated bullets on the side... but since you lasered a white enemy with a white laser, it releases more white bullets after its death, and since you switched polarities, you end up killing yourself.
The game has this beautiful simplicity and minimalism, and pairs it up with the most incredibly complex but well thought out level design. There is simply no other shooting game like it.