History VideoGame / BattleGaregga

14th Feb '17 10:21:44 PM LucaEarlgrey
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* GuideDangIt: The exact workings of the rank system, the 'hidden' level of shot power (Get to the normal max, skip 5 small power ups, then get one), and the hidden option formations. [[http://shmups.system11.org/viewtopic.php?t=351 this Thread]] mentions the details of all these things.

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* GuideDangIt: The exact workings of the rank system, the 'hidden' level of shot power (Get to the normal max, skip 5 small power ups, then get one), and the hidden option formations. [[http://shmups.system11.org/viewtopic.php?t=351 this Thread]] mentions the details of all these things. The [=PS4=] port has real-time widgets that alleviate the "how do I do these things" element of many of these mechanics.
14th Feb '17 10:20:01 PM LucaEarlgrey
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* MercyMode: The game's [[DynamicDifficulty rank]] drops when, and ''only'' when, you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from reaching monstrous levels.

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* MercyMode: The game's [[DynamicDifficulty rank]] drops when, when -- and ''only'' when, when -- you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from reaching monstrous levels.
14th Feb '17 10:19:43 PM LucaEarlgrey
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* MercyMode: The game's [[DynamicDifficulty rank]] drops when, and ''only'' when, you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from raeching monstrous levels.

to:

* MercyMode: The game's [[DynamicDifficulty rank]] drops when, and ''only'' when, you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from raeching reaching monstrous levels.
14th Feb '17 10:19:28 PM LucaEarlgrey
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Added DiffLines:

* MercyMode: The game's [[DynamicDifficulty rank]] drops when, and ''only'' when, you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from raeching monstrous levels.
14th Dec '16 4:27:07 PM LucaEarlgrey
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A UsefulNotes/SegaSaturn port was released in 1998, which is [[ArcadePerfectPort arcade-perfect]] and adds a few new features. A UsefulNotes/PlayStation4 port, ''Battle Garegga Rev.2016'', by M2 is scheduled for a release alongside ''VideoGame/DangunFeveron'' as part of the ''M2 [=ShotTriggers=]'' series of ports.

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A UsefulNotes/SegaSaturn port was released in 1998, which is [[ArcadePerfectPort arcade-perfect]] and adds a few new features. A UsefulNotes/PlayStation4 port, ''Battle Garegga Rev.2016'', by M2 is scheduled for a release alongside ''VideoGame/DangunFeveron'' M2, was released on December 15, 2016, as part of the ''M2 [=ShotTriggers=]'' series of ports.
2nd Dec '16 8:48:31 PM Xtifr
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Battle Garegga is a vertically scrolling ShootEmUp arcade game released by [[Creator/EightingRaizing 8ing/Raizing]] in 1996, and then later ported to the Sega Saturn [[NoExportForYou in Japan]].

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Battle Garegga ''Battle Garegga'' is a vertically scrolling ShootEmUp arcade game released by [[Creator/EightingRaizing 8ing/Raizing]] in 1996, and then later ported to the Sega Saturn [[NoExportForYou in Japan]].
6th Nov '16 11:37:24 PM LucaEarlgrey
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* DeathOrGloryAttack: Normally, the big bomb pickup (which grants a full bomb instead of 1/40 of it) is meant to be used as an incentive to continue. However, if you're close enough to the next [[EveryTenThousandPoints point-based 1-up]], you can [[ViolationOfCommonSense deliberately]] [[SuicideAttack burn your last life]] and use the sharpnel or a pre-deployed Gain or Bornham bomb to destroy enemies before the continue prompt (or GameOver, if continues are turned off) shows up to propel yourself past the extra life threshold and use your newly-earned life to pick up the bomb item. This ''is'' a [[DifficultButAwesome very difficult]] technique however.

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* DeathOrGloryAttack: Normally, the big bomb pickup (which grants a full bomb instead of 1/40 of it) is meant to be used as an incentive to continue. However, if you're close enough to the next [[EveryTenThousandPoints point-based 1-up]], you can [[ViolationOfCommonSense deliberately]] [[SuicideAttack burn your last life]] and use the sharpnel or a pre-deployed Gain or Bornham bomb to destroy enemies before the continue prompt (or GameOver, if continues are turned off) shows up to propel yourself past the extra life threshold and use your newly-earned life to pick up the bomb item.item on the same credit. This ''is'' a [[DifficultButAwesome very difficult]] technique however.
6th Nov '16 11:36:58 PM LucaEarlgrey
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Added DiffLines:

* DeathOrGloryAttack: Normally, the big bomb pickup (which grants a full bomb instead of 1/40 of it) is meant to be used as an incentive to continue. However, if you're close enough to the next [[EveryTenThousandPoints point-based 1-up]], you can [[ViolationOfCommonSense deliberately]] [[SuicideAttack burn your last life]] and use the sharpnel or a pre-deployed Gain or Bornham bomb to destroy enemies before the continue prompt (or GameOver, if continues are turned off) shows up to propel yourself past the extra life threshold and use your newly-earned life to pick up the bomb item. This ''is'' a [[DifficultButAwesome very difficult]] technique however.
13th Oct '16 5:20:12 AM Hylarn
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* DeathIsTheOnlyOption: Dying is the only way to lower the [[DynamciDifficulty rank]], and doing so multple times over the first five stages is necessary to keep the game from becoming UnwinnableByMistake in Stage 6.

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* DeathIsTheOnlyOption: Dying is the only way to lower the [[DynamciDifficulty [[DynamicDifficulty rank]], and doing so multple times over the first five stages is necessary to keep the game from becoming UnwinnableByMistake in Stage 6.
17th Sep '16 4:45:39 PM LucaEarlgrey
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* DifficultyByRegion: In addition to the larger number of points required to [[EveryTenThousandPoints extend]], [[DynamicDifficulty rank]] (see below) increases at different rates depending on the region as well as the difficulty setting (U.S. "hard" is harder than Japan's "very hard", by the way). However, turning the extends off (which isn't possible in the Japan revision) will clamp rank to "manageable" and won't raise very much even if you collect everything and max out the autofire rate. The 2016 port is set to feature a rank graph that shows the game's rank over time.

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* DifficultyByRegion: In addition to the larger number of points required to [[EveryTenThousandPoints extend]], [[DynamicDifficulty rank]] (see below) increases at different rates depending on the region as well as the difficulty setting (U.S. "hard" is harder than Japan's "very hard", by the way). However, turning the extends off (which isn't possible in the Japan revision) will clamp rank to "manageable" and won't raise very much even if you collect everything and max out the autofire rate. The 2016 port is set to feature a rank graph that shows the game's rank over time.



* DynamicDifficulty: The Rank system determines how hard the game is. Firing and powering up the main weapon, as well as picking up various items, will increase your rank. The only way to decrease your rank is by dying. Thus, players are "forced" to keep themselves powered down, conserve shots, and die on purpose in order to keep the last few stages of the game playable. Notably, the variable used for rank in this game actually ''decreases'' in value as the game gets ''harder''.
** Here's what it looks like when you [[http://www.youtube.com/watch?v=YQrd53Q9oRw effectively manage your rank.]]
** Here's what it looks like [[http://www.youtube.com/watch?v=-7xcIN91Sig when you don't.]]

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* DynamicDifficulty: The Rank system determines how hard the game is. Firing and powering up the main weapon, as well as picking up various items, will increase your rank. The only way to decrease your rank is by dying. Thus, players are "forced" to keep themselves powered down, conserve shots, and die on purpose in order to keep the last few stages of the game playable. Notably, the variable used for rank in this game actually ''decreases'' in value as the game gets ''harder''.
** Here's what it looks like when you
''harder''. The 2016 port is set to feature a rank graph that shows the game's rank over time. \\
\\
[[http://www.youtube.com/watch?v=YQrd53Q9oRw Here's]] what it looks like when you effectively manage your rank.]]
** Here's what it looks like
rank. [[http://www.youtube.com/watch?v=-7xcIN91Sig Here's]] what it looks like when you don't.]]
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