YMMV: Radiant Silvergun

  • Big Lipped Alligator Moment: Because the arcade version leaves out most of the in-game dialogue and cut scenes from Saturn/Story Mode in the console ports, a number of these moments happen for arcade-specific players. For example, when fighting against the GEDO-O in Stage 2 "Reminiscence", everything turns into a pseudo-Retraux-style wireframes complete with beeps. In Saturn/Story Mode, dialogue occurs beforehand where Tetra captain Tengai orders Creator to analyze and record the fight with the GEDO-O. The change to wireframe is concurrent with the start of the recording.
  • Breather Boss: Nasu in Stage 2 is relatively easier after fighting the Golets and before the Daikai10 which transforms into a cross.
  • Crowning Music of Awesome: The entire soundtrack, as composed by Hitoshi Sakimoto. Some examples are songs like "Debris" and "Return".
  • Nightmare Fuel: The Stone-Like destroys all life on the planet and there is nothing the heroes are able to do about it. They come back to Earth after escaping its destruction, and their entire Last Stand was for NOTHING. Repeat ad infinitum.
  • Scrappy Mechanic
    • Chaining: to elaborate, points are racked up by shooting down enemies of the same color, and for every three consecutive same-colored enemies destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this isa source of headaches for many and makes the game extremely difficult even on Very Easy, because...
      • Roughly 2/3 of enemies in every stage must be left intact, and enemies will often be firing at players or presenting itself as collision hazards.
      • Destroying so much as one enemy of the wrong color and the entire chain resets.
      • Weapon levels are tied to the score, and it's a requirement to level up weapons to prevent later boss fights from taking too long. Therefore, mastering the scoring for the game is mandatory to survival.

        While Spiritual Successor Ikaruga also has chaining, not only does it allow players to switch color for every successive chain earned, but the lack of weapon level ups means chaining (and even firing at all) becomes optional, making the game far easier.
    • The Xbox Live Arcade port, while far from a Porting Disaster, has an issue with aspect ratio: the game runs in a 4:3 window pillarboxed into a 16:9 screen. This layout is then letterboxed if players are using a screen with an aspect ratio taller than 16:9. This is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the Sega Saturn and ST-V versions.
    • To unlock "Ikaruga Mode" in the Xbox port, players need to have played Ikaruga and earned at least one achievement under the same account used to play Radiant Silvergun. Unless players have an acquaintance who has the game, this amounts to a $10 Downloadable Content if they don't wish to player Ikaruga at all or or already have another version of it.
  • So Cool It's Awesome: Along with Ikaruga, Radiant Silvergun game is considered by many to be one of the best Shoot Em Ups of all time.
  • That One Boss
    • Third boss of Stage 3 "Return", Gallop, who doubles as a Wake-Up Call Boss due to players being forced to effectively utilize the other weapons in the Silvergun's arsenalnote . Gallop also packs an assortment of attacks the previously bosses don't have and likely to throw off first-time players.
    • Daikai10 in Stage 2 transforms into a cross shape and back, filling one of the two corridors it creates with a laser beam while rotating. At higher difficulties, the beams shoot at the same time down both corridors and rotation speed increases; once it changes forms, it shoots bouncing fireballs that will fill the screen.
    • 17VA-50 in Stage 4 "Evasion" as a result of Marathon Boss. Players must engage a series of mini-battles against stationary turrets for the first two rounds, tanks in the third firing bouncing rounds as a result of players being encased in a rectangular force field, laser-firing drones in the next with surprising accuracy and timing (the force field is still active in this round, making space in the field limited) and a giant Wave Motion Gun-firing turret serving as the last one, reinforced by turrets from the first two rounds.
    • Ohtrigen in Stage 6 "Origin" (Saturn/Story Mode exclusive) swings its wings with laser spreads that while avoidable, has little breathing space for room if players aren't careful. At a certain point in the fight, it spreads both wings to shoot in a criss-cross pattern making it harder to maneuver. At higher difficulties, the laser spreads are followed by fireballs.
  • That One Level: Stage 4 due to a multiple obstacles and traps intended to throw off players, as well as hard-to-dodge attacks from the bosses.
    • For those who want to get large chains (and probably a necessity for players, regardless, since is a point where weapon levels should be as high as possible), part one of Stage 5A "Victim" is the most challenging, as it also takes place during a boss fight. There are tons of drones flying around when players must navigate inside the boss as wall turrets line the surrounding and firing at the player's position. Periodically, the walls will close in, forcing players to take cover as a missile flies through. Eventually, girders slide through the corridor, all the while the turrets keep firing. Later, kamikaze ships appear and home in to players, all the while the boss starts rotating. The likelihood of hitting a wrong enemy and resetting the chain is certain during this sequence, even at lower difficulties. Finally, since this is still a boss fight, time is of the essence, and not destroying the boss in part one prevents the second part (Saturn/Story Mode exclusive) from happening, making players lose the point bonus that can be acquired to help level up weapons.