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* ScrappyWeapon: The Homing weapon is often the least-used out of the seven weapons at higher skill levels, since its property of firing orbs at the nearest targets can cause those shots to target the wrong-colored enemies, breaking the player's chain.

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* ScrappyWeapon: The Homing weapon is often the least-used out of the seven weapons at higher skill levels, since its property of firing orbs at the nearest targets can cause those shots to target the wrong-colored enemies, breaking the player's chain. And as is typical of homing weapons in video games, the damage output isn't really good either.
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* ThatOneRule: [[{{Combo}} Chaining]]. To elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of struggles for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]]. Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages. Weapon levels are tied to ScoringPoints 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.

to:

* ThatOneRule: [[{{Combo}} Chaining]]. To elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of struggles for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]]. Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages. Weapon levels are tied to ScoringPoints 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. The HD versions allow you to use the scoring system from ''Ikaruga'' instead, allowing you to change colors between chains at the cost of the chain bonus being capped at 25,600 points, but the game will still demand precision shooting regardless.
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** Upon collecting ten pink bullets with the Radiant Sword, players have access to the Hyper Sword. However, pressing the command for the Radiant Sword again will trigger the latter, using the entire meter in the process. This can be problematic if players are trying to save the Hyper Sword for a later section (likely to make use of the [[InvulnerableAttack i-frames]] or to shear off a chunk of the next boss's health) or they're in a situation where the Radiant Sword is the best weapon to use.

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** Upon collecting ten pink bullets with the Radiant Sword, players have access to the Hyper Sword. However, pressing the command for the Radiant Sword again will trigger the latter, using the entire meter in the process. This can be problematic if players are trying to save the Hyper Sword for a later section (likely to make use of the [[InvulnerableAttack i-frames]] or to shear off a chunk of the next boss's health) or they're in a situation where the Radiant Sword is the best weapon to use.use (such as a section with many different-colored enemies, and thus firing the Hyper Sword will end the player's chain due to indiscriminately destroying everything it touches).
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Added DiffLines:

* ScrappyWeapon: The Homing weapon is often the least-used out of the seven weapons at higher skill levels, since its property of firing orbs at the nearest targets can cause those shots to target the wrong-colored enemies, breaking the player's chain.
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* ThatOneRule: ** [[{{Combo}} Chaining]]: to elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of struggles for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]]. Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages. Weapon levels are tied to ScoringPoints 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.

to:

* ThatOneRule: ** [[{{Combo}} Chaining]]: to Chaining]]. To elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of struggles for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]]. Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages. Weapon levels are tied to ScoringPoints 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.

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The chaining system fits more under That One Rule since it's not really considered a "bad" mechanic so much as a difficult one


* ScrappyMechanic
** '''[[{{Combo}} Chaining]]''': to elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of headaches for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]].
*** Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages.
*** Weapon levels are tied to ScoringPoints 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 CreatorDrivenSuccessor ''VideoGame/{{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 ([[PacifistRun and even firing at all]]) becomes optional, making the game [[SequelDifficultyDrop far easier]].

to:

* ScrappyMechanic
** '''[[{{Combo}} Chaining]]''': to elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of headaches for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]].
*** Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages.
*** Weapon levels are tied to ScoringPoints 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 CreatorDrivenSuccessor ''VideoGame/{{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 ([[PacifistRun and even firing at all]]) becomes optional, making the game [[SequelDifficultyDrop far easier]].
ScrappyMechanic:


Added DiffLines:

* ThatOneRule: ** [[{{Combo}} Chaining]]: to elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of struggles for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, 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 [[CollisionDamage collision hazards]]. Destroying so much as one enemy of the wrong color and the entire chain resets unless players are aiming to score the "secret" chain, which requires destroying a red, a blue, then a yellow {{Mook}}, and can keep the "secret" chain going like normal chains upwards to 100,000 points. The downside is only yellow enemies can be destroyed after the first successful "secret" chain, lest the chain be reset; furthermore, yellow {{Mook}}s are the least common of the colored-coded enemies in all stages. Weapon levels are tied to ScoringPoints 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.
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** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Platform/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode and unlocking an achievement in a different game, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives.[[note]]In Arcade Mode, an extra credit is earned for every hour played, and after 8 hours it unlocks Free Play (i.e. unlimited credits). In Story Mode, Players are given an extra for every hour played on the Xbox 360 version, whereas in the Switch and Steam versions gives an extra life for every ten minutes instead.[[/note]] The Platform/{{Steam}} port mercifully makes Ikaruga Mode available from the start.

to:

** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Platform/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode and unlocking an achievement in a different game, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives.[[note]]In Arcade Mode, an extra credit is earned for every hour played, and after 8 hours it unlocks Free Play (i.e. unlimited credits). In Story Mode, Players are given an extra for every hour played on the Xbox 360 version, whereas in the Switch and Steam versions gives an extra life for every ten minutes instead.[[/note]] The Platform/{{Steam}} port and a post-release update for the Switch version mercifully makes Ikaruga Mode available from the start.
Is there an issue? Send a MessageReason:
None


* AudienceAlienatingPremise: This ShootEmUp has some of the oddest mechanics in the genre -- players start with seven different weapons, but is based on a combination of button presses (the home releases, however, have shortcut buttons to these combinations). This can be very confusing for both newcomers and genre veterans, who would likely drop the game long before they can get used to it. The {{Combo}} system, which is vital for not only a high score, but for powering up the weapons (lest it be nearly impossible to play) is guaranteed to throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can - quite the opposite approach to the genre's conventions, given that's what most players are used to. These factors kept it a niche solely on the UsefulNotes/SegaSaturn and did not leave the country or system until 2011, thirteen years after its initial release. Fortunately, as the years passed, the game was more warmly received for its uniqueness in the genre, as well as being the predecessor to ''VideoGame/{{Ikaruga}}''.

to:

* AudienceAlienatingPremise: This ShootEmUp has some of the oddest mechanics in the genre -- players start with seven different weapons, but is based on a combination of button presses (the home releases, however, have shortcut buttons to these combinations). This can be very confusing for both newcomers and genre veterans, who would likely drop the game long before they can get used to it. The {{Combo}} system, which is vital for not only a high score, but for powering up the weapons (lest it be nearly impossible to play) is guaranteed to throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can - quite the opposite approach to the genre's conventions, given that's what most players are used to. These factors kept it a niche solely on the UsefulNotes/SegaSaturn Platform/SegaSaturn and did not leave the country or system until 2011, thirteen years after its initial release. Fortunately, as the years passed, the game was more warmly received for its uniqueness in the genre, as well as being the predecessor to ''VideoGame/{{Ikaruga}}''.



** The UsefulNotes/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the UsefulNotes/Xbox360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn and ST-V versions. This problem also carried into the Switch and Steam ports, with the latter of which being especially egregious as it is locked to an internal 720p resolution with no video or resolution options whatsoever.
** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the UsefulNotes/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode and unlocking an achievement in a different game, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives.[[note]]In Arcade Mode, an extra credit is earned for every hour played, and after 8 hours it unlocks Free Play (i.e. unlimited credits). In Story Mode, Players are given an extra for every hour played on the Xbox 360 version, whereas in the Switch and Steam versions gives an extra life for every ten minutes instead.[[/note]] The UsefulNotes/{{Steam}} port mercifully makes Ikaruga Mode available from the start.

to:

** The UsefulNotes/XboxLiveArcade Platform/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the UsefulNotes/Xbox360 Platform/Xbox360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn Platform/SegaSaturn and ST-V versions. This problem also carried into the Switch and Steam ports, with the latter of which being especially egregious as it is locked to an internal 720p resolution with no video or resolution options whatsoever.
** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode and unlocking an achievement in a different game, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives.[[note]]In Arcade Mode, an extra credit is earned for every hour played, and after 8 hours it unlocks Free Play (i.e. unlimited credits). In Story Mode, Players are given an extra for every hour played on the Xbox 360 version, whereas in the Switch and Steam versions gives an extra life for every ten minutes instead.[[/note]] The UsefulNotes/{{Steam}} Platform/{{Steam}} port mercifully makes Ikaruga Mode available from the start.



** Third boss of Stage 3 "Return", "Gallop", who doubles as a WakeUpCallBoss due to players being forced to effectively utilize the other weapons in the Silvergun's arsenal[[note]]The "vulcan" weapon is ineffective when the Gallop's "[[ShoutOut force]] [[VideoGame/RType unit]]" blocks all shots[[/note]]. Gallop also packs an assortment of attacks the previous bosses don't have and will likely throw off first-time players[[note]]{{Irony}} ensued when veteran ''Radiant Silvergun'' players were surprised the Xbox port fixed an exploit in the Gallop fight where they can't abuse a certain position to grind for points without causing CollisionDamage that was present in the UsefulNotes/SegaSaturn version[[/note]].

to:

** Third boss of Stage 3 "Return", "Gallop", who doubles as a WakeUpCallBoss due to players being forced to effectively utilize the other weapons in the Silvergun's arsenal[[note]]The "vulcan" weapon is ineffective when the Gallop's "[[ShoutOut force]] [[VideoGame/RType unit]]" blocks all shots[[/note]]. Gallop also packs an assortment of attacks the previous bosses don't have and will likely throw off first-time players[[note]]{{Irony}} ensued when veteran ''Radiant Silvergun'' players were surprised the Xbox port fixed an exploit in the Gallop fight where they can't abuse a certain position to grind for points without causing CollisionDamage that was present in the UsefulNotes/SegaSaturn Platform/SegaSaturn version[[/note]].
Is there an issue? Send a MessageReason:
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** The UsefulNotes/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the UsefulNotes/Xbox360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn and ST-V versions.
** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the UsefulNotes/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives. The UsefulNotes/{{Steam}} port mercifully makes Ikaruga Mode available from the start.

to:

** The UsefulNotes/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the UsefulNotes/Xbox360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn and ST-V versions. \n This problem also carried into the Switch and Steam ports, with the latter of which being especially egregious as it is locked to an internal 720p resolution with no video or resolution options whatsoever.
** To unlock "Ikaruga Mode" in the Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the UsefulNotes/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for the mode, mode and unlocking an achievement in a different game, players have to put in a considerable amount of skill or time, as they start with limited continues in Arcade Mode and none in Story Mode, with continued play of the former awarding more starting credits and the same with Story Mode awarding more starting lives. lives.[[note]]In Arcade Mode, an extra credit is earned for every hour played, and after 8 hours it unlocks Free Play (i.e. unlimited credits). In Story Mode, Players are given an extra for every hour played on the Xbox 360 version, whereas in the Switch and Steam versions gives an extra life for every ten minutes instead.[[/note]] The UsefulNotes/{{Steam}} port mercifully makes Ikaruga Mode available from the start.



* TheyChangedItNowItSucks: On the Xbox 360 port of the game, players can no longer use continues on Story Mode whereas the Sega Saturn version allowed use of them in Saturn Mode, which can make playing Story Mode harder than it should be, especially when players have to play through both Stages 2 and 4. That said, players do get more lives as they play the mode longer, but the lack of continues can certainly create pressure even with all the extra lives.

to:

* TheyChangedItNowItSucks: On the Xbox 360 port HD ports of the game, players can no longer use continues on Story Mode whereas the Sega Saturn version allowed use of them in Saturn Mode, which can make playing Story Mode [[FakeDifficulty harder than it should be, be]], especially when players have to play through both Stages 2 and 4. That said, players do get more lives as they play the mode longer, but the lack of continues can certainly create pressure even with all the extra lives.
Is there an issue? Send a MessageReason:
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* AudienceAlienatingPremise: The game is a shmup with many odd mechanics -- you start with many sorts of weapons, but is based off what combination of buttons you press (the home releases however have shortcut buttons to these combinations). This can be very confusing for both newcomers and shmup veterans, who would likely drop the game long before they can get used to it. The combo system, vital for a high score and to power up your weapons (lest it be nearly impossible to play) can also throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can, quite the opposite of what players are used to. These factors kept it a niche solely on the Sega Saturn and did not leave the country or system until 2011, thirteen years after its initial release. Though as the years passed, the game was more warmly received for its uniqueness in a sea of shmups, as well as being the predecessor to VideoGame/{{Ikaruga}}.
* SugarWiki/AwesomeMusic: The entire soundtrack, as composed by Creator/HitoshiSakimoto. Some examples are songs like "[[https://www.youtube.com/watch?v=Cue-OP0iE7Q Debris]]" and "[[https://www.youtube.com/watch?v=Y9aCnQcM_EI Return]]".
* BigLippedAlligatorMoment: 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.
* BreatherBoss: Nasu in Stage 2 is relatively easier after fighting the [[DualBoss Golets]] and before the [=Daikai10=] (see ThatOneBoss below). It mostly just slithers around and can be easily destroyed by firing your Lock-On Spread.

to:

* AudienceAlienatingPremise: The game is a shmup with many odd This ShootEmUp has some of the oddest mechanics in the genre -- you players start with many sorts of seven different weapons, but is based off what on a combination of buttons you press button presses (the home releases however releases, however, have shortcut buttons to these combinations). This can be very confusing for both newcomers and shmup genre veterans, who would likely drop the game long before they can get used to it. The combo {{Combo}} system, which is vital for not only a high score and to power score, but for powering up your the weapons (lest it be nearly impossible to play) can also is guaranteed to throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can, can - quite the opposite of approach to the genre's conventions, given that's what most players are used to. These factors kept it a niche solely on the Sega Saturn UsefulNotes/SegaSaturn and did not leave the country or system until 2011, thirteen years after its initial release. Though Fortunately, as the years passed, the game was more warmly received for its uniqueness in a sea of shmups, the genre, as well as being the predecessor to VideoGame/{{Ikaruga}}.
''VideoGame/{{Ikaruga}}''.
* SugarWiki/AwesomeMusic: The entire soundtrack, as composed by Creator/HitoshiSakimoto. Some AwesomeMusic/HitoshiSakimoto - some examples are songs like "[[https://www.youtube.com/watch?v=Cue-OP0iE7Q Debris]]" and "[[https://www.youtube.com/watch?v=Y9aCnQcM_EI Return]]".
* BigLippedAlligatorMoment: 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 "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 C.R.E.A.T.O.R. to analyze and record the fight with the GEDO-O. The change to wireframe is concurrent with the start of the recording.
* BreatherBoss: Nasu "Nasu" in Stage 2 is relatively easier after fighting the [[DualBoss Golets]] "[[DualBoss Golets]]" and before the [=Daikai10=] "[=Daikai10=]" (see ThatOneBoss below). It mostly just slithers around and can be easily destroyed by firing your the Silvergun's Lock-On Spread.



** '''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 is a source of headaches for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, because...

to:

** '''Chaining''': '''[[{{Combo}} Chaining]]''': to elaborate, more points are racked up by shooting down enemies of the same color, and for every three consecutive same-colored enemies of the same color destroyed, a chain bonus is achieved. Successive chains yield larger bonuses, upwards to 100,000 points, yet this is a source of headaches for many players and makes the game extremely NintendoHard even on "Very Easy" difficulty, because...



*** 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. \\

to:

*** Weapon levels are tied to the score ScoringPoints 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. \\



** The UsefulNotes/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the 360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn and ST-V versions.
** To unlock "Ikaruga Mode" in the UsefulNotes/Xbox360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Nintendo Switch port, where it unlocks after clearing the game once, although now instead of paying for mode you have to put in a considerable amount of skill or time, as you start with limited continues in Arcade Mode and none in Story Mode, with continued play of Arcade awarding more starting credits and the same of Story awarding more starting lives. The Steam port mercifully makes the Ikaruga Mode available from the start.
** Once you collect enough pink bullets to use the Hyper Sword, pressing the command for the Radiant Sword again will trigger the Hyper Sword, using the entire meter in the process. This can be problematic if you're trying to save the Hyper Sword for a later section (likely to make use of the [[InvulnerableAttack i-frames]] or to shear off a chunk of the next boss's health) but you're in a situation where the Radiant Sword is the best weapon to use.

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** The UsefulNotes/XboxLiveArcade port, while far from a PortingDisaster, 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. Given that the 360 UsefulNotes/Xbox360 does support composite-input 4:3 CRT televisions and a number of other shmup ports on the 360 do support 4:3 aspect ratios, this is practically an insult to those who wish to play on a 4:3 screen, particularly CRT screens like with the UsefulNotes/SegaSaturn and ST-V versions.
** To unlock "Ikaruga Mode" in the UsefulNotes/Xbox360 Xbox 360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Nintendo Switch UsefulNotes/NintendoSwitch port, where it unlocks after clearing the game once, although now instead of paying for mode you the mode, players have to put in a considerable amount of skill or time, as you they start with limited continues in Arcade Mode and none in Story Mode, with continued play of Arcade the former awarding more starting credits and the same of with Story Mode awarding more starting lives. The Steam UsefulNotes/{{Steam}} port mercifully makes the Ikaruga Mode available from the start.
** Once you collect enough Upon collecting ten pink bullets with the Radiant Sword, players have access to use the Hyper Sword, Sword. However, pressing the command for the Radiant Sword again will trigger the Hyper Sword, latter, using the entire meter in the process. This can be problematic if you're players are trying to save the Hyper Sword for a later section (likely to make use of the [[InvulnerableAttack i-frames]] or to shear off a chunk of the next boss's health) but you're or they're in a situation where the Radiant Sword is the best weapon to use.



** Third boss of Stage 3 "Return", Gallop, who doubles as a WakeUpCallBoss due to players being forced to effectively utilize the other weapons in the Silvergun's arsenal[[note]]The "vulcan" weapon is ineffective when the Gallop's "[[ShoutOut force]] [[VideoGame/RType unit]]" blocks all shots[[/note]]. Gallop also packs an assortment of attacks the previously bosses don't have and likely to throw off first-time players[[note]]{{Irony}} ensued when veteran ''Radiant Silvergun'' players were surprised the Xbox port fixed an exploit in the Gallop fight where they can't abuse a certain position to grind for points without causing CollisionDamage that was present in the UsefulNotes/SegaSaturn version[[/note]].

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** Third boss of Stage 3 "Return", Gallop, "Gallop", who doubles as a WakeUpCallBoss due to players being forced to effectively utilize the other weapons in the Silvergun's arsenal[[note]]The "vulcan" weapon is ineffective when the Gallop's "[[ShoutOut force]] [[VideoGame/RType unit]]" blocks all shots[[/note]]. Gallop also packs an assortment of attacks the previously previous bosses don't have and will likely to throw off first-time players[[note]]{{Irony}} ensued when veteran ''Radiant Silvergun'' players were surprised the Xbox port fixed an exploit in the Gallop fight where they can't abuse a certain position to grind for points without causing CollisionDamage that was present in the UsefulNotes/SegaSaturn version[[/note]].



** 17VA-50 in Stage 4 "Evasion" as a result of MarathonBoss. 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 WaveMotionGun-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.

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** 17VA-50 "17VA-50" in Stage 4 "Evasion" as a result of MarathonBoss. Players MarathonBoss: 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 WaveMotionGun-firing turret serving as the last one, reinforced by turrets from the first two rounds.
** Ohtrigen "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.



** Stage 4 due to a multiple obstacles and traps intended to throw off players, as well as hard-to-dodge attacks from the bosses. If you're playing Arcade Mode, you can simply pick Stage 2 to avoid it, but in Saturn/Story mode, you ''have'' to play though it (along with Stage 2).
** 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.
* TheyChangedItNowItSucks: On the Xbox 360 port of the game, you can no longer use continues on its Story Mode whereas the Sega Saturn version allowed you to use them, which can make playing the Story Mode harder than it should be, especially considering you have to play through both Stages 2 and 4. That said, you do get more lives as you play the mode longer, but the lack of continues can certainly create pressure even with all the extra lives.

to:

** Stage 4 due to a multiple obstacles and traps intended to throw off players, as well as hard-to-dodge attacks from the bosses. If you're playing players are on Arcade Mode, you they can simply pick Stage 2 to avoid it, but in Saturn/Story mode, you ''have'' to play though mode makes it (along with mandatory after finishing Stage 2).
2.
** For those who want to get large chains (and probably a necessity for players, regardless, since is it's at 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.
* TheyChangedItNowItSucks: On the Xbox 360 port of the game, you players can no longer use continues on its Story Mode whereas the Sega Saturn version allowed you to use them, of them in Saturn Mode, which can make playing the Story Mode harder than it should be, especially considering you when players have to play through both Stages 2 and 4. That said, you players do get more lives as you they play the mode longer, but the lack of continues can certainly create pressure even with all the extra lives.
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* AudienceAlienatingPremise: The game is a shmup with many odd mechanics — you start with many sorts of weapons, but is based off what combination of buttons you press. This can be very confusing for both newcomers and shmup veterans, who would likely drop the game long before they can get used to it. The combo system, vital for a high score and to power up your weapons (lest it be nearly impossible to play) can also throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can, quite the opposite of what players are used to. These factors kept it a niche solely on the Sega Saturn and did not leave the country or system until 2011, thirteen years after its initial release. Though as the years passed, the game was more warmly received for its uniqueness in a sea of shmups, as well as being the predecessor to VideoGame/{{Ikaruga}}.

to:

* AudienceAlienatingPremise: The game is a shmup with many odd mechanics -- you start with many sorts of weapons, but is based off what combination of buttons you press.press (the home releases however have shortcut buttons to these combinations). This can be very confusing for both newcomers and shmup veterans, who would likely drop the game long before they can get used to it. The combo system, vital for a high score and to power up your weapons (lest it be nearly impossible to play) can also throw many players off, especially when they have to avoid shooting the majority of enemies and evade them when they can, quite the opposite of what players are used to. These factors kept it a niche solely on the Sega Saturn and did not leave the country or system until 2011, thirteen years after its initial release. Though as the years passed, the game was more warmly received for its uniqueness in a sea of shmups, as well as being the predecessor to VideoGame/{{Ikaruga}}.



** To unlock "Ikaruga Mode" in the UsefulNotes/Xbox360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Nintendo Switch port, where it unlocks after clearing the game once, although now instead of paying for mode you have to put in a considerable amount of skill or time, as you start with limited continues in Arcade Mode and none in Story Mode, with continued play of Arcade awarding more starting credits and the same of Story awarding more starting lives.

to:

** To unlock "Ikaruga Mode" in the UsefulNotes/Xbox360 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 DownloadableContent if they don't wish to play ''Ikaruga'' at all or already have another version of it. This is no longer the case for the Nintendo Switch port, where it unlocks after clearing the game once, although now instead of paying for mode you have to put in a considerable amount of skill or time, as you start with limited continues in Arcade Mode and none in Story Mode, with continued play of Arcade awarding more starting credits and the same of Story awarding more starting lives. The Steam port mercifully makes the Ikaruga Mode available from the start.
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* BreatherBoss: Nasu in Stage 2 is relatively easier after fighting the [[DualBoss Golets]] and before the [=Daikai10=] (see ThatOneBoss below)

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* BreatherBoss: Nasu in Stage 2 is relatively easier after fighting the [[DualBoss Golets]] and before the [=Daikai10=] (see ThatOneBoss below)below). It mostly just slithers around and can be easily destroyed by firing your Lock-On Spread.

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* ThatOneBoss

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* ThatOneBossThatOneBoss:



* ThatOneLevel: Stage 4 due to a multiple obstacles and traps intended to throw off players, as well as hard-to-dodge attacks from the bosses.

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* ThatOneLevel: ThatOneLevel:
**
Stage 4 due to a multiple obstacles and traps intended to throw off players, as well as hard-to-dodge attacks from the bosses.bosses. If you're playing Arcade Mode, you can simply pick Stage 2 to avoid it, but in Saturn/Story mode, you ''have'' to play though it (along with Stage 2).
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Not really an example. Although it does have the rare unfortunate graphics bug and the soundtrack isn't presented as cleanly as it should be, it doesn't make the port completely unplayable


* PortingDisaster: The Switch version, though playable, has various sound-related issues, such as music not looping properly, along with other miscellaneous glitches.

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