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VALORANT Patch Notes 1.09

VALORANT Patch Notes 1.09

Visualization of changes
Riot KOREA official breakdown video w/ English Subtitles

AGENT UPDATES

OMEN

Paranoia
We’re keeping an eye on the overall power level of Paranoia, but as a first step wanted to resolve visual issues where players hit with Paranoia appear outside of its impact on their screen.

JETT

Blade Storm (Burst Fire)
While we continue to investigate some of her outsized strengths, we think the burst fire on her Blade Storm has been over-performing at long ranges. The burst fire is intended to be a close range attack, but we found it frequently getting frags at over 20 meters away. These changes aim to rein in its effective range while retaining its close range potency.

VIPER

Fuel
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Snake Bite
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Viper’s Pit
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.

REYNA

Empress
At its previous fire rate, we felt Empress was too effective when using heavies/smgs, AND too fast to master the change in spray pattern on rifles. We hope this change allows us to address both issues at once, while also giving us a chance to have a unified fire rate increase (matching Brimstone’s stim below) that players can learn and master.

BRIMSTONE

Stim Beacon
Paired with Reyna’s change (above), we felt Brimstone’s stim could use a little more punch. This also unifies our two fire rate increase buffs, making them easier to learn.

WEAPON UPDATES

Operator

All Weapons

COMPETITIVE UPDATES

This is already a very rare occurrence, but it can happen more often for high rank players—especially in premade groups. We are also doing some tuning behind the scenes to keep high rank matches found after long queue times reasonably balanced and fair.

SOCIAL UPDATES

Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.

BUG FIXES

submitted by MentallyStableMan to ValorantCompetitive [link] [comments]

A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.

Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback.
Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj
Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change.
Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers.
Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly.
Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base.
Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle.
Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.png https://i.imgur.com/w4HR05n.png
Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp.
Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3.
This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state.
Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better.
Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base.
For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that.
Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing.
BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities.
Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station.
Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here.
Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely.
A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome.
Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent.
Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location.
The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here.
Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out.
The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly.
There also have been some changes to roads around the continent, but nothing major.
Indar:
TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers.
The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown.
As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from.
So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti.
Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added.
Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out.
The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm.
For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals.
There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has.
With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as.
Infantry gear:
Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed.
Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist.
Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is?
BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea.
Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool.
Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan.
Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily.
Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range.
Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolas https://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished.
So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay.
Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints.
Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat.
Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
submitted by ItsJustDelta to Planetside [link] [comments]

THE SEARCH FOR THE GREATEST SHMUP: EPISODE 27 – Darius Cozmic Collection Console

This is it. We have finally managed to reach the shmup that started it all. The one shmup I played before any other and which inspired me to devote my time to the genre. It isn’t the best Darius game by any means, but it is certainly the one closest to my heart. We are finally reviewing Super Nova!
Ok, maybe we’re not just reviewing Super Nova. We are going to be taking a look at the entire Console Cozmic Collection and seeing how it stacks up against the Arcade Collection. They say console ports are usually downgraded versions, but will it also be the case here?
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $59.99
Tate: Please don’t use your flip grip on this one
The Darius Cozmic Collection Console is a compilation of Darius games released on consoles. This port was also developed by the brilliant M2. You can definitely set your expectations on high, because this collections is as high quality as the arcade collection, albeit with some notably absent features.
The titles included in this collection are:
THE BESTEST PORTS ARE M2 PORTS
If you read my review for the Arcade Collection, then you know what to expect from this collection. Each of the 9 included games feature a wonderful wrapping of quality of life enhancements as well as customization options.
Each title can be accessed from a main menu that features a museum style listing for each game. When highlight a game, you will be presented with an image of the title screen and a brief description of the game on its right. I found the descriptions extremely helpful when deciding which game to play. Having several versions of the same game is great for collection purposes, but the descriptions provided some much needed guidance.
While in-game, you can pull a special menu at any point by pressing ZR or ZL. This menu lets you customize several aspects of a game, such as the controls and the visuals. Just as the arcade collection, you can set your controllers to map buttons to be fire+bomb and even adjust the rapid fire setting. The visuals have less options, but staples such as the display type and scanlines are available. The “other” tab is quite lacking, as it only has the volume setting.
It wouldn’t be much emulation without some save states! Each game has a quick save option which lets you save your current state in one of 12 different slots. The saving and loading process is very smooth, and it doesn’t take any time at all to load any given state. Unlike the arcade collection, there are no ranking penalties for using save states. Rather than being a good thing, it mostly relates to a lack of rankings, but more on that later.
THE MISSING FEATURES
Whereas the arcade collection felt like a love letter to the arcade culture, the console collection lacks a lot of the charm. It’s in part understandable due the nature of consoles not being as flashy as arcades. I don’t mean to say that the work in this collection is lacking in comparison, it’s just that in general arcades had much more going on.
One of my highlights in the arcade collection was my introduction to Darius I with controller vibration in sync to the music. Sound and vibration fanfares were not available on console because there is no such thing as coin operated credits. As a result, rumble is completely absent in this collection.
All of the gadgets are missing from this edition as well. Rather than getting the art of the arcade panels or useful information, all the console collection gets is a background. When looking at both collections side by side, the console collection like extremely empty, as you only have the game screen and nothing else. The only exception is Darius Alpha, which has a boss gadget on the right side of the screen.
THE LONG LOST GAME CHANGERS
To the detriment of gameplay, some of the more useful gadgets won’t be making a return. Losing the boss analyzer and life gauges is rough, but pales in comparison to losing your arm counter. Other than relying on in-game visuals, you no longer have additional graphics showing arm strength, weapon strength or even bonus score counters.
Another addition I was really fond of was the map/zone overview on the pause screen. Most of the games show the route progression in-game (except for Darius Plus). What is lost is the ability to see the map at any time by pressing ZZL, and even worse is losing the information related to a zone. I really enjoyed knowing how many power-ups were present in a given stage, but I absolutely loved knowing which bosses would appear on which route. My routing decisions have 100% been influenced by fighting cool fishes.
To make matters worse, the replay system has been completely revamped. You can no longer save replays of your playthroughs in most of the main games. Instead, replays are reserved only for the special modes of Darius Alpha, the boss rush of Darius Force and the boss rush of Darius II. While this means there’s still a way to relive some of your greatest moments, it is limited to some modes which pale in comparison to the actual games. Oh yeah, the leaderboards are also limited to the special modes as well.
But enough about the collection, let’s get to the games.
DARIUS II/SAGAIA
Darius II and SAGAIA are ports of the original arcade game into the Mega Drive/Sega Genesis. As with arcade ports, the game had to undergo some changes in order to be playable on consoles. Sprites were redrawn to be smaller, gameplay was adapted to a single screen and co-op had to be removed. Still, it manages to fit the entire Darius II in both versions, as opposed to arcade SAGAIA which was a reduced version.
Just to clarify, Darius II and SAGAIA are the same game. The difference in naming comes from localizing the game to North America.
I’ll be honest, out of all the games in the collection, this was the one I played the least. I don’t mean to say the game isn’t good. My reduced play time comes from the fact that I already played A LOT of Darius II for the arcade collection, so for an in-depth overview I recommend checking out the Arcade Collection review.
However, I did get a couple of full playthroughs and I gotta say that it does a great job at capturing the original game’s essence! Gameplay is essencially untouched, so expect to go through the same all-or-nothing upgrade system, branching paths with Darius II bosses and some wacky endings! One of my thoughts that I have to rehash is that the game is either a cakewalk or extremely brutal depending on your upgrade level. If you keep it maxed, then the game is a breeze. If you fall even once, it’s a very tough hill to climb.
SAGAIA MASTER SYSTEM – THE BUDGET DARIUS
In an odd turn of events, a version of SAGAIA was released for the Sega Master System. For those unfamiliar, the Master System is basically the equivalent of the NES. This game exists because the 8-bit market was still going strong in Europe when it released.
As impressive as it might be to have SAGAIA on an 8-bit console, we have to consider that it had to be downgraded from an already downgraded version. If it sounds rough, it is because the game itself is extremely rough. The framerate is lower, the sprites flicker on screen and the game lags when there are too many sprites on screen.
I found it next to impossible to play this game for long periods of time. It really is hard to justify playing the lesser version when I have better alternatives in this same collection.
DARIUS TWIN
Darius Twin was the first Darius to actually be made for consoles. It isn’t an arcade port or a game adapted from a multiple screen format into a single screen. Darius Twin is a completely original entry, and as such it takes full advantage of the console format for the better!
Out of the box I have to say this: Darius Twin is easily my favorite game on this entire collection. The biggest reason is that this feels like a game that doesn’t try to be a coin sink. Instead, it plays around with the concept of a single credit and balances the game around it. The result is a shmup that feels much more fast paced, but never overwhelming and certainly not one where it’s impossible to repair from death.
In terms of mechanics, it is by all means a Darius game in its fundamentals. Pilot the Silver Hawk through branching paths, collect red/green/blue upgrades and beat the fishes. One distinct difference is that you do not lose your power level on death. Although it doesn’t sound like much, I do believe this is the one difference that greatly improves the experience.
Previous Darius games have felt, to varying degrees, as games that should be played without getting hit or else risk not being able to recover. Since Darius Twin doesn’t have this hindrance, you are always in your best shape and it helps keep the fun going. You do have to be careful, as you respawn without arm, but other than that it’s never a lost cause.
SNES AND SUPER FAMICON
Darius Twin comes in 2 different versions: One for the SNES and the other for the Super Famicon. Unlike other entries, the versions are for the most part the same. The difference is that the SNES version has localization. It also features stereo sound, whereas the SFC version had mono. Although it is nice to have the SFC version, in reality you probably want to play the SNES version all the time. Unless, of course, you want humanity to create weapons made from the bones of its kill instead of wood and rocks.
One of the most surprising aspects about Darius Twin is the sound. I’m unapologetically a SNES fan, so when I heard the game’s OST and sound effects, I felt a wave of nostalgia. The tracks and sounds are very SNES-ish and it is a style that I’m very fond of.
I really encourage everyone to go hard on this game. I really enjoyed it and I think you might share my love if you give it a go! It offers a perfect blend of action and challenge which pushes you to your limits, but is never unfair. As an extra bonus, it features several different endings depending on how many lives you lost, with the best ending being unlocked on a true no death run. Also, once you max your wind slash, don’t pickup the weapon swap.
DARIUS FORCE/ SUPER NOVA
Super Nova is a special game for me. It is the one game I remember seeing on the video store and renting thanks to the cool box art. The first stage is a memory I can vividly remember. The first enemy waves, the trilobyte miniboss, the boss theme and even his name: Biohazard.
As a side note, to this day I don’t really know who is the boss on the Super Nova box art. Judging by how long it is, it might be Peace Destroyer, but I’m not really sure.
Darius Force was released after Darius Twin. It certainly has console gaming in mind, but it draws several gameplay elements from arcade Darius. Sadly, they brought my least favorite: the checkpoint system. Dying in Darius Force has to be one of the most disappointing experiences. Upon death, the screen blacks out and you are taken back to the last checkpoint you crossed. Your beam and bombs are reset to level one, although you keep your arm upgrade levels.
It’s also the first game to feature bosses other than marine organisms. Expect to see prehistoric creatures and dinosaurs.
To counter balance the checkpoint system, Darius Force is much more generous on the power-ups. After returning to a checkpoint, you are always treated to a beam and arm power-up. A level 2 beam is quite a downgrade, but at least you get an arm to claw your way back into the game.
A TRIBUTE TO THE CLASSICS
One of the new features of Darius Force is the ability to choose your ship. At the beginning, you are given a choice of 3 different models of the Silver Hawk. The green Hawk is based on Darius I and has the wave upgrade path. The blue Hawk is based on Darius II with the napalm beam. Finally, the red Hawk is an original ship.
Another change is the fact that beam and bombs upgrade together. There are 8 different upgrade levels, with your main beam switching fire type until its final form. Collecting a red power-up will upgrade both of them 1 level. As mentioned before, dying will set you back to level 1, so it becomes crucial to stay alive once you reach level 8. A neat change is that, for the first time, you can switch your bomb type between bomb and laser. Bombs will deal more damage, while laser will go through weak enemies.
The merger of beam and bombs also has a neat strategic implication. For one, you can no longer freely shoot your beam in tandem with your bombs. If you attempt to press both buttons at once, you will fire a downgraded version of both the beam and bombs. This means you need to be more mindful of whether you want the power of your beam or the power of your bombs.
INTENTIONAL WEAKNESS
Luckily, downgrading your weapons might actually be a desirable outcome. For me, the middle levels of the green Hawk were too awkward to use, as they were piercing lasers. By pressing both buttons, I was able to revert to the trusty spread shot until my level was high enough to bypass the beam in favor of the wave shot. If you think about it, the laser is a lot like puberty. No one really likes puberty, but it is an important transition phase we can totally avoid by firing and bombing.
Darius Force includes an extra boss rush mode that was previously accessible with a special code. Rather than needing complicated button inputs, the boss rush mode can be directly accessed when choosing Darius Force from the main menu (not available for Super Nova). It is also one of the few modes which have been blessed replays and leaderboards.
DARIUS PLUS/ DARIUS ALPHA
Finally rounding up the collection are the PC titles. You can think of them as parallel universe versions of the main game.
Darius Plus is a “lite” version of Super Darius, which itself is a souped up version of the original Darius. So you can think of it as just a port of Darius on a single screen format.
As a port of Darius, it has all the levels you are familiar with, while boasting 16 different bosses. The rest of the gameplay is straight up Darius, with the notable exception being that the action is reduced to a single screen instead of having 3.
In terms of where I stand on Darius Plus as a game, I gotta say it is fun but a straight up worse version. The game doesn’t look as clean as the arcade version and the sound is also worse. I also feel like the levels are longer, or perhaps it’s just the screen reduction making levels seem longer than they should be. One thing for sure, is that the gameplay feels dragged on to the point of feeling boring at times. There are sequences that felt like they repeat endlessly until you reached the end of the stage.
The one thing it’s got going over the its original arcade counter part is the 1cc gameplay. Rather than being able to pump credits endlessly, Darius Plus plays on a single credit and is balanced around that as a result. One particular change that makes me happy is that you don’t return to a checkpoint upon dying.
This game exists to remind me how much I hate the laser on the original Darius.
DARIUS ALPHA: THE BOSS RUSH: THE GAME
Finally we have Darius Alpha, the compilation of the extra modes. Instead of being an actual game, Darius Alpha is a boss rush against the 16 bosses. Just like Plus, you have a single credit to beat the whole game. Power-ups are automatically acquired in between boss rounds, but the same restrictions as the main game applies. This means that you will lose your power level if you die, up until your latest upgrade.
The selling point of Alpha in this collection is that it has most of the ranking modes for the collection. The extra modes are the following:
LAST WORDS
Out of the gate, I have to say that this is the worse of the 2 collections. The arcade collection has the Darius games in its pure arcade form. Games which stand strong even to this day when it comes to quality. M2 took these games and made them even better with their porting expertise and several love letters to the games. The console collection not only contains downgraded versions, but also lacks some of the finer details that made them great in the first place.
Despite having more games, Darius II/SAGAIA and Darius Plus are basically downgrades of Darius II and Darius I respectively. This leaves us with Darius Twin and Darius Force to carry the collection, and they actually do! Darius Force might not be as fantastic as I remember, it certainly feels slower than I remember, but I did constantly revisit it while creating this piece because it is a very enjoyable game. Darius Twin was the great surprise, as I find it to be my absolute favorite in this collection, and a strong contender to Darius Gaiden in my opinion.
With all that being said, I consider the contents of this collection to be very good, but with a very notable flaw: the price. At $59.99, this collection is a very tough sell. I can’t in good faith recommend it highly, as the same amount of money can purchase several highly rated titles in this list. In fact, it could even get you the arcade collection and the #1 shmup Ikaruga. Still, the quality of the collection is something I can’t deny, so I’ll be weighting that much more than the price in its final ranking.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Darius Cozmic Collection Console
  9. Tengai
  10. Steredenn: Binary Stars
  11. Stardust Galaxy Warriors: Stellar Climax
  12. Sky Force: Reloaded
  13. Strikers 1945
  14. Black Paradox
  15. R-Type Dimensions EX
  16. Sine Mora EX
  17. Shikhondo – Soul Eater
  18. Ghost Blade HD
  19. AngerForce: Reloaded
  20. Aero Fighters 2 (ACA Neogeo)
  21. Q-YO Blaster
  22. Lightening Force: Quest for the darkstar (Sega Ages)
  23. Pawarumi
  24. Red Death
  25. Task Force Kampas
  26. Switch ‘N’ Shoot
  27. Last Resort (ACA Neogeo)
submitted by AzorMX to shmups [link] [comments]

[Review] Ranking all the Switch shmups Ep27 – Darius Cozmic Collection Console

This is it. We have finally managed to reach the shmup that started it all. The one shmup I played before any other and which inspired me to devote my time to the genre. It isn’t the best Darius game by any means, but it is certainly the one closest to my heart. We are finally reviewing Super Nova!
Ok, maybe we’re not just reviewing Super Nova. We are going to be taking a look at the entire Console Cozmic Collection and seeing how it stacks up against the Arcade Collection. They say console ports are usually downgraded versions, but will it also be the case here?
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $59.99
Tate: Please don’t use your flip grip on this one
The Darius Cozmic Collection Console is a compilation of Darius games released on consoles. This port was also developed by the brilliant M2. You can definitely set your expectations on high, because this collections is as high quality as the arcade collection, albeit with some notably absent features.
The titles included in this collection are:
THE BESTEST PORTS ARE M2 PORTS
If you read my review for the Arcade Collection, then you know what to expect from this collection. Each of the 9 included games feature a wonderful wrapping of quality of life enhancements as well as customization options.
Each title can be accessed from a main menu that features a museum style listing for each game. When highlight a game, you will be presented with an image of the title screen and a brief description of the game on its right. I found the descriptions extremely helpful when deciding which game to play. Having several versions of the same game is great for collection purposes, but the descriptions provided some much needed guidance.
While in-game, you can pull a special menu at any point by pressing ZR or ZL. This menu lets you customize several aspects of a game, such as the controls and the visuals. Just as the arcade collection, you can set your controllers to map buttons to be fire+bomb and even adjust the rapid fire setting. The visuals have less options, but staples such as the display type and scanlines are available. The “other” tab is quite lacking, as it only has the volume setting.
It wouldn’t be much emulation without some save states! Each game has a quick save option which lets you save your current state in one of 12 different slots. The saving and loading process is very smooth, and it doesn’t take any time at all to load any given state. Unlike the arcade collection, there are no ranking penalties for using save states. Rather than being a good thing, it mostly relates to a lack of rankings, but more on that later.
THE MISSING FEATURES
Whereas the arcade collection felt like a love letter to the arcade culture, the console collection lacks a lot of the charm. It’s in part understandable due the nature of consoles not being as flashy as arcades. I don’t mean to say that the work in this collection is lacking in comparison, it’s just that in general arcades had much more going on.
One of my highlights in the arcade collection was my introduction to Darius I with controller vibration in sync to the music. Sound and vibration fanfares were not available on console because there is no such thing as coin operated credits. As a result, rumble is completely absent in this collection.
All of the gadgets are missing from this edition as well. Rather than getting the art of the arcade panels or useful information, all the console collection gets is a background. When looking at both collections side by side, the console collection like extremely empty, as you only have the game screen and nothing else. The only exception is Darius Alpha, which has a boss gadget on the right side of the screen.
THE LONG LOST GAME CHANGERS
To the detriment of gameplay, some of the more useful gadgets won’t be making a return. Losing the boss analyzer and life gauges is rough, but pales in comparison to losing your arm counter. Other than relying on in-game visuals, you no longer have additional graphics showing arm strength, weapon strength or even bonus score counters.
Another addition I was really fond of was the map/zone overview on the pause screen. Most of the games show the route progression in-game (except for Darius Plus). What is lost is the ability to see the map at any time by pressing ZZL, and even worse is losing the information related to a zone. I really enjoyed knowing how many power-ups were present in a given stage, but I absolutely loved knowing which bosses would appear on which route. My routing decisions have 100% been influenced by fighting cool fishes.
To make matters worse, the replay system has been completely revamped. You can no longer save replays of your playthroughs in most of the main games. Instead, replays are reserved only for the special modes of Darius Alpha, the boss rush of Darius Force and the boss rush of Darius II. While this means there’s still a way to relive some of your greatest moments, it is limited to some modes which pale in comparison to the actual games. Oh yeah, the leaderboards are also limited to the special modes as well.
But enough about the collection, let’s get to the games.
DARIUS II/SAGAIA
Darius II and SAGAIA are ports of the original arcade game into the Mega Drive/Sega Genesis. As with arcade ports, the game had to undergo some changes in order to be playable on consoles. Sprites were redrawn to be smaller, gameplay was adapted to a single screen and co-op had to be removed. Still, it manages to fit the entire Darius II in both versions, as opposed to arcade SAGAIA which was a reduced version.
Just to clarify, Darius II and SAGAIA are the same game. The difference in naming comes from localizing the game to North America.
I’ll be honest, out of all the games in the collection, this was the one I played the least. I don’t mean to say the game isn’t good. My reduced play time comes from the fact that I already played A LOT of Darius II for the arcade collection, so for an in-depth overview I recommend checking out the Arcade Collection review.
However, I did get a couple of full playthroughs and I gotta say that it does a great job at capturing the original game’s essence! Gameplay is essencially untouched, so expect to go through the same all-or-nothing upgrade system, branching paths with Darius II bosses and some wacky endings! One of my thoughts that I have to rehash is that the game is either a cakewalk or extremely brutal depending on your upgrade level. If you keep it maxed, then the game is a breeze. If you fall even once, it’s a very tough hill to climb.
SAGAIA MASTER SYSTEM – THE BUDGET DARIUS
In an odd turn of events, a version of SAGAIA was released for the Sega Master System. For those unfamiliar, the Master System is basically the equivalent of the NES. This game exists because the 8-bit market was still going strong in Europe when it released.
As impressive as it might be to have SAGAIA on an 8-bit console, we have to consider that it had to be downgraded from an already downgraded version. If it sounds rough, it is because the game itself is extremely rough. The framerate is lower, the sprites flicker on screen and the game lags when there are too many sprites on screen.
I found it next to impossible to play this game for long periods of time. It really is hard to justify playing the lesser version when I have better alternatives in this same collection.
DARIUS TWIN
Darius Twin was the first Darius to actually be made for consoles. It isn’t an arcade port or a game adapted from a multiple screen format into a single screen. Darius Twin is a completely original entry, and as such it takes full advantage of the console format for the better!
Out of the box I have to say this: Darius Twin is easily my favorite game on this entire collection. The biggest reason is that this feels like a game that doesn’t try to be a coin sink. Instead, it plays around with the concept of a single credit and balances the game around it. The result is a shmup that feels much more fast paced, but never overwhelming and certainly not one where it’s impossible to repair from death.
In terms of mechanics, it is by all means a Darius game in its fundamentals. Pilot the Silver Hawk through branching paths, collect red/green/blue upgrades and beat the fishes. One distinct difference is that you do not lose your power level on death. Although it doesn’t sound like much, I do believe this is the one difference that greatly improves the experience.
Previous Darius games have felt, to varying degrees, as games that should be played without getting hit or else risk not being able to recover. Since Darius Twin doesn’t have this hindrance, you are always in your best shape and it helps keep the fun going. You do have to be careful, as you respawn without arm, but other than that it’s never a lost cause.
SNES AND SUPER FAMICON
Darius Twin comes in 2 different versions: One for the SNES and the other for the Super Famicon. Unlike other entries, the versions are for the most part the same. The difference is that the SNES version has localization. It also features stereo sound, whereas the SFC version had mono. Although it is nice to have the SFC version, in reality you probably want to play the SNES version all the time. Unless, of course, you want humanity to create weapons made from the bones of its kill instead of wood and rocks.
One of the most surprising aspects about Darius Twin is the sound. I’m unapologetically a SNES fan, so when I heard the game’s OST and sound effects, I felt a wave of nostalgia. The tracks and sounds are very SNES-ish and it is a style that I’m very fond of.
I really encourage everyone to go hard on this game. I really enjoyed it and I think you might share my love if you give it a go! It offers a perfect blend of action and challenge which pushes you to your limits, but is never unfair. As an extra bonus, it features several different endings depending on how many lives you lost, with the best ending being unlocked on a true no death run. Also, once you max your wind slash, don’t pickup the weapon swap.
DARIUS FORCE/ SUPER NOVA
Super Nova is a special game for me. It is the one game I remember seeing on the video store and renting thanks to the cool box art. The first stage is a memory I can vividly remember. The first enemy waves, the trilobyte miniboss, the boss theme and even his name: Biohazard.
As a side note, to this day I don’t really know who is the boss on the Super Nova box art. Judging by how long it is, it might be Peace Destroyer, but I’m not really sure.
Darius Force was released after Darius Twin. It certainly has console gaming in mind, but it draws several gameplay elements from arcade Darius. Sadly, they brought my least favorite: the checkpoint system. Dying in Darius Force has to be one of the most disappointing experiences. Upon death, the screen blacks out and you are taken back to the last checkpoint you crossed. Your beam and bombs are reset to level one, although you keep your arm upgrade levels.
It’s also the first game to feature bosses other than marine organisms. Expect to see prehistoric creatures and dinosaurs.
To counter balance the checkpoint system, Darius Force is much more generous on the power-ups. After returning to a checkpoint, you are always treated to a beam and arm power-up. A level 2 beam is quite a downgrade, but at least you get an arm to claw your way back into the game.
A TRIBUTE TO THE CLASSICS
One of the new features of Darius Force is the ability to choose your ship. At the beginning, you are given a choice of 3 different models of the Silver Hawk. The green Hawk is based on Darius I and has the wave upgrade path. The blue Hawk is based on Darius II with the napalm beam. Finally, the red Hawk is an original ship.
Another change is the fact that beam and bombs upgrade together. There are 8 different upgrade levels, with your main beam switching fire type until its final form. Collecting a red power-up will upgrade both of them 1 level. As mentioned before, dying will set you back to level 1, so it becomes crucial to stay alive once you reach level 8. A neat change is that, for the first time, you can switch your bomb type between bomb and laser. Bombs will deal more damage, while laser will go through weak enemies.
The merger of beam and bombs also has a neat strategic implication. For one, you can no longer freely shoot your beam in tandem with your bombs. If you attempt to press both buttons at once, you will fire a downgraded version of both the beam and bombs. This means you need to be more mindful of whether you want the power of your beam or the power of your bombs.
INTENTIONAL WEAKNESS
Luckily, downgrading your weapons might actually be a desirable outcome. For me, the middle levels of the green Hawk were too awkward to use, as they were piercing lasers. By pressing both buttons, I was able to revert to the trusty spread shot until my level was high enough to bypass the beam in favor of the wave shot. If you think about it, the laser is a lot like puberty. No one really likes puberty, but it is an important transition phase we can totally avoid by firing and bombing.
Darius Force includes an extra boss rush mode that was previously accessible with a special code. Rather than needing complicated button inputs, the boss rush mode can be directly accessed when choosing Darius Force from the main menu (not available for Super Nova). It is also one of the few modes which have been blessed replays and leaderboards.
DARIUS PLUS/ DARIUS ALPHA
Finally rounding up the collection are the PC titles. You can think of them as parallel universe versions of the main game.
Darius Plus is a “lite” version of Super Darius, which itself is a souped up version of the original Darius. So you can think of it as just a port of Darius on a single screen format.
As a port of Darius, it has all the levels you are familiar with, while boasting 16 different bosses. The rest of the gameplay is straight up Darius, with the notable exception being that the action is reduced to a single screen instead of having 3.
In terms of where I stand on Darius Plus as a game, I gotta say it is fun but a straight up worse version. The game doesn’t look as clean as the arcade version and the sound is also worse. I also feel like the levels are longer, or perhaps it’s just the screen reduction making levels seem longer than they should be. One thing for sure, is that the gameplay feels dragged on to the point of feeling boring at times. There are sequences that felt like they repeat endlessly until you reached the end of the stage.
The one thing it’s got going over the its original arcade counter part is the 1cc gameplay. Rather than being able to pump credits endlessly, Darius Plus plays on a single credit and is balanced around that as a result. One particular change that makes me happy is that you don’t return to a checkpoint upon dying.
This game exists to remind me how much I hate the laser on the original Darius.
DARIUS ALPHA: THE BOSS RUSH: THE GAME
Finally we have Darius Alpha, the compilation of the extra modes. Instead of being an actual game, Darius Alpha is a boss rush against the 16 bosses. Just like Plus, you have a single credit to beat the whole game. Power-ups are automatically acquired in between boss rounds, but the same restrictions as the main game applies. This means that you will lose your power level if you die, up until your latest upgrade.
The selling point of Alpha in this collection is that it has most of the ranking modes for the collection. The extra modes are the following:
LAST WORDS
Out of the gate, I have to say that this is the worse of the 2 collections. The arcade collection has the Darius games in its pure arcade form. Games which stand strong even to this day when it comes to quality. M2 took these games and made them even better with their porting expertise and several love letters to the games. The console collection not only contains downgraded versions, but also lacks some of the finer details that made them great in the first place.
Despite having more games, Darius II/SAGAIA and Darius Plus are basically downgrades of Darius II and Darius I respectively. This leaves us with Darius Twin and Darius Force to carry the collection, and they actually do! Darius Force might not be as fantastic as I remember, it certainly feels slower than I remember, but I did constantly revisit it while creating this piece because it is a very enjoyable game. Darius Twin was the great surprise, as I find it to be my absolute favorite in this collection, and a strong contender to Darius Gaiden in my opinion.
With all that being said, I consider the contents of this collection to be very good, but with a very notable flaw: the price. At $59.99, this collection is a very tough sell. I can’t in good faith recommend it highly, as the same amount of money can purchase several highly rated titles in this list. In fact, it could even get you the arcade collection and the #1 shmup Ikaruga. Still, the quality of the collection is something I can’t deny, so I’ll be weighting that much more than the price in its final ranking.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Darius Cozmic Collection Console
  9. Tengai
  10. Steredenn: Binary Stars
  11. Stardust Galaxy Warriors: Stellar Climax
  12. Sky Force: Reloaded
  13. Strikers 1945
  14. Black Paradox
  15. R-Type Dimensions EX
  16. Sine Mora EX
  17. Shikhondo – Soul Eater
  18. Ghost Blade HD
  19. AngerForce: Reloaded
  20. Aero Fighters 2 (ACA Neogeo)
  21. Q-YO Blaster
  22. Lightening Force: Quest for the darkstar (Sega Ages)
  23. Pawarumi
  24. Red Death
  25. Task Force Kampas
  26. Switch ‘N’ Shoot
  27. Last Resort (ACA Neogeo)
submitted by AzorMX to NintendoSwitch [link] [comments]

Best Practices for A C Programmer

Hi all,
Long time C programmer here, primarily working in the embedded industry (particularly involving safety-critical code). I've been a lurker on this sub for a while but I'm hoping to ask some questions regarding best practices. I've been trying to start using c++ on a lot of my work - particularly taking advantage of some of the code-reuse and power of C++ (particularly constexpr, some loose template programming, stronger type checking, RAII etc).
I would consider myself maybe an 8/10 C programmer but I would conservatively maybe rate myself as 3/10 in C++ (with 1/10 meaning the absolute minmum ability to write, google syntax errata, diagnose, and debug a program). Perhaps I should preface the post that I am more than aware that C is by no means a subset of C++ and there are many language constructs permitted in one that are not in the other.
In any case, I was hoping to get a few answers regarding best practices for c++. Keep in mind that the typical target device I work with does not have a heap of any sort and so a lot of the features that constitute "modern" C++ (non-initialization use of dynamic memory, STL meta-programming, hash-maps, lambdas (as I currently understand them) are a big no-no in terms of passing safety review.

When do I overload operators inside a class as opposed to outisde?

... And what are the arguments foagainst each paradigm? See below:
/* Overload example 1 (overloaded inside class) */ class myclass { private: unsigned int a; unsigned int b; public: myclass(void); unsigned int get_a(void) const; bool operator==(const myclass &rhs); }; bool myclass::operator==(const myclass &rhs) { if (this == &rhs) { return true; } else { if (this->a == rhs.a && this->b == rhs.b) { return true; } } return false; } 
As opposed to this:
/* Overload example 2 (overloaded outside of class) */ class CD { private: unsigned int c; unsigned int d; public: CD(unsigned int _c, unsigned int _d) : d(_d), c(_c) {}; /* CTOR */ unsigned int get_c(void) const; /* trival getters */ unsigned int get_d(void) const; /* trival getters */ }; /* In this implementation, If I don't make the getters (get_c, get_d) constant, * it won't compile despite their access specifiers being public. * * It seems like the const keyword in C++ really should be interpretted as * "read-only AND no side effects" rather than just read only as in C. * But my current understanding may just be flawed... * * My confusion is as follows: The function args are constant references * so why do I have to promise that the function methods have no side-effects on * the private object members? Is this something specific to the == operator? */ bool operator==(const CD & lhs, const CD & rhs) { if(&lhs == &rhs) return true; else if((lhs.get_c() == rhs.get_c()) && (lhs.get_d() == rhs.get_d())) return true; return false; } 
When should I use the example 1 style over the example 2 style? What are the pros and cons of 1 vs 2?

What's the deal with const member functions?

This is more of a subtle confusion but it seems like in C++ the const keyword means different things base on the context in which it is used. I'm trying to develop a relatively nuanced understanding of what's happening under the hood and I most certainly have misunderstood many language features, especially because C++ has likely changed greatly in the last ~6-8 years.

When should I use enum classes versus plain old enum?

To be honest I'm not entirely certain I fully understand the implications of using enum versus enum class in C++.
This is made more confusing by the fact that there are subtle differences between the way C and C++ treat or permit various language constructs (const, enum, typedef, struct, void*, pointer aliasing, type puning, tentative declarations).
In C, enums decay to integer values at compile time. But in C++, the way I currently understand it, enums are their own type. Thus, in C, the following code would be valid, but a C++ compiler would generate a warning (or an error, haven't actually tested it)
/* Example 3: (enums : Valid in C, invalid in C++ ) */ enum COLOR { RED, BLUE, GREY }; enum PET { CAT, DOG, FROG }; /* This is compatible with a C-style enum conception but not C++ */ enum SHAPE { BALL = RED, /* In C, these work because int = int is valid */ CUBE = DOG, }; 
If my understanding is indeed the case, do enums have an implicit namespace (language construct, not the C++ keyword) as in C? As an add-on to that, in C++, you can also declare enums as a sort of inherited type (below). What am I supposed to make of this? Should I just be using it to reduce code size when possible (similar to gcc option -fuse-packed-enums)? Since most processors are word based, would it be more performant to use the processor's word type than the syntax specified above?
/* Example 4: (Purely C++ style enums, use of enum class/ enum struct) */ /* C++ permits forward enum declaration with type specified */ enum FRUIT : int; enum VEGGIE : short; enum FRUIT /* As I understand it, these are ints */ { APPLE, ORANGE, }; enum VEGGIE /* As I understand it, these are shorts */ { CARROT, TURNIP, }; 
Complicating things even further, I've also seen the following syntax:
/* What the heck is an enum class anyway? When should I use them */ enum class THING { THING1, THING2, THING3 }; /* And if classes and structs are interchangable (minus assumptions * about default access specifiers), what does that mean for * the following definition? */ enum struct FOO /* Is this even valid syntax? */ { FOO1, FOO2, FOO3 }; 
Given that enumerated types greatly improve code readability, I've been trying to wrap my head around all this. When should I be using the various language constructs? Are there any pitfalls in a given method?

When to use POD structs (a-la C style) versus a class implementation?

If I had to take a stab at answering this question, my intuition would be to use POD structs for passing aggregate types (as in function arguments) and using classes for interface abstractions / object abstractions as in the example below:
struct aggregate { unsigned int related_stuff1; unsigned int related_stuff2; char name_of_the_related_stuff[20]; }; class abstraction { private: unsigned int private_member1; unsigned int private_member2; protected: unsigned int stuff_for_child_classes; public: /* big 3 */ abstraction(void); abstraction(const abstraction &other); ~abstraction(void); /* COPY semantic ( I have a better grasp on this abstraction than MOVE) */ abstraction &operator=(const abstraction &rhs); /* MOVE semantic (subtle semantics of which I don't full grasp yet) */ abstraction &operator=(abstraction &&rhs); /* * I've seen implentations of this that use a copy + swap design pattern * but that relies on std::move and I realllllly don't get what is * happening under the hood in std::move */ abstraction &operator=(abstraction rhs); void do_some_stuff(void); /* member function */ }; 
Is there an accepted best practice for thsi or is it entirely preference? Are there arguments for only using classes? What about vtables (where byte-wise alignment such as device register overlays and I have to guarantee placement of precise members)

Is there a best practice for integrating C code?

Typically (and up to this point), I've just done the following:
/* Example 5 : Linking a C library */ /* Disable name-mangling, and then give the C++ linker / * toolchain the compiled * binaries */ #ifdef __cplusplus extern "C" { #endif /* C linkage */ #include "device_driver_header_or_a_c_library.h" #ifdef __cplusplus } #endif /* C linkage */ /* C++ code goes here */ 
As far as I know, this is the only way to prevent the C++ compiler from generating different object symbols than those in the C header file. Again, this may just be ignorance of C++ standards on my part.

What is the proper way to selectively incorporate RTTI without code size bloat?

Is there even a way? I'm relatively fluent in CMake but I guess the underlying question is if binaries that incorporate RTTI are compatible with those that dont (and the pitfalls that may ensue when mixing the two).

What about compile time string formatting?

One of my biggest gripes about C (particularly regarding string manipulation) frequently (especially on embedded targets) variadic arguments get handled at runtime. This makes string manipulation via the C standard library (printf-style format strings) uncomputable at compile time in C.
This is sadly the case even when the ranges and values of paramers and formatting outputs is entirely known beforehand. C++ template programming seems to be a big thing in "modern" C++ and I've seen a few projects on this sub that use the turing-completeness of the template system to do some crazy things at compile time. Is there a way to bypass this ABI limitation using C++ features like constexpr, templates, and lambdas? My (somewhat pessimistic) suspicion is that since the generated assembly must be ABI-compliant this isn't possible. Is there a way around this? What about the std::format stuff I've been seeing on this sub periodically?

Is there a standard practice for namespaces and when to start incorporating them?

Is it from the start? Is it when the boundaries of a module become clearly defined? Or is it just personal preference / based on project scale and modularity?
If I had to make a guess it would be at the point that you get a "build group" for a project (group of source files that should be compiled together) as that would loosely define the boundaries of a series of abstractions APIs you may provide to other parts of a project.
--EDIT-- markdown formatting
submitted by aWildElectron to cpp [link] [comments]

A trans person's measured take on the trans sports issue

So first of all this post was inspired by GGExMachina's brief statement on the issue:
For example, it is objectively the case that biological men have a physical advantage over women. Yet if someone points this out and suggests that transgender people shouldn’t be allowed to fight in women’s UFC, or women’s soccer or weightlifting competitions or whatever, suddenly you’re some kind of evil monster. Rather than saying that of course trans people shouldn’t be bullied and that we could perhaps have a trans olympics (like the Paralympics and Special Olympics), we are expected to lie.
I've found that this position is incredibly popular among liberals/left-leaning people, especially here on reddit. It seems like, once or twice a month, like clockwork, a thread stating more or less the same thing on /unpopularopinion or /offmychest will get thousands of upvotes. And while I completely understand the thought process that leads otherwise left-leaning people to come to such conclusions, I feel like the issue has been, broadly speaking, dishonestly presented to the general public by a mixture of bad-faith actors and people who have succumbed to the moral panic. And, as I've seen, there are plenty of people in this subreddit and elsewhere who are itching to be as supportive as they possibly can to the trans community but find themselves becoming very disillusioned by this particular issue. By making this post I hope to present a more nuanced take on the issue, not only in regards to my personal beliefs on what kinds of policies are best to preserve fairness in women's sports but also in regards to shining a light on how this issue is often times dishonestly presented in an attempt to impede the progression of pro-trans sentiments in the cultural zeitgeist.

Sex & Gender

The word "transgender" is an umbrella term that refers to people whose gender identities differ from those typically associated with the sex they were assigned at birth. According to the 2015 U.S. Transgender Survey, the approximate composition of "the trans community" in the United States is 29% Transgender men (Female-to-Male), 33% Transgender women (Male-to-Female), and 35% non-binary. (The remaining 3% were survey respondents who self-identified as "crossdressers", who were still included in the survey on the grounds of being gender non-conforming)
While non-binary people, as a group, are probably deserving of their own separate post. the focus of this post will be on trans men and trans women. I will also be primarily focusing on transgender people who pursue medical transition with Hormone-Replacement-Therapy, as they are most relevant to the issue of sports. (Mind that while the majority of binary trans people fit into this camp, there is a sizable minority of trans people who do not feel the need to medically transition.)
What do trans people believe about Gender?
The views of transgender people in regards to Gender are actually pretty varied, although the most prominent positions that I've personally seen are best summed up into two different camps:
  1. The "Trans-Medical" camp
Transgender people who fall into this camp usually consider Gender Dysphoria to be the defining factor of what makes somebody trans. The best way I can describe this camp is that they sort of view being transgender akin to being intersex. Only whereas an intersex person would be born with a disorder that affects the body, a trans person is born with a disorder that affects the brain. Trans people in this camp often times put an emphasis on a clinical course for treatment. For example, a person goes to a psychologist, gets diagnosed with gender dysphoria, starts hormone replacement therapy, pursues surgery, then emerges from this process of either cured of the gender dysphoria or, at the very least, treated to the fullest extent of medical intervention. This position is more or less the original position held by trans activists, back in the day when the word "transsexual" was used instead of "transgender". Though many younger trans people, notably YouTuber Blaire White, also hold this position. Under this position, sex and gender are still quite intertwined, but a trans man can still be considered a man, and a trans woman a woman, under the belief that sex/gender doesn't just refer to chromosomal sex and reproductive organs, but also to neurobiology, genitalia, and secondary sex characteristics. So someone who is transgender, according to this view, is born with the physical characteristics of one sex/gender but the neurobiology of another, and will change their physical characteristics, to the fullest extent medically possible, to match the neurobiology and therefore cure the individual of gender dysphoria.
Critics of this position argue that this mentality is problematic due to being inherently exclusive to transgender people who do not pursue medical transition, whom are often times deemed as "transtrenders" by people within this camp. Many people find it additionally problematic because it is also inherently exclusive to poorer trans people, particularly those in developing nations, who may not have access to trans-related medical care. Note that there are plenty of trans people who *do* have access to medical transition, but nevertheless feel as if the trans community shouldn't gatekeep people who cannot afford or do not desire medical transition, thus believing in the latter camp.
  1. The "Gender Identity" camp
I feel like this camp is the one most popularly criticized by people on the right, but is also probably the most mainstream. It is the viewpoint held by many more left-wing trans people, (Note that in the aforementioned 2015 survey, only 1% of trans respondents voted Republican, so trans people are largely a pretty left-wing group, therefore it makes sense that this position would be the most mainstream) but also notably held by American Psychological Association, the American Psychiatric Association, GLAAD, and other mainstream health organizations and activist groups.
While people in this camp still acknowledge that medical transition to treat gender dysphoria can still be a very important aspect of the transgender experience, it's believed that the *defining* experience is simply having a gender identity different from the one they were assigned at birth. "Gender identity" simply being the internal, personal sense of being a man, a woman, or outside the gender binary.
Many people in this camp, though, still often maintain that gender identity is (at least partially) neurobiological, but differ from the first camp in regards to acknowledging that the issue is less black & white than an individual simply having a "male brain" or a "female brain", but rather that the neurological characteristics associated with gender exist on more of a spectrum, thus leaving the door open to gender non-conforming people who do not identify as trans, as well as to non-binary people. This is where the "gender is a spectrum" phrase comes from.
"52 genders" is a popular right-wing meme that makes fun of this viewpoint, however it is important to note that many trans and non-binary people disagree with the idea of quantifying gender identity to such an absurd amount of individual genders, rather more simply maintaining that there are men, women, and a small portion of people in-between, with a few words such as "agender" or "genderqueer" being used to describe specific identities/presentations within this category.
It's also noteworthy that not all people in this camp believe that neurobiology is the be-all-end-all of gender identity, as many believe that the performativity of gender also plays an integral role in one's identity. (That gender identity is a mixture of neurobiology and performativity is a position held by YouTuber Contrapoints)
Trans people and biological sex
So while the aforementioned "Gender Identity" viewpoint has become quite popularized among liberals and leftists, I have noticed a certain rhetorical mentality/assumption become prevalent alongside it, especially among cisgender people who consider themselves trans-allies:
"Sex and Gender are different. A trans woman is a woman who is biologically male. A trans man is a man who is biologically female"
When "Sex" is defined by someone's chromosomes, or the sex organs they were born with, this is correct. However, there is a pretty good reason why the trans community tends to prefer terms like "Assigned Male at Birth" rather than "Biologically Male". This is done not only for the inclusion of people who are both intersex and transgender (For example, someone can be born intersex but assigned male based on the existence of a penis or micropenis), but also due to the aforementioned viewpoint on divergent neurobiology being the cause for gender dysphoria. Those reasons are why the word "Assigned" is used. But the reason why it's "Assigned Male/Female At Birth" instead of just "Assigned Male/Female" is because among the trans community there exists an understanding of the mutability of sexually dimorphic biology that the general population is often ignorant to. For example, often times people (especially older folks) don't even know of the existence of Hormone Replacement Therapy, and simply assume that trans people get a single "sex change operation" that, (for a trans woman) would just entail the removal of the penis and getting breast implants. Therefore they imagine the process to be "medically sculpting a male to look female" instead of a more natural biological process of switching the endocrine system form male to female or vice versa and letting the body change over the course of multiple years. It doesn't help that, for a lot of older trans people (namely Caitlyn Jenner, who is probably the most high profile trans person sadly), the body can be a lot more resistant to change even with hormones so they *do* need to rely on plastic surgery a lot more to get obvious results)
So what sexually dimorphic bodily characteristics can one expect to change from Hormone Replacement Therapy?
(Note that there is a surprising lack of studies done on some of the more intricate changes that HRT can, so I've put a "*" next to the changes that are anecdotal, but still commonly and universally observed enough among trans people [including myself for the MTF stuff] to consider factual. I've also put a "✝" next to the changes that only occur when people transition before or during puberty)
Male to Female:
Female to Male:
For the sake of visual representation, here are a couple of images from /transtimelines to demonstrate these changes in adult transitioners (I've specifically chosen athletic individuals to best demonstrate muscular changes)
https://preview.redd.it/ntw333p9sbty.jpg?width=640&crop=smart&auto=webp&s=5fe779757dfc4a5dc56566ff648d337c59fbe5cb
https://www.reddit.com/transtimelines/comments/dpca0f/3_years_on_vitamin_t/
Additionally, here's a picture of celebrity Kim Petras who transitioned before male puberty, in case you were wondering what "female pubescent skeletal development" looks like in a trans woman:
https://cdn2.thelineofbestfit.com/images/made/images/remote/https_cdn2.thelineofbestfit.com/portraits/kim_petras_burakcingi01_1107_1661_90.jpg

How does this relate to sports?

Often times, when the whole "transgender people in sports" discussion arises, a logical error is made when *all* transgender people are assumed to be "biologically" their birth sex. For example, when talking about trans women participating in female sports, these instances will be referred to as cases of "Biological males competing against females".
As mentioned before, calling a trans woman "biologically male" strictly in regards to chromosomes or sex organs at birth would be correct. However, not only can it be considered derogatory (the word "male" is colloquially a shorthand for "man", after all), but there are many instances where calling a post-HRT transgender person "biologically [sex assigned at birth]" is downright misleading.
For example, hospitals have, given transgender patients improper or erroneous medical care by assuming treatment based on birth sex where treatment based on their current endocrinological sex would have been more adequate.
Acute Clinical Care of Transgender Patients: A Review
Conclusions and relevance: Clinicians should learn how to engage with transgender patients, appreciate that unique anatomy or the use of gender-affirming hormones may affect the prevalence of certain disease (eg, cardiovascular disease, venous thromboembolism, and osteoporosis), and be prepared to manage specific issues, including those related to hormone therapy. Health care facilities should work toward providing inclusive systems of care that correctly identify and integrate information about transgender patients into the electronic health record, account for the unique needs of these patients within the facility, and through education and policy create a welcoming environment for their care.
Some hosptials have taken to labeling the biological sex of transgender patients as "MTF" (for post-HRT trans women) and "FTM" (for post-HRT trans men), which is a much more medically useful identifier compared to their sex assigned at birth.
In regards to the sports discussion, I've seen *multiple threads* where redditors have backed up their opinions on the subject of trans people in sports with studies demonstrating that cis men are, on average, more athletically capable than cis women. Which I personally find to be a pathetic misunderstanding of the entire issue.
Because we're not supposed to be comparing the athletic capabilities of natal males to natal females, here. We're supposed to comparing the athletic capabilities of *post-HRT male-to-females* to natal females. And, if we're going to really have a fact-based discussion on the matter, we need to have separate categories for pre-pubescent and post-pubescent transitioners. Since, as mentioned earlier, the former will likely have different skeletal characteristics compared to the latter.
The current International Olympic Committee (IOC) model for trans participation, and criticisms of said model
(I quoted the specific guidelines from the International Cycling Union, but similar guidelines exist for all Olympic sports)
Elite Competition
At elite competition levels, members may have the opportunity to represent the United States and participate in international competition. They may therefore be subject to the policies and regulations of the International Cycling Union (UCI) and International Olympic Committee (IOC). USA Cycling therefore follows the IOC guidelines on transgender athletes at these elite competition levels. For purposes of this policy, international competition means competition sanctioned by the UCI or competition taking place outside the United States in which USA Cycling’s competition rules do not apply.
The IOC revised its guidelines on transgender athlete participation in 2015, to focus on hormone levels and medical monitoring. The main points of the guidelines are:
Those who transition from female to male are eligible to compete in the male category without restriction. It is the responsibility of athletes to be aware of current WADA/USADA policies and file for appropriate therapeutic use exemptions.
Those who transition from male to female are eligible to compete in the female category under the following conditions:
The athlete has declared that her gender identity is female. The declaration cannot be changed, for sporting purposes, for a minimum of four years.
The athlete must demonstrate that her total testosterone level in serum has been below 10 nmol/L for at least 12 months prior to her first competition (with the requirement for any longer period to be based on a confidential case-by-case evaluation, considering whether or not 12 months is a sufficient length of time to minimize any advantage in women’s competition).
The athlete's total testosterone level in serum must remain below 10 nmol/L throughout the period of desired eligibility to compete in the female category.
Compliance with these conditions may be monitored by random or for-cause testing. In the event of non-compliance, the athlete’s eligibility for female competition will be suspended for 12 months.
Valid criticisms of the IOC model are usually based on the fact that, even though hormone replacement therapy provokes changes to muscle mass, it does *not* shrink the size of someone's skeleton or cardiovascular system. Therefore an adult-transitioned trans woman could, even after losing all levels of male-typical muscle mass, still have an advantage in certain sports if she had an excessively large skeletal frame, and was participating in a sport where such a thing would be advantageous.
Additionally, the guidelines only require that athletes be able to demonstrate having had female hormone levels for 12-24 months, which isn't necessarily long enough to completely lose musculature gained from training on testosterone (anecdotally it can take 2-4 years to completely lose male-typical muscle mass) So the IOC guidelines don't have any safeguard against, for example, a trans woman training with testosterone as the dominant hormone in her body, and then taking hormones for the bare minimum time period and still having some of the advantage left.
Note that, while lower level sports have had (to the glee of right-wing publications sensationalizing the issue) instances of this exact thing happening, in the 16 years since these IOC guidelines were established, not a single transgender individual has won an Olympic medal
Also note that none of the above criticisms of the IOC policy would apply in regards to the participation of pre-pubescent-transitioned trans women. After all, male-pubescent bone structure and cardiovascular size, and male-typical muscle levels, can't possibly exist if you never went through male puberty to begin with.
What could better guidelines entail, to best preserve fairness in female sports while avoiding succumbing to anti-trans moral panic?
In my personal opinion, sports leagues should pick one of the three above options depending on what best fits the nature of the sport and the eliteness of the competition. For example, extremely competitive contact sports might be better off going with the first option, but an aerobic sport such as marathon running would probably be fine with the third option.

How this issue has been misrepresented by The Right

I'll use Joe Rogan as an example of this last thing:
She calls herself a woman but... I tend to disagree. And, uh, she, um... she used to be a man but now she has had, she's a transgender which is (the) official term that means you've gone through it, right? And she wants to be able to fight women in MMA. I say no f***ing way.
I say if you had a dick at one point in time, you also have all the bone structure that comes with having a dick. You have bigger hands, you have bigger shoulder joints. You're a f***ing man. That's a man, OK? You can't have... that's... I don't care if you don't have a dick any more...
If you want to be a woman in the bedroom and you know you want to play house and all of that other s*** and you feel like you have, your body is really a woman's body trapped inside a man's frame and so you got a operation, that's all good in the hood. But you can't fight chicks. Get the f*** out of here. You're out of your mind. You need to fight men, you know? Period. You need to fight men your size because you're a man. You're a man without a dick.
I'm not trying to discriminate against women in any way, shape, or form and I'm a big supporter of women's fighting. I loved watching that Ronda Rousey/Liz Carmouche fight. But those are actual women. Those are actual women. And as strong as Ronda Rousey looks, she's still looks to me like a pretty girl. She's a beautiful girl who happens to be strong. She's a girl! [Fallon Fox] is not a girl, OK? This is a [transgender] woman. It's a totally different specification.
Calling a trans woman a "man", and equating transitioning to merely removal of the dick, and equating trans women's experiences as women as "playing house" and "being a woman in the bedroom". These things are obviously pretty transphobic, and if Rogan had said these things about just any random trans woman his statements would have likely been more widely seen in that light. But when it's someone having an unfair advantage in sports, and the audience is supposed to be angry with you, it's much more socially acceptable thing to say such things. But the problem is, when you say these kinds of things about one trans woman, you're essentially saying those derogatory things about all trans women by extension. It's the equivalent of using an article about a black home invader who murdered a family as an excuse to use a racial slur.
Now, I'm not saying that Rogan necessarily did this on purpose, in fact I'm more inclined to believe that it was done moreso due to ignorance rather than having an actual ideological agenda. But since then, many right wing ideologues who do have an ideological agenda have used this issue as an excuse to voice their opinions on trans people while appearing to be less bigoted. Ie. "I'm not trying to be a bigot or anything and I accept people's rights to live their lives as they see fit, but we NEED to keep men out of women's sports", as a sly way to call trans women "men".
Additionally, doing this allows them to slip in untrue statements about the biology of trans women. I mean, first of all in regards to the statement "You have bigger hands, you have bigger shoulder joints", obviously even in regards to post-pubescent transitioners, not every trans woman is going to have bigger hands and shoulder joints than every cis woman (My hands are actually smaller than my aunt's!). It's just that people who go through male puberty on average tend to have bigger hands and shoulder joints compared to people who go through female puberty. But over-exaggerating the breadth of sexual dimorphism, as if males and females are entirely different species to each-other, helps to paint the idea of transitioning in a more nonsensical light.
I hope this thread has presented this issue in a better light for anyone reading it. Let me know if you have any thoughts/criticisms of my stances or the ways I went about this issue.
submitted by Rosa_Rojacr to samharris [link] [comments]

Hi r/shmups! I'm currently on a project where I try to review every shmup on the Switch, so I thought I'd share my reviews here! Here's the 26th entry: Darius Cozmic Collection Arcade

We’ve all had a game that is a gateway to a specific genre. That one game which made us pay attention to a style of games and allowed us to fully experience the genre. It might not have been the first one we play, but it is definitely one that stays closer to our hearts. For me, this game was Darius.
I’ve mentioned this in the past, but I will say it again: Darius is the shmup that is closest to my heart. I loved the horizontal gameplay, I loved the Silver Hawk, I loved all the huge bosses that looked like fishes. The gameplay also hit bunch of chords that resonate with what I love about shmups. I’ve been waiting so long for this, so alas, I present to you: Darius Cozmic Collection Arcade!
Publisher: ININ Games
Platform: Nintendo Switch
Release date: Jun 16, 2020
Price: $44.99
Tate: Built-in
Darius Cozmic Collection Arcade is a collection of the Darius games released on the arcades. This wasn’t your typical cabinet, as one of its main features was the usage of multiple screens. Darius used 3 screens, while Darius II/SAGAIA used 2 screens. M2 really went out of their way to bring the most authentic arcade experience! The result is impressive to say the least!
This collections includes 4 games:
Darius and SAGAIA include 3 and 2 different versions respectively, bringing it to a total of 7 playable games.
ARCADE GLORY
As hard as this might be to believe, I have never played an arcade Darius game before. I always mentioned Darius as my favorite shmup, but the truth is that I began with the SNES games. I had heard on the street that the arcade versions were superior so I was very excited.
When I booted the original version, I couldn’t help but feel like I was standing next to an actual arcade cabinet. The game greeted me with 3 screens places next to each other on the center of the screen. I was excited to play, so I pressed the coin button. I was not prepared for what I was about to experience…
As soon as I inserted the coin, a typical fanfare played along as my credit counter increased by one. But there was something else. The controller started vibrating to the tune of the music. I just can’t make justice to this effect with words. It felt like being inside an actual arcade cabinet. Vibrations and sound made the experience feel authentic. It made me think about the arcade days where you would hear cabinets everywhere and just feel the energy of the place.
As soon as I started to play, the screen changed and the empty spaces were replaced by arcade artwork. This artwork was exactly the kind you would see pasted near the controllers to show you how to play and other general information. Everything about the game was designed to make you feel like on the arcade. This is the kind of presentation that every other arcade port should try to achieve.
FISH GRAVY
What truly sets apart the Darius Cozmic Collection from any other collection is the amount of features and arcade fidelity that M2 added to the game. Every single aspect, every single menu and every single feature was lovingly added to create a masterpiece.
From the get go, you will be presented with the very familiar “A boss is approaching” message featuring King Fossil. The message just says that your game data is approaching fast. It really is only a fancy way of saying the game is loading, but it sets the tone to the orgasmic experience that you are about to have with the game.
After going through the intro scene, you will be greeted with the main menu which contains all 7 playable titles in this collection. You also have a replay, manual and staff options. If you are wondering where the options are, they are specific for each game, so they must be adjusted from within each game. My only complaint here is that the manual is in japanese. There isn’t much to learn from a manual though. The only thing was the Darius Gaiden capture mechanic, so I picked that one up from the internet.
AN ENTIRE LEGACY
Speaking of the games, 7 different titles can be quite intimidating. If you are anything like me, then chances are you don’t know what’s “new ver” or “extra ver”. Thankfully, each game features a sort of museum display that features a screenshot of the menu, the title, the launch date and a very thorough description of the game. The text will navigate you through each version of the games and specifically highlight why it is different from its predecessor or what was changed when going to western markets.
Each game includes a training mode for those who wish to challenge specific parts of the game. Training mode will let you choose to play any stage and customize a variety of settings such as the strength of your Silver Hawk and the game rank, which is the in-game difficulty. The obvious use for this mode is to practice your piloting skills and go for the 1CC. Even casual players can view this as a pseudo level select cheat code for maximum enjoyment!
Perhaps one of the most amazing inclusions of the collection is the replay mode. For every one of your play throughs, there is an option to save a replay of your play session. What differs from regular replays, is that they pack an incredibly robust set of features. Other than being able to watch a recording of yourself, you can see your inputs and control the playback of the replay. You can rewind, fast forward, go back, increase the speed or even go full slow-mo to analyze your gameplay.
KING OF THE ARCADE
Challenging oneself is one thing, but going after the world is the true spirit or arcade shmups. Darius Cozmic Collection Arcade features online rankings which are separated into 2 categories: “Arcade” and “All-mix”. Arcade is played with every setting on default and using only one credit. If you are playing and choose to spend an additional credit to continue, then your scoring is changed to “All-mix”. All-mix is a catch-all for every other style, from easy difficulty to hard or even static rank modes.
If you ever wondered what’s it like to play like the king of the leaderboards, then you’ll be glad to know you can download leaderboard replays! This allows you to watch the entire play throughs of top players, along with their inputs and the previously mentioned playback features of a replay. A must have for those willing to go for the record or even those curious about what it means to be a champion.
YOUR PERFECT CABINET
The in-game menu for each game will further let you customize your gameplay experience. The amount of options is truly staggering, so suffice to know that you can change in-game setting as difficulty and score for an extend, screen quality adjustments like scan lines and gadgets, and the controllers.
One menu I really want to highlight is the gadgets menu. Gadgets are responsible for making the gameplay experience truly stand out. They track all sorts of data from yourself and the enemies. From a friendly side, you can see your current level of power, the number of hits your arm can take and the information related to the current zone. From a less friendly side, you have all sorts of analyzers that display the current boss, their weakness and detailed HP for each of their parts. There’s even a life gauge that appears at the bottom of the screen for easy viewing when fighting bosses!
Although I could see an argument against being way too much information, I’m personally thankful because I’m a data nerd and I love knowing all this information. If it is too much for you, then you can always turn off the gadgets and customize the screen to your liking. The real beauty comes from creating your perfect cabinet.
THE EMULATOR ADVANTAGE
One of the main selling points of emulators has been the ability to use save states. Darius Cozmic Collection is no slouch and features save states of its own! These save states will let you cheese the game as much as you want, but they also let you replay specific sections and master them for your future arcade runs. I won’t judge you, so have fun with save states! The only caveat is that using save states will not record your score. Unfortunately, replays will only record from the last time you loaded the save state onwards. So there’s no chance of creating tool-assisted runs.
Oh yeah, I forgot to mention that bringing up the in-game menu will completely pause the game and show you a fully-fledged map of the game, complete with boss encounters for each zone and the amount of power-ups featured in said zone. It really is great for strategy purposes to know which stage will allow you to upgrade your Silver Hawk! Resuming a game will also give you a 3 second count down with a jumping robot animation to ensure you are ready for action. This detail wasn’t really needed, but it is one of the many ways in which M2 shows appreciation for Darius and the player.
Out of all this nitty gritty details, I have to say the song name is one of my favorites. In the bottom right corner of the screen there is a pop-up that appears when the song changes and displays the song name. I just think it looks really cool. By the way, don’t forget to check “Olga Breeze”, my favorite song!
DARIUS, THE OG
Darius, the game that started it all. Featuring 3 screens, this is the biggest Darius game featured in this collection (ha!). If I may add, I also think this is the game that highlights all the love M2 poured into bringing arcade experiences to your living room. With features such as the cabinet art and the body sonic vibration, it really brings home the arcade feeling.
As you can expect, playing the first game on the series is both, a nostalgic and a painful experience. Playing on 3 screens is truly magical, but at the same time, it is a victim to the older design choices. Not much that can be done here, after all, it is a decades old game. Just a small detail to keep in mind.
Darius helps establish the foundations of the franchise from the very first game. One of the Darius staples is the upgrade system for the Silver Hawk. Throughout the game, you can encounter 3 different orbs which are dropped by different colored enemies. The orbs can be red, green or blue.
SILVER HAWK
Red orbs will upgrade your primary fire. Each orb increases your power, but collecting 7 will upgrade your shot to the laser, and then the wave. Green orbs will upgrade your bomb, which is your secondary fire. Bombs also get stronger with more orbs and also upgrade when you reach 7. Blue orbs will give you a shield called arm. The initial shield blocks 3 hits and any additional orb will add 1 more hit. Just like red and green, you can upgrade after 7 orbs which will make it so that additional orbs give you 2 hits and then 3.
The downside to the upgrade system is that, upon death, you will lose every orb you collected in your current tier. The good news is that if you, for instance, managed to upgrade to the laser, then your shot can never fall below that. The bad news is that the number of orbs is limited per stage, which means it is almost impossible to upgrade within a stage the same stage where you died. The exception is a single stage that has 7 blue orbs in the old version and one with 7 green in the extra version.
THE FISH
The most distinguishable characteristic of the franchise is definitely the marine bosses. The stages are all over the place with a very diverse space settings, but the bosses are always one thing: fish. Actually, I’d say it is marine biology, but fish is an overly simplistic way to describe it. Darius also has one peculiarity which is that every set of stages has the same boss. For example, the 4th stage boss will always be Fatty Glutton in a different version depending on which zone you chose.
The other defining feature of Darius is being able to choose your adventure. After each boss, you can choose to go to one of 2 different zones. This choice is made by either being on the top or bottom half of the screen, as the stage actually splits after beating the boss. It certainly took me off guard the first time as I crashed into the divider. Despite having the same boss, the zones are drastically different and carry the strategic choice of having a different number of orbs. Your path will be determined by which aspect of your Silver Hawk you want to improve.
THE COINS
What struck me the most about Darius is how unforgiving it is. This is expressed in the descriptions of the newer versions. The thing about Darius, is that the game is next to impossible to beat if you didn’t fully upgrade. Later enemies are merciless and if you don’t have sufficient firepower, then you probably won’t stand a chance. This ruthlessness is exacerbated by the death system, as death will set you considerably behind. Because upgrades are usually a 2-stage effort, getting shot will set you back 2 levels worth of progress.
A fun aspect I found on Darius is the dynamic created by having 3 screens. This is probably the widest game I have played, and it brings new challenges to the table. The first one is that you need to gain screen position to succeed. Being at the front is usually better, with moving back feeling like losing real estate. The reason behind this is that you are able to shoot down enemies before they become a threat with their numbers. The other less obvious reason is the number of bullets allowed on screen. That number is limited, so it is in your best interest that those bullets expire fast so you can fire new ones. Being back equals more time before they reach the end of the screen, which is undesirable.
Overall, the game poses a unique challenge, but I’m not going to lie, it is actually really fun to play. Achieving an upgraded Silver Hawk is a hard endeavor, but that makes it even more rewarding when you pull it off!
DARIUS II/SAGAIA, THE PROOF US WESTERNERS HAVE SHORT ATTENTION SPANS
Darius II came in and simplified the game in some interesting ways. First of all it reduced the upgrade system so that it is now only a single stage that can be maxed out. The number of orbs was reduced to compensate. Another simplification comes courtesy of the screens themselves. The number of screens was reduced from 3 to 2 in order to be installed in other dual screen cabinets such as The Ninja Warriors.
Unfortunately, the single stage of upgrades means that the game is even more savage when you die. This time around, you actually lose all of your progress in terms of firepower. There will be special rainbow orbs which help you catch up a little, but even then they might be a little too late. As a result, my 1CC had to be done by never dying.
I ALWAYS WANTED A THING CALLED A TUNA SASHIMI
One thing I want to mention, is that Darius II has my absolute favorite intro sequence of any Darius game in this collection. From the music that goes ramping up to the main theme, to the voice lines calling out the launching sequence:
“Main engine energy level, 20% increase !”
“I always wanted a thing called tuna sashimi”
“3…2…1…”
It all creates an unbelievable sense of excitement!
A very fun piece of trivia is the existence of SAGAIA. It exists to be a compact version of Darius II to be sold on western markets. Then there’s actually 2 versions of it which feel like 2 pieces of the same game. If SAGAIA trimmed certain pieces of the game, then version 2 came to use those trimmed pieces and created another entry. It’s actually quite funny.
DARIUS GAIDEN, THE KING
Darius Gaiden is definitely the reason you will keep playing the arcade collection. Quality in older games under a modern eye is usually a product of nostalgia and design elements that still hold on in today’s gaming landscape. Contrasting with that, Darius Gaiden IS a fantastic game that I wouldn’t hesitate to purchase if it was released today.
For Darius Gaiden, less is more, as this time around the game was played on a single screen arcade cabinet. The game does seem to lack some of the ambient goodies such as the rumble effects, but it makes up for it in gameplay experiences.
TRUE POWER
One aspect that is radically different from its predecessor is the upgrade system. Whereas Darius II simplified the Silver Hawk upgrade system, Darius Gaiden took it back to its original Darius roots. This means that, once again, we have multiple upgrade points. Upgrades take considerably less red power-ups to achieve, which actually makes it possible to upgrade multiple times during the same stage.
Death penalties are lower as well with death only losing you a level of power. Because there are more power levels, it is more forgiving and doesn’t set you completely behind like the previous entries. Perhaps the best of all is that neither arm nor bombs have any penalty whatsoever. What’s more, you don’t even lose your arm or bomb level when losing a credit. I can say with 100% certainty that this game is actually possible to complete within a reasonable number of credits if you die on the later zones.
I would take it one step ahead and say this game has a little of the Contra syndrome. The original Contra is a game that was considered hard, but was significantly easier if you could maintain the spread shot. In the same vein, getting the earliest upgrades makes Darius Gaiden a breeze. A well deserved victory, if you ask me.
YOU’RE MINE NOW!
New to Darius Gaiden is the ability to capture mid bosses. Half-way through a stage, you will encounter a medium sized boss with a purple orb somewhere in its back. If you manage to take down the orb without killing the enemy, it will detach and slowly drift away. If you capture this orb, then the mid boss will fight alongside you until its timer expires. I gotta say that having a huge fish on your side is surprisingly satisfying!
Having a single screen makes the experience much more familiar for shmup enthusiasts. While it does lose some of the charm of the ultra wide field of view, it also rids itself of nuances such as your horizontal movement being low in terms of total horizontal space or the limit on on-screen bullets.
A combination of those factors I mentioned contribute to making Darius Gaiden a much better experience. It’s simple to play and forgiving when you lose. Every stage is unique and makes every new play through a completely different experience, not just in a different-ish way, but rather full blown new content!
A LEGENDARY PACKAGE OF NOSTALGIA
There’s one thing that you might be thinking, and that’s that I might be biased because it is Darius. It is true that I openly admit everywhere that Darius is my favorite. However, in this particular case my work was cut out for me, I don’t need to be biased because this is truly a wonderfully crafted collection that deserves to be on everyone’s Switch.
It contains every possible version of Darius you might have encountered on the arcades and then sprinkled some top notch features that make it stand on a class of its own when it comes to ports. It also helps that the Darius games remain to be as fun as they always have been, even with their caveats. I took 3-4 times more time to play this collection, not because it had a lot of content, but because I loved playing every second of it and wanted to try it all. Wanted to 1CC every version, wanted to traverse every possible stage, wanted to created masterful replays.
The only possible downside I can see to this collection is the price. $44.99 is a very high price compared to other shmups on the market. In terms of features and overall content (because remember, every game has more than an alphabets worth of different zones) it does warrant its price. Although I can see people double guess their decision, with this game being close to the cost of a first party title and significantly higher than other shmups.
TOP 3
My tentative placement for Darius Cozmic Collection Arcade was on the top 3 spots. I really had a hard time deciding where to put it, so I went back and revisited both Ikaruga and Psyvariar Delta. After finishing my Ikaruga play through, I was reminded of the magic that is Ikaruga and how special it is. Psyvariar Delta also reminded me of the buzz system and how the refined gameplay and level ups work towards creating an experience that I can’t quite put into words.
The main defining factor, however, was that I don’t think any of the Darius games in the collection beats the top 2 contenders. The 7 games as an aggregate, are certainly a force to be reckoned with thanks to the superb M2 porting labour. With that being said, I will award it a 3rd spot because the gameplay experience is incredible, but a little held back by the age of the games and the hefty price tag.
Still, Darius will always be #1 in my heart.
THE RANKING SO FAR:
  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Tengai
  9. Steredenn: Binary Stars
  10. Stardust Galaxy Warriors: Stellar Climax
  11. Sky Force: Reloaded
  12. Strikers 1945
  13. Black Paradox
  14. R-Type Dimensions EX
  15. Sine Mora EX
  16. Shikhondo – Soul Eater
  17. Ghost Blade HD
  18. AngerForce: Reloaded
  19. Aero Fighters 2 (ACA Neogeo)
  20. Q-YO Blaster
  21. Lightening Force: Quest for the darkstar (Sega Ages)
  22. Pawarumi
  23. Red Death
  24. Task Force Kampas
  25. Switch ‘N’ Shoot
  26. Last Resort (ACA Neogeo)
submitted by AzorMX to shmups [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

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