I'm just playing arcade mode now for the first time finally after getting hold of it, and as much info as there is I can't seem to figure out if there are scoring extends and what they are if so.
ben shinobi thank you man! There is one doubt why is the robot from the beginning looks a lot like the robot they call Creator? Is it the same class or something?
This game is insane. Despite many playthroughs I can only get halfway through the game. The difficult bits I find are when you have to concentrate on several things at once. It's especially problematic when you have AI and home projectiles thrown into the mix. You just have to play the shit out of the game till you know exactly what to expect and what is going to happen in advance.
Hello Ben, Un plaisir de regarder ce superplay après des années ! Je me souviens d'une version commentée quand j'étais ado, sur NoLife. Tu sais où je pourrais retrouver ça ? J"espère que tu vas bien :)
last year i just bought my copy, i paid 200 usd , now its 500 usd,, i love this game too much... kid: i wanna play some.... Me: ok ,,use emulator......
The stages are numbered by chronological order. Since the Stone-Like transports you 100,000 years back in time, it's listed as stage one, since that is LONG before anything else in the game happens. The worst part is that as a result of the ending, thanks to the Stone-Like, the world is stuck in a perpetually never-ending loop. At least you get your revenge in Ikaruga.
This is before Ikaruga. You finally destroy the Stone-like in that game. This game apparently takes place in some horrific loop in time, done very Final Fantasy 1 style.
Yeah I knew that this was before Ikaruga...but you said a time loop? I do not like the sound of this. How exacly there is a loop on this game? And what about Ikaruga? I thought that Stone-like reactivated itself on that game and in that game we saw Stone-like's destruction.
virtual pellot The big plot twist of the game is that at the end, the Stone-Like resets time, wipes out the two protagonists and deactivates. The robot guy in the cutscenes was teleported too, and he got some of their DNA sample so that he could clone them and restart the human race. Then humanity finds the Stone-Like again and the story starts again with its reactivation and subsequent destruction of humanity, with the 2 heroes chasing after it again. This looped until, somehow, things went differently and Ikarugs happened instead, finally ending the cycle with the sacrifice of the two protagonists in that game and the final destruction of the Stone-Like God.
I just never understood the concept. To me it looks a lot like Tetris fucked Image fight and made a weird little baby that they called "radiant silvergun." I've never seen the appeal of the game nor do I understand how the scoring system even works. I leave all that to much more important and amazing people that play it perfectly. P.S. Seriously someone please explain what the objective is in this game. I've been playing Schmups for years and I've played everything from Twinkly star sprites to Dodonpachi, but I've never understood how to play this or Ikaruga.
Late reply, but the objective here is the same as any other shmup: shoot at stuff and try to survive long enough to see the end of the game. What sets this game and Ikaruga apart from most others in the genre, and what's part of their core appeal (at least to a player like me), is that their scoring systems are predicated on a puzzle game-style chaining mechanic that stresses accuracy and careful consideration of what you shoot and when. Makes for a slightly more cerebral shoot-'em-up experience, and it rewards those who want to put in the time to explore how every beat of every stage is constructed in order to formulate plays that maximize score. And maximizing score is especially important in Radiant Silvergun because you've got seven different weapons at your disposal and their power is directly tied to your score-the more points you accumulate with each, the more powerful they get. Late-game bosses can become excruciating if you don't level up your weapons evenly. The chaining concept itself is pretty simple, though Silvergun's implementation of it was a little unrefined. Basically, enemies come in three different colours: red, blue, yellow. Shooting three in a row of the same colour awards a chain bonus, and these bonuses increase as you continue destroying enemies of one specific colour in multiples of three. As soon as you shoot a different coloured enemy, the chain breaks and the multiplier resets, generally meaning fewer points returned per new chain, ergo lower score, ergo slower weapon leveling, etc. Prioritizing shooting enemies of only one colour has the side effect of leaving about two-thirds of all enemies that enter the screen alive, giving you less room to breathe. And then it gets kinda weird from there... You can shoot one red, one blue, and then one yellow enemy and it still counts as a chain as long as you continue shooting only yellow enemies (I think?), and there are secret dogs located in specific spots in each stage that you can reveal with your Homing weapon and they award more points the more of them you find. Ikaruga would take the idea and make it into something a little more palatable. In that game, there are only two enemy colours to worry about (black or white, with polarity being tied to everything about this change), and you're allowed to switch between them every multiple of three to keep a string of chains going. Also, since Ikaruga has no extra weapons or weapon leveling, chaining becomes purely for competitive scoring purposes and isn't required to actually finish the game. I know this "match-three" puzzler approach to shmups doesn't always appeal to everyone, as it does somewhat stifle a player's natural inclination to shoot everything they see without recompense, but, to me, shootin' games as meticulously well-crafted as RS and Ikaruga make a compelling argument that these kinds of mechanics can still make for something engaging. This comment has gotten way out of hand. I'm going to stop now.
Radiant Silvergun's hard in Arcade Mode at least, because if you don't strategically level your weapons up by using them successfully, they won't do any damage at all later on. There are combos to do, invisible dogs in the scenery you highlight using the crosshairs from your homing attack, and even specific moments where it'll reward you for using a particular weapon. All are pretty much necessary for the smoothest progression through the game, and it's strongly recommended to take out every single piece of a boss rather than going for a quick kill, drawing encounters out massively. Saturn Mode (above) seems to recognize that as a little too hard for most, and at least saves your levels between playthroughs for each weapon. Radiant Silvergun kinda confounds me a bit. I always prioritize the arcade mode in games like this, and it's genuinely strenuous. I've only played the XBOX 360 version and the console mode on that seemed to be forever stuck on a single credit. It's a shame, because both this and Ikaruga are lavish, well-made luxury shooters with interesting visual and audio styles. The XBOX port has the bonus option of the Ikaruga "Three in a row" chaining if you have a completed save from that game, and it makes the game flow a lot more freely, even though there's a sense of elegance lost. I just wish the barrier for entry wasn't so high for Silvergun, the Soulsborne games have nothing on this!
You score a lot by only shooting enemies of the same color, and by doing optional damage to bosses (though the latter is very common in top-down shooters).
Radiant Silvergun and Ikaruga are such a pleasure to see when the player knows what is doing. Congrats!
00:00:00 3A - 00:01:15 3B - 00:05:44 3C - 00:10:01 3D - 00:12:19 3E
00:16:43 2A - 00:19:45 2B - 00:23:23 2C - 00:26:32 2D - 00:29:38 2E
00:34:17 4A - 00:37:27 4B - 00:43:59 4C - 00:50:48 4D - 00:54:16 4E
01:00:17 5A SBS-130
01:05:38 5A SBS-33KI
01:10:21 6A W(--)W
01:13:12 6A VARAS
01:14:13 6A BECHEW
01:16:45 6A OHTRIGEN
01:17:54 6A XIGA
01:20:56 1
Scoring list:
50 points:
Red=100 pts 200 pts 300 pts
Blue=300 pts 600 pts 900 pts
Yellow=600 pts 1200 pts 1800 pts
40 points:
Red=160 pts 320 pts 480 pts
Blue=480 pts 960 pts 1440 pts
Yellow=960 pts 1920 pts 2880 pts
60 points:
Red=240 pts 480 pts 720 pts
Blue=720 pts 1440 pts 2160 pts
Yellow=1440 pts 2880 pts 4320 pts
Turrets and 70 points:
Red=960 pts 1920 pts 2880 pts
Blue=2880 pts 5760 pts 8640 pts
Yellow=5760 pts 11520 pts 17280 pts
Square object and 80 points:
Red=1920 pts 3840 pts 5760 pts
Blue=5760 pts 11520 pts 17280 pts
Yellow=11520 pts 23040 pts 34560 pts
100 points:
Red=1280 pts 2560 pts 3840 pts
Blue=3840 pts 7680 pts 11520 pts
Yellow=7680 pts 15360 pts 23040 pts
200 points:
Red=2560 pts 5120 pts 7680 pts
Blue=7680 pts 15360 pts 23040 pts
Yellow=15360 pts 30720 pts 46080 pts
250 points and 260 points:
Red=5120 pts 10240 pts 15360 pts
Blue=15360 pts 30720 pts 46080 pts
Yellow=30720 pts 61440 pts 92160 pts
Big missile:
Red=4800 pts 9600 pts 14400 pts
Blue=14400 pts 28800 pts 43200 pts
Yellow=28800 pts 57600 pts 86400 pts
Max Chain is 102400 points
Secret is unchanged
Destroying small rockets and bullets and scratch the walls is 80 points
Boss parts=12800 pts
Boss destruction=25600 pts
Crippling XIGA=204800 pts
Killing XIGA=409600 pts
Damaging the enemy and the target=10 pts
Endgame bonus:
Remaining lives=20000000 pts
Notice:
Back wide has twin guns as Vulcan has Vulcan shot from deltazeal's wide shot level 9 when reached level 34
Max score is 999999990 pts
レイディアントシルバーガンは世界観と音楽が素晴らしいですね。
パワーアップシステムがとっつきにくいが分かれば面白くてはまる。
サターン版のオリジナルボスモード最初見た時に感動して何故これをアーケードにいれなかったのかと思った。 ボスラッシュ面の曲が重厚で美しく素晴らしい。
Some of the grazing for extra points is truly elite level.
Thanks for closing a chapter in my life. i never got around to ending this game back in the day.
I have to say, this is one of the few shoot'em ups where you have to watch when and what you're shooting and shooting at.
Great work as usual, sir.
I'm just playing arcade mode now for the first time finally after getting hold of it, and as much info as there is I can't seem to figure out if there are scoring extends and what they are if so.
you are like a master in this game
Hi, would you mind if I used a few seconds of footage from this playthrough in a video I'm making now? Of course I'll credit your channel
Beast!
Hi .. how long did this take you to master ? I've always fancied trying to beat it but it does look pretty daunting
Good stuff.
can somebody explain me the ending since it is in japanese and i do not understand it too well.
ben shinobi thank you man! There is one doubt why is the robot from the beginning looks a lot like the robot they call Creator? Is it the same class or something?
The truth is that the robot in the beginning WAS Creator...like a paradox.
This game is insane. Despite many playthroughs I can only get halfway through the game. The difficult bits I find are when you have to concentrate on several things at once. It's especially problematic when you have AI and home projectiles thrown into the mix. You just have to play the shit out of the game till you know exactly what to expect and what is going to happen in advance.
+Mitjitsu This game is not difficult at all with a few experience. Or you are a very bad player.
@@JohnDuff_59 Man, what a dick
Is this game really not that hard ? I'm practicing segments of the game and I find it hard for now lol.
Hello Ben,
Un plaisir de regarder ce superplay après des années !
Je me souviens d'une version commentée quand j'étais ado, sur NoLife.
Tu sais où je pourrais retrouver ça ?
J"espère que tu vas bien :)
@@ben.shinobi Olala je vais me faire une pure soirée Radiant Silvergun 🚀
Merci :))
why isn't there a 2 player superplay/tas for radiant silvergun. it hasn't been done before.
besides, I would love too see that.
We Need It Now! Any Radiant Silvergun Fans Out There, Command A TASer To Engage A Double Superplay On This Game Now!
How do you get those secret combos?
Any number Red, 1 Blue, and the rest Yellow
Release on PS4/5, Switch and Steam please.
Finally happening. 😃
ruclips.net/video/MBO3JNqjrv8/видео.html
ruclips.net/video/N0vI3_DieN8/видео.html
うろ覚えですが、このモードは中盤必要点数がなんと2倍!、後半はなんと3倍!!だったはず・・・。(だからなかなか武器LVが上がらない・・・。)
Radiant SiIvagunner
Can you find ben.shinobi 's superplay ? He has the world record
This *is* ben.shinobi's latest.
Aow. Thanks
You're welcome. :D
I have too much anxiety in these types of games to do ANY of the shite he/she is doing.
last year i just bought my copy, i paid 200 usd , now its 500 usd,, i love this game too much...
kid: i wanna play some.... Me: ok ,,use emulator......
Having Stage 1 as the last Stage of the game is fucking stupid in my opinion although it's still good.
The stages are numbered by chronological order. Since the Stone-Like transports you 100,000 years back in time, it's listed as stage one, since that is LONG before anything else in the game happens. The worst part is that as a result of the ending, thanks to the Stone-Like, the world is stuck in a perpetually never-ending loop. At least you get your revenge in Ikaruga.
imortal333 so that stone- like is the same from Ikaruga? Then does it means that Stone-like reactivates again in order wipeout humanity once again?
This is before Ikaruga. You finally destroy the Stone-like in that game. This game apparently takes place in some horrific loop in time, done very Final Fantasy 1 style.
Yeah I knew that this was before Ikaruga...but you said a time loop? I do not like the sound of this. How exacly there is a loop on this game? And what about Ikaruga? I thought that Stone-like reactivated itself on that game and in that game we saw Stone-like's destruction.
virtual pellot The big plot twist of the game is that at the end, the Stone-Like resets time, wipes out the two protagonists and deactivates. The robot guy in the cutscenes was teleported too, and he got some of their DNA sample so that he could clone them and restart the human race. Then humanity finds the Stone-Like again and the story starts again with its reactivation and subsequent destruction of humanity, with the 2 heroes chasing after it again.
This looped until, somehow, things went differently and Ikarugs happened instead, finally ending the cycle with the sacrifice of the two protagonists in that game and the final destruction of the Stone-Like God.
I just never understood the concept. To me it looks a lot like Tetris fucked Image fight and made a weird little baby that they called "radiant silvergun."
I've never seen the appeal of the game nor do I understand how the scoring system even works. I leave all that to much more important and amazing people that play it perfectly.
P.S. Seriously someone please explain what the objective is in this game. I've been playing Schmups for years and I've played everything from Twinkly star sprites to Dodonpachi, but I've never understood how to play this or Ikaruga.
Late reply, but the objective here is the same as any other shmup: shoot at stuff and try to survive long enough to see the end of the game. What sets this game and Ikaruga apart from most others in the genre, and what's part of their core appeal (at least to a player like me), is that their scoring systems are predicated on a puzzle game-style chaining mechanic that stresses accuracy and careful consideration of what you shoot and when. Makes for a slightly more cerebral shoot-'em-up experience, and it rewards those who want to put in the time to explore how every beat of every stage is constructed in order to formulate plays that maximize score.
And maximizing score is especially important in Radiant Silvergun because you've got seven different weapons at your disposal and their power is directly tied to your score-the more points you accumulate with each, the more powerful they get. Late-game bosses can become excruciating if you don't level up your weapons evenly.
The chaining concept itself is pretty simple, though Silvergun's implementation of it was a little unrefined. Basically, enemies come in three different colours: red, blue, yellow. Shooting three in a row of the same colour awards a chain bonus, and these bonuses increase as you continue destroying enemies of one specific colour in multiples of three. As soon as you shoot a different coloured enemy, the chain breaks and the multiplier resets, generally meaning fewer points returned per new chain, ergo lower score, ergo slower weapon leveling, etc. Prioritizing shooting enemies of only one colour has the side effect of leaving about two-thirds of all enemies that enter the screen alive, giving you less room to breathe.
And then it gets kinda weird from there... You can shoot one red, one blue, and then one yellow enemy and it still counts as a chain as long as you continue shooting only yellow enemies (I think?), and there are secret dogs located in specific spots in each stage that you can reveal with your Homing weapon and they award more points the more of them you find.
Ikaruga would take the idea and make it into something a little more palatable. In that game, there are only two enemy colours to worry about (black or white, with polarity being tied to everything about this change), and you're allowed to switch between them every multiple of three to keep a string of chains going. Also, since Ikaruga has no extra weapons or weapon leveling, chaining becomes purely for competitive scoring purposes and isn't required to actually finish the game.
I know this "match-three" puzzler approach to shmups doesn't always appeal to everyone, as it does somewhat stifle a player's natural inclination to shoot everything they see without recompense, but, to me, shootin' games as meticulously well-crafted as RS and Ikaruga make a compelling argument that these kinds of mechanics can still make for something engaging.
This comment has gotten way out of hand. I'm going to stop now.
Radiant Silvergun's hard in Arcade Mode at least, because if you don't strategically level your weapons up by using them successfully, they won't do any damage at all later on. There are combos to do, invisible dogs in the scenery you highlight using the crosshairs from your homing attack, and even specific moments where it'll reward you for using a particular weapon. All are pretty much necessary for the smoothest progression through the game, and it's strongly recommended to take out every single piece of a boss rather than going for a quick kill, drawing encounters out massively.
Saturn Mode (above) seems to recognize that as a little too hard for most, and at least saves your levels between playthroughs for each weapon.
Radiant Silvergun kinda confounds me a bit. I always prioritize the arcade mode in games like this, and it's genuinely strenuous. I've only played the XBOX 360 version and the console mode on that seemed to be forever stuck on a single credit. It's a shame, because both this and Ikaruga are lavish, well-made luxury shooters with interesting visual and audio styles. The XBOX port has the bonus option of the Ikaruga "Three in a row" chaining if you have a completed save from that game, and it makes the game flow a lot more freely, even though there's a sense of elegance lost. I just wish the barrier for entry wasn't so high for Silvergun, the Soulsborne games have nothing on this!
You score a lot by only shooting enemies of the same color, and by doing optional damage to bosses (though the latter is very common in top-down shooters).