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Rubber Band AI: Difference between revisions

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=== [[Shoot'Em Up]] ===
* In [[Shoot 'Em UpsUp]]s, which don't feature a player going up against apparently identical computer opponents, the feature where the machine becomes more efficient if the player does better is known as "rank" and is often an expected part of the game.
** The Shoot 'Em Up ''[[Warning Forever]]'' is '''based''' off this trope, being nothing but a [[Boss Rush]] with the boss changing depending on how you beat it the last time, how well the different weapons worked against you, how fast you beat it, etc.
*** Rank was designed originally to avoid [[Unstable Equilibrium]]. When they started putting powerups into shooters, you'd get to the point where it was easy with the powerups, but impossible without them. So someone came up with the bright idea of making the enemies more aggressive if you powered up, so they would still be a threat to your powered ship, and then when you died, they would go back down to normal so you had a chance at recovery. Before, they instead had to balance the enemy power to what you'd have if you didn't die, meaning that if you die once you might as well restart. Hence, rank. This is not usually considered a bad thing, as making recovery from death impossible is considered worse. The real hate is only when it ratchets up too much when you powerup, meaning that not powering up in the first place was preferable. Fortunately this is rare, but see Battle Garegga below.
** ''[[Battle Garegga]]'' is a particularly guilty offender. You have to keep your shot power and number of [[Attack Drone]]s low for the first five stages, as well as limit your shooting and avoid collecting excess powerups. Failure to do so would make enemies more durable and shoot more bullets, items fall off the screen faster, and overall make the game nearly impossible to survive.
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