Might as well tell you that my eyes are not really operational anymore after this intense game session I settled on ESP Ra.De. Psi. After many months of studying and analyzing the game in every nook and cranny (thanks once again to the gadgets provided by M2), I've reached a more than correct result, although not everything is so optimal. In my memories, this title developed by Cave, remained one of their most accessible games for beginners. On closer inspection, the complexity of the scoring system compensates for a difficulty below what a Dodonpachi Daioujou could offer. That's what I thought until then, when hell broke loose for long hours, with a level 4 and 5 that literally made me realize that this title remains extremely punishing, if you want to take it seriously.
Like any good Danmaku who respects himself, the ultimate achievement of completing this journey inexorably goes through a successive phase of failures and frustrations. ESP Ra.De. Psi is no exception to the rule and has repeatedly succeeded in bringing me down from my pedestal. However, you know me, so I didn't hesitate to take the bull by the horns, training hard on these two levels, which are in total contrast to the beginning of the journey. Since I don't have a ranking system, ESP Ra.De. Psi doesn't increase the difficulty per step but increases it drastically to the top from there !
Anyway, after long weeks of intensive work, I propose this run which will be based on the custom mode which is in fact an arranged mode and much more evolved than the old title available in arcade. In spite of that, I'm still not very satisfied with the result and I still have so much to learn from this game that remains decidedly unfathomable...
Notes about the run :
The system of playing ESP Ra.De. Psi is based on a classic scheme of what the manic-shooters of the time could offer, but with some variations. There are two different types of shots : The classic auto-fire and a secondary shot, to be used wisely since it will increase the score considerably via a multiplier. The principle is to project it on an enemy strong enough to take it and then chain it by the main shot, increasing its score multiplier up to 16x. But that's not all! Because it is also possible to load its bomb in order to generate tokens yens, also bringing back points.
On this subject, the collected yens have the effect of increasing your firepower but also to bring back many points, when your multiplier is active. Another thing, when you've used part of your bomb gauge, collecting a maximum of yens also allows you to recharge it at a given time. When I told you that the scoring system was ultra-complex, it was not a vague expression dropped by accident !
The Custom mode remains similar to the arcade mode, except that it offers a slightly more permissive gameplay than the arcade mode. It allows you to get an extend (extra life) every 2 Million points. Note also, a yen limit capped at 100 and 150 instead of the original 150 and 300, giving a faster reload of its bomb bar.
My strategy is to score a maximum during the first three levels in order to generate as much extend as possible. After that, I would switch to survival mode while trying to increase my score so I wouldn't run out when I meet the last three bosses.
There is a hidden life in the beginning of level 4. To obtain it, you have to launch a secondary shot on the roof of the second train set when it goes against the direction. Easier said than done... Especially when you have to deal with an impressive wave of projectiles on the screen !
The Hitbox is quite particular because it is not centered on the body of the character but well located at the neck level. As I mainly use Irori, I mainly focus on the sprite's hair, giving me a reference on possible collisions. Note that the autobomb is activated if your bar is completely filled. This allows you to get a joker, just in case...
In order to get rid of the boss at the end of level 5 and the last shape of the penultimate boss, I adopt the 360° bullet airding technique. This technique consists in turning around the target, with the aim that this one redirects its shots towards the top of the screen or towards an area that you will have left beforehand.
That being said, I wish you a good watch !