Come on out and dodge intricate
bullet patterns as we band together to shoot the core.
Not exact matches
For example, Alzheimer's, cardiovascular disease, and cancer (from the last
bullet point) follow the same
pattern: they are not necessarily caused by excess carbohydrate consumption, and yet excess carbohydrate consumption exacerbates their negative health effects
as surely
as it does those of Type I diabetes.
The levels aren't huge but it's the challenge, not the size that matters here
as you dodge
bullets and learn enemy
patterns.
These massive, bug - like creatures require a change in tactics
as you learn and react to attack
patterns rather than dodge
bullets and soldiers.
Each one follows an attack
pattern, such
as shooting three
bullets in one go every few seconds or being surrounded by a shield after attacking.
Instead of players taking control of a ship or a person and avoiding colorful
patterns of death dealing
bullets while shooting back some of your own in scrolling stages, Minutes has players take control of a circle
as it feeds off objects of light color, while avoiding dark ones for the duration of one minute.
Of course this became jaw droppingly difficult
as the game progressed and enemies radiated an insane number of
bullets across the screen in blatantly psychedelic
patterns of death.
Zeke calls it a «
bullet heaven,» because the emphasis isn't on memorizing
bullet patterns so much
as reacting to them creatively
as the arena shifts and changes.
Weaving through the game's masterfully designed shot
patterns is terrific fun and differentiates Mushihimesama
as one of the best examples of the
bullet hell subgenre.
In Blaster of the Universe, you must dodge intricate
bullet patterns in full room - scale VR
as you blast your way through an unrelenting onslaught of enemies with a customized weapon and shield loadout — picking and choosing from tons of parts and modifiers to make each weapon your own.
It feels like the game isn't much on your first play, but
as you get into later levels and start seeing the
bullet patterns present in the trailer, you have to have your skills ready to blast through to victory.
Whereas many modern shoot - em - ups will have subtly differing enemy placements and behavior for each player (often referred to
as procedural generation), Eastern shoot - em - ups are hand - crafted affairs with thousands of deliberately - placed enemies and intricate, unique
bullet patterns.
Colourful
patterns fill the screen
as the alien hordes vomit all their
bullets at you, seemingly at once.
I believe
bullet hell to be more
pattern oriented (allowing far more
bullets on the screen) and manic to be more random
as you can see in the screenshots above.
Just about every boss» attack can be dodged with ease
as you learn to master the
bullet patterns, but it's taking the time to learn these attacks that can cause the more casual gamer frustration.
«You Honor, and members of the Jury, even though we were unable to match the groves on the
bullet taken from the body of the victim to
bullets fired from the accused gun, we are 95 % certain that at the time of the murder, the accused gun would have produced the same
pattern of groves on a
bullet,
as our computer models show»
In particular, from my reading of the (stolen) e-mails, it looked like the problem was that there are conflicting studies on exactly what is going on with storms regarding whether they were getting stronger or weaker, so rather than saying something that potentially inaccurate (that storms were getting stronger, since there were apparently some studies suggesting that they were getting less numerous
as the wind
patterns shifted) or verbose (describing the whole situation about what differing studies have to say about storms) they decided to simply drop mentioning what was happening to storms altogether and instead focus the
bullet point on the part that they were confident about, namely that particular wind
patterns were changing.