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Shoot 'em ups / Shmups

 
  

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Spatula Clarke
13:23 / 15.04.06
Shoot 'em ups don't tend to get the same love as other game types nowadays. Actually, that's a fairly huge understatement - it's probably truer to say that the majority of videogame players aren't even aware that the genre is still a going concern. But I love it, and I'm wondering if there's anybody else on Barbelith who feels the same way - I've seen mention of Ikaruga a few times in various threads, but that was a game that received a fair amount of publicity (certainly more than this type of thing normally gets). There's also been mention of R-Type now and again, but I've not really got he sense that anybody's playing it currently.

So. Shmups. The genre can broadly be broken down into two distinct types - vertical scrollers and horizontal scrollers. The first has its roots here:



and the second here:



What's interesting about both Taito's Space Invaders and Midway's Defender is that, despite effectively layout the foundations for the two forms, each contains elements that, to the best of my knowledge, have never really been carried through as the genre's progressed. Space Invaders has its stationary bases (other verts often do provide some form of cover, but never the sort of cover seen here - cover that the enemy can slowly eat their way through), Defender has its freedom of movement (the player can move the ship left or right at hir own discretion, whereas most other horis are feature forced scrolling in the one direction).

Otherwise, all the basic elements are present in those two games. For verts, you just add a scrolling background and enemies that can appear and disappear in waves. For horis, you introduce forced progression and immobile background objects that the player can collide with. Twenty-five, thirty years on, it'd seem that little has changed.

It has, though. Fucking *loads*.

Initially, verts progress a lot slower than horis. Namco are one of the first companies to popularise the notion of enemy 'waves' - patterns that have to be memorised if the player's to take them out successfully - with games like Galaga



and begin to include forced scrolling and less abstract backgrounds with Xevious



but it's the horis that developers seem to focus on for the first decade of major videogame popularity. The first really important innovations come with Konami's Gradius and Irem's (breathtaking) R-Type. We're talking powerups and bosses. Both of these elements existed in games prior to these two, but it's the way in which they're implemented that's important here.



Gradius provides the player with some significant choice in how hir ship develops. Other games have their enemies drop pickups that can be used as cash in mid-level and end-of-level shops, in exchange for more powerful weapon systems or extra lives, but Gradius lets you do this on the fly. You've got a selection of different upgrades listed at the bottom of the screen - one pickup will highlight the first (Speedup), two the second (Missile), three the third, and so on. The choice is in which you decide is more important first - you can alter your craft to suit your playing style. This also means that you can accidentally screw everything up by panicking and pressing the powerup selection button too early or too late.

Gradius' bosses are also pretty unique, their weak points hidden behind a number of protective barriers, the destruction of which requires the demonstration of some nifty movement and accuracy. Shoot. The. Core.

I like the Gradus series, but it pales in comparison to the series that Konami created as a parody to it - the brilliant Parodius. My love for Parodius is slightly unhealthy, and I shall refrain from blathering on about it just yet.

Irem's R-Type is the other hori of real note.



You all know this. Moments and images from R-Type are etched into the brain of anybody who played videogames as a kid in the 1980s. Full of vaguely disturbing bio-mechanical and sexual imagery, it broke major new ground in a whole bunch of ways. Visually and sonically, it's *still* an amazing experience, totally successful in its attempt to create a believable world.

It's how it plays that's most important, though. Again, powerups are a major factor here. The Force - the ball that can be attached to the front or rear of your craft (the R9), or propelled forwards in order to go on its own little rampage of destruction - is an inspired addition, put into practice perfectly. The method of swapping it from the front to the rear of the R9 is fucking genius, allied with some seriously crafty level design that demands split-second timing, but allows an adept player to make it look effortless and balletic.

Everything about the Force is spot-on. Allowing it to swallow the smaller enemy bullets is such a good idea that it's been stolen for use (albeit in slightly different ways) in shmups ever since. The three varieties of different shot - all upgradeable - are as immediately recongisable as the rest of the game's visuals, and all huge fun to use.

And those bosses. Even people who've never played the game should recognise Dobkeratops. Cyst is basically just disgusting (and made seriously worrying in the latest game in the series, R-Type Final). Then you get to third level, where the level *is* the boss. That's something else that's been half-inched by developers ever since - most recently in the third level of Cave's Mushihemasama.

R-Type is, imo, close to perfect. The only downers are the high level of difficulty (which perhaps relies too much on memorisation) and its unsuitability as a score challenge game. R-Type 2 gets slated, but I still really enjoy it. R-Type Delta I've still not played, but Final was one of my most-player games of last year, performing a stunningly effective retcon on the series' storyline and capturing a sensation of desolation and lonliness that I don't think I've ever come across in any game before.
 
 
Spatula Clarke
14:40 / 15.04.06
Eventually, things take a turn for the worse. The Saturn and PSX appear on the scene, and suddenly everybody's infected with polygon fever. Any game that dares to remain sprite-based and plays out on a 2D plane is met with derision. A collection of two of the Parodius games comes out on the 32bit consoles and, at best, is damned with faint praise - "good for a quick blast if you get tired of your snazzy new games, but doesn't last very long". That sort of thing.

It's not just about how the new tech's used, though.
Everybody forgets how shmups are supposed to be played, where the thrill lies. Every time a new one comes out, it's slated as being too easy by reviewers who've clearly kept on pressing Start every time they've run out of lives. They've forgotten the joy of playing for score, of *mastering* a game. I think the increase in popularity of beat 'em ups is partly to blame for this - that's a genre where the single player experience is of little importance, so the player uses it as nothing more than a training ground for the multiplayer and keeps on pressing Continue every time ze gets whupped. Tekken, Toshinden and Virtua Fighter are the games that are receiving all the press, and people start playing every game like it's a beat 'em up.

So shmups get a kicking because you can finish them in forty minutes by spamming your way through with infinite continues or cheats.

But then, two or three years later, something funny starts to happen. A scene starts to build up, playing and enthusing about shmups. Small Japanese companies - and it is only small Japanese companies, unfortunately - begin to spring up, often made up of disillusioned developers who've jumped ship from the big boys, and begin creating shmups again. Only, this time, horis are largely ignored and verts take centre stage. And they reinvent the form.

It begins with two games in particular. The first, Batsugun, introduces the elements that make up the main features of the genre to this day. It's the first bullet hell / 'manic' shooter - a game where you spend as much time avoiding enemy shots, threading your way through an oncoming wall of neon, as you do firing your own guns. It also introduces the concepts of experience and levelling up - more traditionally associated with RPGs - to the genre.

I've still not played Batsugun, so I'll have to shut up there :<

The other game is more famous - Cave's masterful Donpachi.



It's really quite difficult to find fault with Donpachi. Its chunky looks are always appealing and easy to work with - no cheap deaths from being hit by a shot you can't see here. It sounds great - meaty explosions, fun music. It's pacy and highly controllable and works on a deep, instinctive level.

Other now-familar elements are introduced or cemented with this game - the concept of chaining (you get a split second after destroying one enemy in which to destroy another and keep your combo chain up, which increases the points value of every enemy destroyed), the tiny hit box (only a minute section of your craft has collision detection, meaning you can jink yr way through tiny gaps in enemy bullet patterns) and the two different types of shot (tap the fire button to keep your movement speed up and fire off weak individual shots, hold it down to fire a more powerful and constant stream, but take a massive hit to your maneuverability).

Both of these come out on Sega's Saturn in Japan, leading to the hardware gaining a cult following that remains strong to this day. Many other verts also make the transition from arcade to Saturn - Dodonpachi, the criminally ignored Soukyugurentai, Battle Garegga - and while some also make it across to the PSX (in superior translations, in some cases), the dearth of other games on Sega's machine at this point in time mean that it becomes their natural home.

The big one is obviously Radiant Silvergun.



It's impossible to write anything new about RS. Widely claimed to be the greatest vert shooter ever made, although I do sometimes suspect that the people making that claim haven't played a huge number of others. Others claim it to be the most over-rated piece of shit ever - in that case, I suspcet that the people making those claims haven't acutally played it for more than five minutes (if at all) and are simply being contrary for the sake of it. Certainly, the inflated eBay prices that you have to pay if you want to get hold of a copy now don't help when it comes to trying to find somebody who's prepared to look at the game objectively.

it gets the Saturn doing things that it has no right to be able to pull off without its insides melting. Transparencies, huge polygon monstrosities, hundreds of bullets on screen at a time.

It again introduces or polishes concepts that have become core parts of modern shooters - experience gain, bullet scraping (like Donpachi, your ship has a tiny hit box, but here you can gain extra points through the technique that's become known as 'bullet scraping' - that is, rubbing the invincible parts of your craft along enemy bullets), score maximisation by milking bosses (painstakingly taking them apart section by section instead of aiming for their weak point and finishing them off in one go).

It has the greatest shmup storyline around - R-Type Final comes fairly close, but in all honesty this is on an entirely different level.

Finally, it possesses one of the most awe-inspiring bosses to grace any game - say hello to XIGA and start re-evaluating your opinion of what the Saturn was capable of. The WARNING message that provides you with three hints on how to take the boss down here limits itself to:

1. BE PRAYING
2. BE PRAYING
3. BE PRAYING
 
 
STOATIE LIEKS CHOCOLATE MILK
15:09 / 15.04.06
Randy- I don't have much to add, but I thought I'd let you know that you pwn the G&G forum in the same way as Rizla pwns Music.

Great stuff.
 
 
Spatula Clarke
15:39 / 15.04.06
Radiant Silvergun is good. It is *very* good - excellent, in fact. It's also, however, a pudding that's slightly over-egged. There are too many different shot types made available to the player, some bosses feel cheap, scoring methods are that little bit too complex. Funnily enough, though, if you own a Saturn that can play Japanese games it's actually worth the asking price. It's also a million times better than the underwhelming and soulless Ikaruga.

Sega's misfortune has been to the benefit of shmup fans. These small development teams and publishers latched onto the Saturn because it offered them a sort of captive audience - you've got fuck all else to buy for the system, you might as well buy our games and get some more use out of it. It often seems with these games that commercial viability was never even a consideration, that the developers were given the go-ahead to create the games that they wanted to play without the suits pissing and moaning about how they had to be focus-tested before given the green light.

The same thing has happened with the Dreamcast, although to a much lesser extent. Two or three weeks ago, it received its final official release in the form of G.Rev's Under Defeat (well, as final as these things ever are - there are already rumours of two more official releases at some point down the line). It's an enjoyable enough game, but not exactly earth-shattering - it goes back-to-basics with both the scoring and the player craft, taking only the bullet curtains and small hit box from more modern games. I was looking forwards to it, but it's only after having played it for a couple of hours that I realise how much I've grown to love the complexity of the modern shmup.

A couple of weeks before UD, the cel-shaded Radirgy came out (in teeny tiny numbers - 3000 copies or something daft - meaning that I've missed it).

Despite these releases, it's probably the PS2 that's the shmupper's best friend right now. Cave have been supporting it well, with a string of arcade conversions.



The best of these, as far as I'm concerned, is definitely ESPGaluda. The Kakusei / bullet-time system (as described in that link) makes the game accesible to those who'd otherwise find its relentless onslaught too intimidating to even consider having a go, and offers a genuine opportunity for player experimentation and self-expression. Cave's subsequent PS2 ports - Mushihemasama and Ibara - pale in comparison (although, to be fair, I've not put as much time into Ibara as I'd like to and I suspect there may be a great game in there, but still not as good as ESPGaluda).

Probably the best thing about the PS2 is that those stuck with an unmodified European version of the console have access to a shmup of true genius - Psyvariar Revision (released alongside the original game on a £13 budget label here as Psyvariar Complete). The bullet scraping technique, as seen in Radiant Silvergun, is here taken to its logical extreme and made into the main method of score boosting.



Each bullet you scrape adds to your buzz meter. Get enough buzz points and your ship levels up, changing form and increasing its firepower in the process. Get to the end of a stage at a particular experience level and you're provided the choice of your next stage in a branching structure - higher branches increase the difficulty, but also incresae the potential for score by chucking more bullets around for you to scrape. It's the perfect expression of the modern shoot 'em up risk/reward structure, imo, and makes for a near-flawless game.

It also saddens me, because I've had the sequel sitting here for yonks, but it refuses to play on my PS2 (because it's on a CD, I think) and my DVD writer packed in the day I decided to try copying it across onto different media :'<

I gift you a few potentially handy links to round this off for now. This is a very useful and informative explanation of the various score and play systems present in modern shooters. Here is a very nice video of a utility for the GameBoy Advance that acts as both a trainer for various bullet hell attack patterns from a number of famous shmups, as well as simply being bloody gorgeous to watch (cheers to rotational for pointing me in the direction of that). SHMUPS.com is an excellent resource, with a largely friendly (if sometimes depressingly anal) forum and some great archived reviews (the newer ones are shit, unfortunately). SuperPlay! is an archive of impressive 1-life and 1CC ("one credit completion", dontchaknow) videos.

Anyway, Barbelith. I loves me some shoot 'em up action and I'd like to know yr opinion on the genre and/or specific examples thereof.
 
 
Spatula Clarke
16:09 / 15.04.06
Cheers Stoatie. That makes it seem less like a worrying obsession and more like a reasonable passtime. Excellent.

I wish I'd read that codespace piece before writing those posts, as it goes, given that it makes largely the same points and uses the same bastard examples. I am teh master of originality !!!11eleven!!
 
 
iamus
19:16 / 15.04.06
Can't really say very much here, but I love this thread. Shmups are a genre which I always feel I should be playing a lot more, especially bullet hells, because I like games that work with a rythmic, hypnotic and subconcious method of play. In practice though, I don't have much experience beyond the pre-PSX days.

I think modern shmups are great examples of an evolving genre. They are a particularly classic form that's been around almost as long as the medium itself, and have grown into pretty much their own thing now, free to potter about by themselves.

One thing that I can't help thinking is that they could do with new control systems all of their own. Seems like the logical next step. There's only so far you can run with buttons and joysticks before you hit a wall in how much you can do. They need something that better reflects their kinetic, balletic nature.

Just a thought.
 
 
Spatula Clarke
22:04 / 15.04.06
I think that might require a fundamental change in game design too, though. You need the precision offered by digital control - be that on a pad or a stick - if you're to survive the kind of attacks shown in that last pic.

A few games do allow you to use analogue control - Soukyugurentai being one example - but I always find myself reverting to the d-pad or a stick after a few goes with the analogue. It's so difficult to properly allibrate analogue controller settings at the best of times (and when the option to do yourself is even present), and digital doesn't leave any doubt in your mind about the on-screen results of your actions.

I'm not sure. It's entirely possible that I can't see the wood for the trees on this one.
 
 
admiral sausage
20:17 / 16.04.06
Holy crap, its a theseis on shmups ! Good thread.

Well, when im able to tear myself away from the life eating monster that is world of warcraft, im playing Ikaruga (which im rubbish on) and Metal slug 3. I'm loving MS3 at the moments as i bought an arcade stick just before christmas (little present to myself) and am finding it much easier to play, still havent finished it it though. When i do finish it i'll be getting the two sequels which should be out by now.

Very interested by the Cave games especially Ibara, as i read a really good article about cave and the upcoming release of ibara in Edge magazine. Remeber playing super Parodius at my mates house when i was a kid, loved it.

Deviating slightly (non japanese shoot em up) i was a little obsessed with Xenon 2 on the Amiga as a child, especially the shop keeper (blurble blurble) never finished it but loved tryingh too, also liked legendary wings.
 
 
Spatula Clarke
14:44 / 17.04.06
I'd recommend against making Ibara your point of re-entry, for reasons that I'll explain in a second.

When Toaplan - creators of Batsugun, as well as the infamous Zero Wing - went bust, some of its refugee developers set up their own companies. Takumi and Cave.

Takumi's first major release was Giga Wing, which saw them setting out a gameplay system that, as I understand it, they've stuck with ever since.



You can reflect enemy shots back at their source. Hold down the fire button and your reflect shield kicks in, collecting bullets and chucking them back in the direction they came from. It's a superb idea, wonderfully implemented - it encourages you to try and get yourself into a situation where the screen is filled with incoming shots so that you can quickly deal as much damage as possible by sucking them all up and spitting them all back out again (and this tactic - of making things as difficult for yourself as you can in order that you can suddenly turn the tables in a dramatic manner - is something that'll become second nature if you do decide to dip your toe into the shmupping waters). You don't get unlimited use of the reflect shoeld, though - each time you use it, it drains the bar at the bottom of the screen, and this then needs to refill before you can use it again.

Giga Wing twins the reflect shield idea to one of the systems that's been common to a lot of shmups in the last decade or so - the concept of the cumulative points pickup. In Giga Wing, destroyed enemies drop gold medallions. The first of these that you pick up will be worth 1 point, the second 2, the third 3, and so on (it's not quite that simple here -points values increase in different amounts depending on the size of the medallion, but the principle is the same).

Enemies destroyed or damaged through the use of the reflect shield - destroyed by having their own bullets flung back at them - drop silly numbers of medallions. On your first attempt at the game, you're likely to get a score in the billions, at least - Takumi seem to be on a mission to make even pinball table high scores look piddling.

Takumi haven't been particularly prolific, which is a shame. As far as shooters go, we've had Giga Wing, its two sequels and the awesome Mars Matrix.



Mars Matrix plays very much like Giga Wing, with two important changes. The first relates to the reflect shield. You can still suck enemy shots into your ship by holding down the fire button, but instead of reflecting them back immediately they're held in stock until you let go of the button. You're also given some control over the direction you fire them off - if you move to the left they'll spin out to the right, move down and they'll fire forwards. And vice versa, two times.

Keep the fire button held down for too long, however - again, there's a gauge at the bottom of the screen that drains - and instead of reflecting the enemy shots you'll let rip with a smart bomb, clearing the entire screen in one go. Which probably sounds like the best idea, but doing this doesn't provide you with anything like the amount of points pickups that reflecting shots does.

And that's where the second change comes into play. Points pickups are still cumulative, but they now work on a timer. You have to keep chaining your collection of them together - allow too much time to pass without nabbing one and you'll find their value is reset. You're not just having to think about threading your way through attacks, taking out enemies, and farming their shots for your own use, you're now also having to plan your way through each stage so that you don't let the pickups combo drop.

Mars Matrix is the game that prompted me to start this thread. I'd never played it before last week, but it's already jumped right to the top of my favourites list. The alteration to the shield system provides it with that extra level of freedom and its level design is pretty much peerless. This doesn't mean that Giga Wing should be passed over.

Both are available on Dreamcast, or - the cheaper and easier option - playable on yr PC through emulators. The only downside of emulating them is that, like all games that used Capcom's CPS2 arcade hardware, the screen ratio is out of whack. MM isn't emulated perfectly, either - sound effects are missing. Oh, and the DC home release contains a generous amount of unlockable extras and a friendlier control setup.
 
 
Spatula Clarke
16:26 / 17.04.06
I am getting to Ibara, btw...

Anyway. Cave (very nice fansite here are the other team that appear from out of the wreckage of the Toaplan crash, and easily the more famous of the two. Donpachi follows on directly from Batsugun, basing itself around most of that title's systems and adding a couple of its own. Chaining enemies becomes a technique that has to be learned if you want to trouble the high score table - after you defeat one, you've got about a second to defeat another (or fire a shot on, if it's an enemy that requires more than one hit to kill) in order to keep the chain going. The higher the chain, the higher the base value of destroyed enemies.

It's a remarkably simple game by today's standards, but still enormously appealing. The sequel, Dodonpachi plays in much the same way but ups the difficulty. It, too, is great. Both come out on the Saturn and PSX. They're also playable through emulators.

There follows a short period of time during which Cave are absent from the home gaming scene, but still active in arcades. ESP Ra. De., Dangun Feveron, Guwange and Progear are all denied home conversions. They're all playable through emulation (the Raine emulator supports all four), but that's not the best solution, imo. Emulation on the PC lacks the physical comfort that you need to be able to get into the frame of mind required by these games. As a result, I've not played them enough - with the possible exception of Dangun Feveron - to really comment.



Dangun's a bit mental. A disco-themed shmup, with smart bombs that take the form of multicoloured silhhouettes of dancers vogueing, a full-on funkified soundtrack and, well, this end of level results screen:




It also uses another variation on the cumulative points pickup system. The pickups are the red circles with little dancing men in them that you can see in that first pic, and again they go up in value the more you manage to collect. Dangun's less forgiving than certain other games in this regard, though - as soon as you miss a single one of them, the points value of the next you grab drops right back down to 1. This leads to a game where you spend more time watching the movement of the pickups than you do the enemy and have to keep track of enemy shots out of the corner of your eye as a result.

Excellent game.

Guwange is another title that's significantly different from the nrom - set in feudal period Japan, you control a human character and walk along the forced-scrolling backgrounds (backgrounds that scroll both vertically *and* horizontally). Has an interesting alternate fire mode that calls forth a spirit form to deal damage on your character's behalf, and which you end up controlling the movement of at the same time as that of the main character.

Progear's possibly the most interesting of the four, being (afaik) Cave's only hori and their only game to be published by Capcom. All the usual Cave gameplay elements are present and correct, including the ability to fire off a concentrated shot at the expense of your craft's movement speed. To date, I've played about ten minutes of it. Somebody else download it and tell me about it, eh?

Cave return to home ports with ESPGaluda, spiritual successor to ESP Ra. De. (mentioned in a previous post). Next comes Mushihimesama.



Now, Mushi is a highly enjoyable game, but it also seems to mark the point where Cave truly leave casual players behind and dedicate themselves to the sort of player who likes working out alterations in firing rates and the resultant effect on scores, then putting those into mathematical formulae. The PS2 version contains endless options for varying the autofire rate, and unfortuantely this *does* have an effect on score. It's the point where I became a bit pissed off with the company. Mushi looks lovely - all purple and turquoise - and has an appealing visual design, but the increased level of complexity in the high score methodology feels like a thumbing of the nose to all but the most anally dedicated of players.

It's not that the game's hard - although it *is* hard - it's that you need a degree in astrophysics in order to understand how score is calculated.
 
 
Spatula Clarke
20:16 / 17.04.06
The other company who've had a major impact on the evolution of verts in the last ten or twelve years are Raizing/8ing. I'm not really up on their history - hell, it's only just now that I've found out they were responsible for the excellent GBA puzzle game Kuru Kuru Kururin.

What I do know is that Raizing are responsible for popularising (and taking to an extreme) one of the most controversial elements of modern shmup mechanics: rank.

Rank's not new. Just as an example, take Parodius. Towards the end of the first level, you've got a section where you're hemmed in by a screen-high dancing Vegas girl and have to keep skipping underneath her feet whenever she lifts them up so that you can avoid crashing into her. If you've died before reaching this point in the game, you'll find your movements hampered by a couple of penguins that appear at the top and bottom of the screen and fire at you. If, on the other hand, you've got to this point on a single life, you'll face loads of the bastards, making it that much more difficult to move when and where you need to.

That's rank. Er, the shmup feature known as rank, not "that's rank" = "that stinks". Although, maybe that too. It's a form of adaptive difficulty setting, ensuring that the game gets harder as you become better at it. Developers would claim that it's included so that the player always faces a challenge. It's fairly obvious that it's got more to do with them wanting you to keep filling up the cabinet's coin slot, but hey.

What Raizing did was to take rank from out of the background and turn it into an element of gameplay that the player has to be aware of at all times. They did this with two games: Soukyugurentai



and Battle Garegga




Instead of simply increasing as the player's performance improves, rank also rises as ze picks up powerups and bombs. Imo, this is counter-intuitive. What it's led to is a style of high score gaming where suicide is a valid, legitimate strategy. Force the rank up so that you get as many enemies on the screen as possible, increasing your opportunity for scoring, then suicide before you get to the boss of that level so that you reduce the difficulty back down to something more manageable.

The other thing that Battle Garegga is notorious for is having invisible bullets. That's an exaggeration, of course. They're not really invisible, but they're coloured 'realistically' and become easy to lose track of - or not even notice in the first place - when you're trying to concentrate on everything else. It doesn't help that they're not all the same colour, either.

Despite this, both Souky and Garegga remain fantastically playable games.

ANYWAY. Ibara.




To play, Ibara feels a lot like Battle Garegga squared (the development team included some of the people who worked on Garegga, so it's maybe not that surprising). Extra bombs are gained by collecting the debris left over by ground-based vehicles and buildings that you destroy - collect enough bits and you get another bomb. Bullets are bloody difficult to see properly - they're not metallic now, but they *do* still blend in with the background too easily. Bosses and your craft's options (the extra gun bits that you get floating around it) feel like they've been lifted out of Garegga wholesale and given a new coat of paint (a gorgeous one, it must be said).

The problem is rank. Rank is fucking nighmarish here. It's so prominent in the gameplay mechanics, in fact, that teh PS2-exclusive Arrange mode makes it explicit by having a meter on screen to measure it and turns it into the main method of scoring. Ibara looks lovely, it sounds great, it carries on Cave's new-found talent for character design and backstory, but there's absolutely no way I'd ever recommend playing it to somebody who's not touched a shmup for a few years.

Here's how the rank system works in the Arrange mode, to the best of my knowledge (I'm still struggling with the exact details). Rank increases with every bomb, every points pickup and every powerup you collect. Some powerups increase it faster than others - rockets send it through the roof. When you fire off a bomb, all enemy bullets that come into contact with it turn into score-boosting roses (similar to a number of modern shmups, this - enemy bullets often turn into points bonuses when their point of origin is taken out). Rank then decreases as you collect these roses.

So the pattern of play is this: raise rank as far as you can in order to get as many bullets on screen as possible, then fire off a bomb to turn them into points bonuses and reduce rank back down to a manageable level. Only, it's not that simple - you've got to do this while also worrying about collecting the correct powerups, avoiding the bullet hell, taking out enemies, grabbing the cumulative points pickups (yep, they're here too) and so on. It's like everything that could be thrown into the mix has been, and it's basically too much to keep track of, especially if you're after a high score. It's not just me, either - I've been looking at the high score thread on the SHMUPS.com forum and it seems that *nobody* really has a handle on this one yet.

This is why I think, Mel, that there's merit in what you say about finding a new control mechanism for shmups. Because *something* has to come along that refreshes the genre soon if it's not to disappear up its own arse. Maybe not a new form of control, but at least something fresh in the gameplay mix.
 
 
P. Horus Rhacoid
05:04 / 18.04.06
Great thread, Randy.

I'm not hugely into gaming in general, partly because growing up I never had a system and partly because I have a Mac so there aren't a ton of games available. As such I've never played any of the games you've written about here (beyond Space Invaders). I do however enjoy shmups, and I'm finding your analysis of the genre's evolution to be really interesting.

I'm in love with Kenta Cho right now. Graphically the games are beautiful in their simplicity- playing Noiz2sa (Randy wrote an excellent post on it here) with its soft primary color scheme and simple square graphics is like controlling an evolving abstract painting. The bullet patterns are beautiful too- some of them bring to mind flowers opening, others fireworks or shooting stars. It's a hypnotic experience.

The other Cho game I've been playing a lot is Parsec 47. Graphically it's less impressive than Noiz2sa- the background is dark, enemies, bullets, and your ship glowing neon. It looks cool but it's harsher than Noiz2sa, less like watching an evolving painting than watching... well, than watching a bunch of neon lights move around. Which is not to say that it doesn't look good, because it does. It has a couple of different modes of play: one has a secondary charging shot which is always available and decreases your ship's speed (crucial at higher difficulty levels, where your ship's movement is sped up); the other, a lock-on shot which fires constantly when you hold down the secondary fire button (also slowing your ship down) but which needs to charge up in between uses. At lower (aka slower) difficulty levels I prefer the latter mode because it makes boss battles much easier but at higher difficulty, where your ship moves insanely fast, slowing yourself is crucial and so I prefer the charge up shot because it can be used constantly. I haven't played the game enough to really experience this, but I imagine at higher difficulty levels with the lock-on shot when you use it becomes crucial, because it shortens boss battles considerably so if you enter a fight with a boss without it, you are probably in for trouble. Of course, this means that you have to be careful about using secondary fire to slow down or else you'll use it too close to a boss and it won't be recharged when the boss appears. And believe you me, you will need to slow down at high difficulty levels, because dodging bullets when one tap of the key sends your ship an inch to the left near-instantaneously is fucking hard. I'm still no good at any level other than the easiest.

Looking at screenshots of games here, and thinking about Noiz in particular, I actually think I like the looks of shmups less the more graphically complex they get. I can't really back this up with experience because I haven't really played any shmups other than Cho's, but I find the graphical abstraction is key to achieving the kind of relaxed, hypnotic state which comes with playing them, and I suspect that it would be more difficult to achieve that feeling with the more graphically complex shmups.

Reading about the way you play shmups, Randy, was interesting because it seems very different from my approach. To a certain extent I do play for score but at the moment I'm very much a casual fan- I like them because I can dip in for ten or fifteen minutes at a time and feel like I've had a satisfying gaming experience. I'm not really in it to 'master' a game, and I don't really compare my scores to anything. That said, it can be an incredibly immersive experience.
 
 
netbanshee
02:04 / 20.04.06
Your efforts are certainly not going unnoticed, Dupre. Got the right amount of time to stop back and see your thorough observations and links. Fantastic stuff, really. I look forward to at least emulating some of these mentions.

After a bit of looking into this exploration, I realized that my first shooter experience was on a TI-99/4A cart game called Parsec. It's primitive but memorable. I'll have to emulate it and do some poking around.

Parsec Screen Example

I spent my younger days into the end of high school with shooters like R-Type, in the arcade, and playing Lifeforce (Salamander) on my NES. I love both and since they offered somewhat similar dynamics and I was able to get a dose in different environments. I responded to powering-up ships differently and preparing for boss challenges as well as trying your best to maintain your fighter through most, if not all the game.

There was quite a gap till I landed a Dreamcast, PS2 and Gamecube in the house. Then I was able to get the likes of Ikaruga, R-Type Final and Gradius V going for a bit. You've pretty much covered here (and before) the levels of gameplay and experience (good and bad) you get out these titles, so not much to rehash.

I'm really curious to see what shooters are going to be like in the years to come. As you've shown, there's lots of stylish takes, bullet frenzies, etc. and there is some core strength to sticking to your basics... you just have to wonder what constraints you can tweak to make future games fresh. Is it going to become something that will will ultimately have a stronger past than potential future and is that now? If you start to abandon 2D or side-scrolling for instance, it just turns into a different genres (things like 3D space fighters, track-based play like in the Panzer Dragoon series, etc.).
 
 
Spatula Clarke
15:53 / 23.04.06
Phobias>

I think you'd be surprised at how seldom the increased detail in backgrounds distracts you. The key difference between the commercial verts and Cho's freeware games is in the distribution of enemy bullets on the screen. There always comes a point in Cho's games, fairly early on, where the number of bullets flying about mean that you're paying less conscious attention to the patterns themselves and more to the white spaces inbetween them. That's why his games become hypnotic - you're registering the spirals and swirls of colour at a deeper level of your consciousness than in other manic shmups, because to do otherwise - to make a concerted effort to keep track of them all and all of their points of origin - means automatic failure. The white space, in effect, sucks you in - your eyes are pulled towards it as it becomes the least common colour on the screen.

Or something like that, anyway.

Things don't tend to become quite as manic in the commercial releases. Patterns are clearer - Cho mixes so many different patterns on top of each other that they eventually form one oppressive mass, whereas those in, say, Cave's games are always more recognisable as distinct patterns and can be reacted to in a different manner. You can see their point of origin and track their movement, get yourself into a position of safety in advance. Proaction, rather than reaction.

So, yeah, I think you're right when you say that the graphical abstraction is key to achieving the kind of relaxed, hypnotic state which comes with playing [Cho's shmups], but I disagree that this automatically means that games with less abstract visuals are any less hypnotic - they're just hypnotic in a different way. Instead of being drawn to the white space and letting your instinct deal with the bullet patterns, you're dealing with both the safe spots and the bullet patterns with an equal amount of conscious attention and lower-level, instinctive reaction.

The comments above apply to Noiz2sa more than they do Cho's other work. I only realise that now that I read through them again. Parsec47 is also slightly different from commercial releases, though, in that movement of the player craft is much more jittery than usual, and grunts and their shots move with far more pace than you generally see in verts - the combination of these factors leads to you trusting to luck a little more than you normally would and zipping through *potential* gaps in the patterns, rather than trying to concentrate on those patterns. Because you just can't do that - they've disappeared from the screen almost as quickly as they popped up.

Reading about the way you play shmups, Randy, was interesting because it seems very different from my approach. To a certain extent I do play for score but at the moment I'm very much a casual fan

Ah, this is my fault for concentrating on the new breed of verts so much, and ignoring horis and older titles. The branching level structure in Psyvariar Revision means that score is hugely important if you want to see everything that the game has to offer. It's the same old drive to see all the sights as always existed, only it's less about checking out the different backgrounds/worlds and more about seeing all those lovely bursts of fire. The further you get into the game, the more complex and entrancing they become, which makes you want to push forwards even more. Score *is* very important, but mainly as a means to an end, not as the end itself.

It's also quite difficult to view score as a triviality in those games that place so much emphasis on their scoring systems - we're talking about the most recent Cave releases here, again. In terms of success, they swing wildly from one extreme to the other. ESPGaluda makes going for those huge scores fun by providing you with an addictive audio/visual hit when you start playing for them - when you flip into the mode that brings huge scores about, everything slows down bullet-time stylee, which feels brilliant, and is combined with great sound effects and spot graphics. You want to keep reaching for high scores because the things that happens when you're getting them hit you firmly and squarely in the pleasuredome (Psy Revision pulls this trick off, too). Mushi, in contrast, fumbles the ball by providing no such feeback when you've got the scoring technique down, so you don't feel the same kind of desire to explore the system. I don't, anyway.

It's all about exploration, really. I think if you wanted to try and define what it is that makes videogames addictive - *any* videogame - then you're not going to get a better one-word explanation than "exploration". Exploration of worlds, exploration of gameplay, exploration of your own abilities, exploration of systems.
 
 
Spatula Clarke
16:21 / 23.04.06
The other reason I maybe seem to be so heavily about score is because of the community. I struggle to think of any other gametype that encourages the same sort of... 'support network', I suppose. I was fortunate in that my introduction to manic verts was Psyvariar Revision, when I was a member of a gaming board that had a high score thread dedicated to the game, made up of people who were all about encouraging each other to bigger and better things, and discovering and sharing new tips and techniques. I don't think there's any other genre of videogame that provides an outlet for that kind of discussion. Bemani/rhythm action maybe, but that, again, is a genre where score is an element - *the* element - of competitive play.

I mean, about a year after I stopped playing Psy, I received an email from one of the other people who'd been contributing to that thread, asking if I'd ever returned to the game and, if so, what kind of scores I was now getting, because he'd thought I was making real progress last time I'd posted a score. That kind of encouragement's fantastic to receive and I'm sure it's influenced how I play the games since then - trying to push forwards so that I can get more of it, but also so that I can offer it to other players.
 
 
Proinsias
01:53 / 27.04.06
Cracking thread Randy. Those freeware Japanese shooters have been brightening up my life.

I'm a sucker for straight forward instinctive gameplay. This has been emphisised by me buying Quake4 for the PC and being bitterly dissapointed at the results. This is in no way the games fault, more me realising how lame my PC is and just how much cash I will have to spend to get it up to par.

Playing the freeware shooters posted has rekindled a joy in games that don't need to keep up with technology but concentrate on being fucking great.

One thing that I can't help thinking is that they could do with new control systems all of their own

I'm keen to see if something appears for the revolution in this genre. If anyboby has a chance at sorting out controler issues it's Nintendo.I realise this is not a shoot'em up specific control system but the scope of the thing, in my head at least, is huge. From what I've seen the digital pad would work well with the much needed pin point accurracy and timing, the analogue 3D movement would be great for the finer points like the diretion of fire and holding charge on weapons/shields - that's not taking into account the added plug in analogue stick

I think it may also be a good time to pull my Dreamcast out of retirement, unplug the bass fishing contoler and get on eBay - Mars Matrix or Giga Wing? I'm inclined to go for Mars Matrix as the word awesome was posted nearby.

I am eagarly anticipating a thread of this magnitude on beat'em ups, from the pwner of this forum - Randy(if hir has interest there)


[threadrot]
Mobile phones - I've now cracked and have a mobile phone contract, I own the second COOLEST mobile in the office - a fancy Sony Ericsson. Are there any shooters I can play on the bus/train. I'm currently very impressed with the java version of Bomberman , asteroids seems a bit shit with moblie control.
[end threadrot]
 
 
Jake, Colossus of Clout
02:28 / 27.04.06
Randy- I'm surprised you didn't mention Einhander, the PS1 shooter by Square. I had a heck of a good time playing that one. I'm assuming you've played it, so I'd be curious as to your opinion.
 
 
Spatula Clarke
12:19 / 29.04.06
Jake> I haven't, actually. I've only got into importing PSX games recently, like the last couple of years recently, and keep on forgetting about Einhander - it was denied a European release. I also never really consider the PSX as a shmupping console - it's not held in teh same kind of cult regard as the Saturn or PC Engine (or, latterly, the Dreamcast), and so it's not something I tend to think about when I'm after buying a new (for me) shmup. I only just got hold of R-Type Delta, for example. Einhander's on the list, mind - fancy saying something about it yourself?

banshee: I'm really curious to see what shooters are going to be like in the years to come. As you've shown, there's lots of stylish takes, bullet frenzies, etc. and there is some core strength to sticking to your basics... you just have to wonder what constraints you can tweak to make future games fresh. Is it going to become something that will will ultimately have a stronger past than potential future and is that now?

Yeah. It's going to take a developer having a Mario 64-style moment of revelation if the genre's ever going to evolve in any significant manner. One way of staving off the otherwise inevitable stagnation could be to keep playing about with different bullet patterns, but this is the kind of thing that's only going to be noticed by those players who are already knee-deep in the scene.

There are some verts that play about with the idea of having different planes, different layers of depth. The Layer Section/RayForce/Galactic Attack series



and Souky have a system where holding the fire button down changes it into a lock-on laser attack - think Panzer Dragoon. Some enemies appear 'below' your craft, on a different plane, and can only be destroyed with the lock-on laser.

Thinking about it, though, that's not a million miles away from the hundreds of other shmups that differentiate between ground-based enemies and flying ones, and only allow you to destroy the former with bombs. It's intersting that people don't generally draw that comparison - this is the first time I've ever thought about it myself - and suggests that you could provide the illusion of innovating simply by disguising an old system as something else.

There's a shmup on the Virual Boy called Vertical Force that expands on this idea of different 2D planes by allowing you to move between them. Three different planes of depth (I think it's three, it's been a while since I bothered dusting the VB off), each with enemy formations that can only be tackled if your craft is positioned on the same plane as them. It's fun. but not entirely successful. I think that's true of most 2D games that allow the user to swap between different 2D planes, actually - they end up feeling less precise, random in a slightly annoying way. See also those 2D beat 'em ups that have similar systems.

You can't abandon forced scrolling. I've been thinking about what makes a shmup distinct from, say, first-person shooters or run 'n' gunners (which is the genre that Metal Slug more accurately fits into, sausage) and I can't come up with any better distinction than the fact that the player has no (or limited) control over the scrolling of the screen. And this is why I'm fairly sure that 3D, into-the-screen (or 'forward-scrolling') shooters can be included in the genre.
 
 
Jake, Colossus of Clout
22:06 / 29.04.06
Randy. I completely agree that "into-the-screen" shooters should be considered shmups. Starfox and Starfox 64 have all of the elements of a classic shmup: the patterns od enemy fire, the camera moving on rails, the enormous bosses that need to have specific areas targeted, often in a specific order. I just loved Starfox 64- that's one of the games I have the fondest recollections of from college (along with Tekken 3 and Ocarina of Time). My buddies and I, usually stoned out of our skulls, would spend endless hours passing the controller around (you had to give it up if you died or beat a level) and talking shit about the guy who was playing. Good times, good times.

As for Einhander... You'll have to bear with me, as I think it's been about eight years since I played this baby, but IIRC, it had some cool innovations. It was completely polygonal, but it was a side-scroller on rails for the most part. The camera was always controlled by the computer, but during certain sections (I think only boss fights, but I'm not sure) it would turn, so all of a sudden you would be looking at this huge boss ship coming at you from behind, blasting away. A very cool way to switch it up from the traditional "boss on right side of the screen" style, while keeping the same mechanics.

The other cool thing about Einhander is that your ship has no internal weaponry, just an arm that you use to steal weapon pods from the enemy fighters. You can set these pods on the top or bottom of your craft, and dufferent weapons will have different effects from each position. Each pod has a finite amount of ammo, so you can't just grab the pod you like best in the beginning of the level and use it throughout. You have to keep stealing weapons from the baddies, which means you have to know each pod and its qualities in full if you want to succeed. You can also use your pods as shields in a pinch, as one direct hit in this game spells doom. There are a bunch of standard pods (10, maybe?) and five or so secret ones.

There are a bunch of unlockables in this game: the aforementioned pods, as well as a couple of supplemental ships (you start with 3 to choose from). Each boss and miniboss (there is on each in every level) has secret weakness. If you beat them using that, you get an unlockable.

Einhander also rewards skilled, efficient blasting of foes. You have a bar at the bottom of the screen which fills up a bit each time you kill an enemy. You must then kill another enemy within a very short period of time to add a little more to your bar, and so on. Fail, and it goes down to zero. If it fills up, something sweet happens, although I can't for the life of me remember what. Maybe just a big points bonus. Oh, yeah! It keeps score and saves your high scores. Old-school sweetness. I love this game. In fact, I'm off to eBay to see what the price might be for a copy...
 
 
Spatula Clarke
16:09 / 02.06.06
It was completely polygonal, but it was a side-scroller on rails for the most part. The camera was always controlled by the computer, but during certain sections (I think only boss fights, but I'm not sure) it would turn, so all of a sudden you would be looking at this huge boss ship coming at you from behind, blasting away.

It's the same in the two polygonal, Sony-exclusive R-Types, although there it happens throughout the levels, not just on boss encounters (I've read that Delta uses the exact same engine as Einhander, but I'm not sure if that's true). Final has an amazing recreation of the original game's third level - the giant mothership one where the boss *is* the level. Instead of taking out gun emplacements on the top and bottom of the mothership, everything keeps rotating so that you're taking it out from every possible angle.

The bit of stealing the enemies' weapons reminds me a little of Darius Gaiden - Darius is the series of horis where all the bosses have fishy designs. It's much less pronounced in that game - little more than an extra possibility, and a rather awkward one at that. Mid-level bosses have an orb on their body and, if you shoot it enough times, they'll temporarily switch sides and start taking down their former comrades at your side. It's so much bloody hassle trying to shoot the orb without destroying the enemy itself, though, that it's really not worth the bother. And there's so much else happening on screen anyway, you don't need another ship firing stuff all over the shop confusing matters.
 
 
_pin
16:43 / 06.06.06
What about Guitar Hero as an innovation in shmups? The attack patterns, the rhythm, the well-timed multiplier...
 
 
Jake, Colossus of Clout
06:31 / 07.06.06
Randy- My local game shop has R-Type Final for PS2, used, for $15. Should I buy it?
 
 
Spatula Clarke
20:35 / 07.06.06
Fuck yes. YES.

I've been deep into an R-Type and Irem obsession these past two weeks - I'm going to overdose this thread on R-Type soon. That's some great timing you've got there - I've been hammering the PC Engine CD conversion of the original and got hold of that Super Famicom that I've been promising myself for years with Super R-Type and R-Type III: The Third Lightning as the things that finally made me cough up the cash for it. Spent the weekend wanting to do a review piece on the first game for elsewhere, but got tied up with boring things.

But YES. Final is an amazing game. You need to be tuned into its odd pacing, or be able to retune yourself for it, because it's so far removed from every other modern shoot 'em up. If you can do that, there's weeks of joy to be had from it. Also: possibly the single most loaded game ever made in terms of symbolism. The masterful rejig of the series' storyline that it contains doesn't even begin to hint at the levels of depth to the visual stuff it's got going on - most (if not all) of which is never commented on explicity within or by the game itself, but left by the designers for the audience to pick out and mull over.

I'm probably making it sound like a right old load of pretentious bollocks, so if that's the case just think of it as a bloody great shmup and nothing else. It totally works on that level, too.

pin: What about Guitar Hero as an innovation in shmups? The attack patterns, the rhythm, the well-timed multiplier...

Blimey. Long time since I've spoken to you on here, chief.

I think I know where you're coming from here, because it's a comparison that I'm always tempted to draw myself (although for all bemani/rhythm action games, not just GH), if only because bemani occupies a large room in my heart. On reflection, I think that it's a slight mistake to try and link bemani directly to shmups and classify the former as a subset of the latter in this way. Instead, I'd say that bemani has links to pretty much every pre-32bit genre.

You can find all of the things you mention in classic platform games, for example. Enemies attack in a fixed pattern each time you replay a level, as do bosses. Patterns of attack lead to rhythmic play - especially if the game's soundtrack is tuned to on-screen events, becoming more frantic as the gameplay does (and, as a result, as your control commands do). And combos - I've no idea what the first game to introduce the idea of combos was, but they're even present in things like Super Mario Bros., where jumping on three or four enemies in sequence without touching the ground inbetween hits leads to your score for each successive hit being affected by a multiplier.

So yeah, there are certainly links between bemani games and shmups, but they're links that can and should be traced back to a root that's common to other genres, too. It's maybe more tempting to identify shmups as *the* direct ancestor of bemani because of the way that those other genres have lost their purity as they've evolved - you don't often get pattern-based play in newer platformers, for instance, because the free-roaming play that they started to incorporate once they properly embraced the third dimension has meant that level designers haven't been able to regulate the player's progression through the levels to the same extent as they could when the games only had eight possible directions of movement.

There needs to be a bemani thread in this forum. I've been wanting one since we created the place.
 
 
All Acting Regiment
21:34 / 07.06.06
Have we mentioned Warning Forever yet? I'm sure we must have done because it's somehow ended up on my computer but I can't find it referenced in this thread.

Wikipedia says it better than me:

Warning Forever is a freeware 2D shoot 'em up written by Hikoza T Ohkubo and released under the name of his software house, Hikware.

The premise of the game is to fight a constant stream of bosses. The gameplay is broken into stages; each stage is a single boss battle. To progress to the next stage, the boss must be completely destroyed within the time limit. The game starts with a default time limit of 180 seconds (which can be changed to the maximum of 999 seconds in Options), with 30 seconds being gained for every boss defeated. 20 seconds are lost every time the player is destroyed.

The main gameplay feature is how the bosses change from stage to stage. Based on how you fight a boss, the next boss will adapt itself to defend against your strategies, and prey on your weaknesses. For example, if you destroy the front part of the boss first, it will increase armor on the front. Likewise, if you are killed by a certain kind of weapon, but still defeat the boss, the next boss will probably have more of that weapon.


 
 
_pin
16:32 / 08.06.06
It has, hasn't it?

Think Guitar Hero thing was partly because Red OCtane's other PS2 tites (what were they called?) were always getting props (READ: in Edge articles were getting props) as rythemy shmups, a fact which, when remembered, got me less shit at GH because I stopped aiming for each note in turn and started to understand the wider implications of what was were; precisly the same click and perspective shift that upped my Ikaruga skills (such as they are).

There's also the fact that these games are the ones I find it easiest to stop fearing death in. Having started playing games on the GameBoy (with no save) and not playing anything oneplayer for a long time after that, it took a long time to understand that failure was not so bad. Games that are all about coming back from failure are useful for getting over this.

It also looks like a shmup.
 
 
netbanshee
16:09 / 25.06.06
Just saw that Senko No Ronde is making it's way over to the 360. I'm not familiar with it, but it looks like a nice find for those in the MS camp.

Apparently it pulls elements from a shooter and a brawler and mixes it up. Has anyone seen the arcade version or heard of this game before?

The screenshots are certainly tasty looking.

Senko No Ronde - Screenshot
 
 
Spatula Clarke
16:36 / 26.06.06
Yeah, it's an odd one. I've not played it myself - it's only been released on Sega's Dreamcast-based Naomi arcade hardware up until now, so you either need to be filthy rich or live in a city with decent arcades. It's a two player deal, which teh computer providing an opponent if there's only the one human player. Think the general idea is that your craft shoot at each other when they're at a distance, then transform into mechs and get down to hand-to-hand stuff when you move in close.

The developers, G.Rev, are one of the small teams that have been keeping the Dreamcast going with official (Sega-published) commercial releases in the years since it was pronounced dead. Everything they've done has been on teh Naomi board, which is why those games have then come out on the DC - easy and relatively cheap to port when it's more or less the exact same hardware. I've no idea why this one didn't make it into the home, though.

I've only played the second of the DC releases, Under Defeat. It's okay, but seriously old school and, imo, seriously dated. There are no bullet patterns as such - all shots move towards the position you were in when they were fired, asking you to exercise the old bullet-hoarding skills. No complex scoring system - it's basically fire and forget. Well, there's something in there about points values increasing depending on how few lives you've got remaining, but it's nothing to get the juices flowing. It's got some lovely visual touches - reflections, gorgeous smoke effects, flocks of birds - but the aesthetic doesn't appeal to me very much and the music is crappy, instantly forgettable rock guitar wankery.

Their other DC game - their first - is Border Down, which sounds far more interesting, but which I can't play because of the inflated prices that you have to pay if you want to get a copy of it nowadays. There are three (I think) different versions of each level, each having a different difficulty. These are the borders - green, yellow and red. If you die on a level, you move down a border, into a more difficult one. It's like the exact reverse of rank, where normally games get more difficult the better you do, not more difficult the worse you do, but it's actually a really clever system when you think about it - the more difficult the border is, the higher the available score is, so in order to go for the highest score possible you have to lose all your lives bar one on the very first level.

Story goes that G.Rev originally offered an enhanced version of Border Down to MS for the 360, but MS refused and said they wanted a buffed-up version of Senko no Ronde instead. I can see where they're coming from, I suppose - it'll be an exclusive, it's a two-player and so covers their demand that all Xbox Live Arcade titles include a multiplayer component - but they've missed a major trick by turning down the offer of a Border Down conversion. It's a more recognisable style of gameplay - and so more suited to the basic principles of Live Arcade - it has a proven fanbase and a whole bunch of people desperate to play it but not willing to fork out $150 for the pleasure, and it's just a more appealing idea for a game from a player's point of view. I dunno. We'll see, but Senko has always sounded like an unholy mishmash of ideas.

pin: think Guitar Hero thing was partly because Red OCtane's other PS2 tites (what were they called?) were always getting props

Shit, yeah. I'd forgotten about their earlier games. Frequency is the one that has most resemblance to shmups - the tunnel idea is totally ripped from Tempest. It's odd, but each time they make a new game based on that system they've simplified the thing and taken it a step further away from that point of inspiration. I mean, without the guitar controller Guitar Hero would be barely a game at all. But yeah, Frequecy has a definite and clear link to shmups through basically taking a specific, famous example of the genre (albeit one that's never really inspired anything other than its own sequels) and doing little more than setting it to music, having the 'enemies' appear in time with the rhythm and melody of the sounstrack.
 
 
Spatula Clarke
13:18 / 06.02.07
Just a minor FYI bump here, but Konami have recently done the PSP proud by giving it a bunch of shmup collection discs - one for Gradius, one for Salamander/Life Force, one for Parodius and one for Twinbee. The Gradius one's been out for a while in all territories, the other three have just come out in Japan and don't currently have release dates lined up anywhere else.

Gradius Portable (or Gradius Collection, depending on which region version you get) is nice, but has a one problem that'll either be major or minor depending on how much it bugs you - the PSP screen. The poor response time on the handheld's screen combined with the black starfield backgrounds in a lot of the games' levels means that you get a lot of blurred edges on the visuals. Personally, it's not something that I've been particularly bothered by, but I know other people who hate it.

Other than that, it's a smart little compilation. You ge the first four games - the PS2's Gradius V is, presumably, either too much for the PSP hardware or else not old enough for Konami to want to risk devaluing it by including it on a portable comp - and Gradius Gaiden (previously a PS1 exclusive and, afaik, not released outside of Japan). The default viewing option stretches the visuals to fill teh entire screen, but thankfully there's an option to display each of the games at the correct aspect ratio.

I do see it as a bit of a missed opportunity, still. It's one of the most professionally-presented compilations around, and the games on offer are all great, but it misses a hell of a lot of series history out at the same time. There's a load of obscure exclusives that could have been included - the MSX games, the 68000 ones, the portable ones.

I'm waiting for delivery of the Parodius and Salamander packs, but the same disappointment is present with the Parodius one even before it's arrived. Lke Gradius, each of the home conversions of every game in that series (bar Sexy Parodius) had exclusive features - either whole new levels, different bosses for existing levels or bonus minigame levels available from the main menu. It's a great shame that none of them are represented here. On the up side, the conversion of the MSX game that is included on the PSP comp has been reprogrammed specifically for Sony's hardware, so I'm looking forwards to that more than anything else.

The Salamander pack has the first ever home conversion of Xexex on it. I've never played Xexex at all - never even emulated it - so that's going to be fun.

The Twinbee pack, though, does what I'd have wanted from the Gradius and Parodius ones, at least to a small extent - it has the Gameboy Twinbee title on it, reprogrammed again for the new machine. So I'm hoping that these are going to sell well enough in Japan for Konami to put together a rarities comp, featuring some of the many missing home exclusives.

Anyway. Did you ever get R-Type Final, Jake?
 
 
Jake, Colossus of Clout
19:34 / 06.02.07
I did indeed, for like eleven bucks at EBGames. It was great! My personal favorite level was the one (third, I think?) where you fly your ship around the outside of a monstrous alien death machine, blasting all of it's gun emplacements and things.

I liked that the huge array of ships available weren't just clones. There was a huge difference in feel and strategy between all of the ships. I didn't even come close to unlocking them all, but I found one I liked, the one with the blue weapon that was two tentacles that projected a beam three times as wide as your ship when you tapped back on the d-pad (sorry I'm being so vague, I last played a couple months ago, so I can't remember what anything was called).

Lots of weird sexual imagery in it as well. I've rarely seen so many penis-monsters in my life. I wish I hadn't just given away my copy (along with my PS2 and Gamecube, in a fit of next-gen fever: "get this obsolete shit out of my house!") or I'd be able to play through again and talk about it in more depth. Great game, though, and much giving of thanks for the recommendation.

Do you think the genre will have any representation in the new generation of consoles? I can't see them being able to advance the experience in any fundamental way, although a Wii shmup might be interesting.
 
 
Spatula Clarke
12:56 / 07.02.07
I'd imagine so. One of the challenges that shmups have to face each time there's an evolution in home hardware is suriving the early days when the media and games-playing public in general slate any example of the genre on that new hardware as being out-of-date, an irrelevance. One of the first games to come out on both the Saturn and Playstation was the Parodius Deluxe compilation, which was damned by faint praise from all quarters. The same thing happened when the Dreamcast came out.

I actually think that shmups have an opportunity to regain mass public acceptance with these new consoles, if any developers care enough to give it try. All three consoles off a download service of some form. Xbox Live Arcade and Wii Virtual Console are already host to some classic examples of the format (creaky classics where the former's concerned, admittedly). At the very least, that provides the genre with the opportunity to become visible again - it's been such a hardcore/import-only deal the last ten years.

A lot will depend on how successfully Microsoft push the the XNA thing - there's the chance there for homebrew to finally make its way onto consoles in an oficially-sanctioned capacity, and if that happens I can see a lot of indie devs getting into it, creating a scene that could - potentially - open the door for homebrew. That's a big if, though - I have serious doubts as to whether or not MS will allow XNA to become as open as it could or should be. I mean, Xbox Live Arcade has been an utter failure in terms of variety and quantity of content, so something that's an adjunct to that doesn't stand much more of a chance.

But shmups'll still be here, regardless. Even if it's just as rereleases of old games on compilation discs and the occasional JPN-only PS3 game. And there *will* be PS3 shmups - there'll be no other way for companies like Cave to stay in business.

As far as new hardware evolving the experience goes, I'm not sure that it needs to. The format's already been perfected, imo - I honestly don't believe that there's any need for new control schemes or a significant revolution in gameplay. It's that old thing about chess, isn't it - why would you want to try and change the rules for something that works perfectly as it is?
 
 
Spatula Clarke
18:35 / 29.04.07
Just thought this could do with a bumping as there are a couple of fantastic shmups available on the Wii Virtual Console service - Soldier Blade and Super Star Soldier. Nice page on them at HG101 again, here.

They both show off what the old PC Engine/TurboGrafx hardware was capable of wonderfully, while also being great examples of the type and quality of the vert shmups the system was blessed with - a few of the games by Compile feel very simplar, to me. This, remember, is a machine that in theory had the same processing power as a C64, NES or Master System. Which only goes to prove that basing your belief of what a machine can do purely on the power of its CPU is bloody stupid, I suppose.

But yes. Awesome games. The other thread I keep meaning to start around here is one on this old console, but I don't know if anybody bar myself has ever owned/used it or is even interested.These two games on the Wii are 600 points each, which equates to.. what, about £3.80 or something? $2.50? Not sure. Something like that. They're as essential for Wii owners as Zelda and Wario Ware are.
 
 
The Strobe
07:48 / 30.04.07
(I'd be very interested in a crash-course in the PC Engine. Remember reading a review of one when it launched in PC World, back in... 1989 sound right? Looked awesome - really futuristic, tiny, and the R-Type screengrabs were fab.)
 
 
petunia
19:32 / 02.01.08
I've just realised that I've been a closet Shmup lover for a while now...

I go in and out of gaming in pulses of heavy enjoyment then months without much going on. This xmas season I've been getting an intake of my friend's xbox 360 and have received a Wii of my very own (!!!!!!). I got a little tired of playing Gears of War and Dirt, but no tiredness could slow my enjoyment of Guitar Hero 3, which led me to think I should look into bemani (good thread there, randy, I'm going to have to check some of that stuff out), and then... cut a long story short, we downloaded the demo of Every Extend Extra Extreme on Xbox Live.

It's brilliant. Released by Q? entertainment, it's a buffed-up version of a PSP game, which was a reworking of a freeware game, apparently. In the game, you have to dodge randomly shaped enemies and their bullets until you get to a suitably crammed area to explode your 'ship' (it's a cross shape). Every enemy that gets caught in your blast radius explodes and creates their own blast radius, which creates a chain of explosions throughout the screen, exploding further enemies as they come to join in.

You get more ships for gaining lots of points (the points system is pretty hyper - a friend got 1.5 trillion in a 15 minute demo) and you collect pickups left by exploded baddies to extend your time, increase play rate, increase multiplier etc.

The game plays a little like a puzzler like lumines in that the premise is really simple, but it can be drawn out into hypnotically long gameplay sessions (I assume; as I said, the demo is limited to 15 minutes). It's directed by Tetsuya Mizuguchi, who made Lumines and Rez, and it has the same style of trancey soundtrack with beats triggered by explosions and other actions. The visuals are reminiscent of Rez and Geometry wars - simple, bright shapes that form visually addicting patterns as they interact.

The extendable time limit can lead to frantic sections of trying to get pickups in time. You have the option of halting a chain of explosios when they are in progress, which leads to a tactical element of choice between awesome score (and wikked beatz/visuals) or making sure you have enough time to get yourself through the next chain of explosions.

It's a bit difficult to describe, really, but I'd urge anyone with a 360 to get hold of the demo, then buy the game.

It also has a more straight-up mode of just flying around dodging and shooting shit really fast and it made me want lots more of this.

There's a definite part of me that really enjoys crazily stressful twitch gameplay that makes my fingers hurt. Another element that draws me to shmups is that of realism - I get a little bored of the current drive towards high 'realism' in gaming and I want more stuff that is based on crazy colours exploding one-another. I find more ability to really throw myself into games like this. I also like being able to pick up a game, play for 5 minutes, then go out, still feeling like I've had a bit of a workout.

On my Dreamcast, I thoroughly enjoyed Bangai-O, by Treasure (I'm here realising that i'm talking about games that aren't hori/vert, so may not be fully on-thread - do these count as shmups?). You float around in a mecha in a moon-lander floaty gravity style, with 8-way shooting ability. You can switch between two different mecha on-fly - one shoots guided missiles (good for open spaces), the other fires lasers that travel straight but bounce off walls (good for corridors).

The fun part comes with the special attack. Firing a special will unleash a number of missiles/lasers out in a 360 degree circle from the mecha, with the number fired dependant on how many enemy bullets there are onscreen and how close they are. This leads to a great level of tension where you're waiting for the last possible millisecond before releasing your special. It also gives you a counter to tell you how many explosions you have caused, which makes me happy. BANG.

I also got hold of Rez last year. I'm sure I've seen people write about it here before. I'll try to write up some thoughts on this - I cracked it open today and I still love it. I'm mainly mentioning it now to point out that Rez is coming out for Xbox Live, which means:

HD. SURROUND. SOUND. REZ.

! ! !
 
 
Spatula Clarke
22:57 / 02.01.08
Just quickly, on EEEE, it's actually fairly broken. There's no real balance to the game any longer. In the original Every Extend (which I think we've got a link to around here, somewhere - have a search for the freeware games thread), the tension came from delaying the inevitable: the countdown hitting zero. And it was proper tension, because time extend items were so rare to come by and upped the countdown timer by so small an amount. The timer would always run out eventually, no matter how many time extends you managed to collect.

The same was true in the PSP's Every Extend Extra, which was, again, all about ekeing out as much of a score as you possibly could before the timer ran out. Actually, that's not quite true - EEE was more focused on the boss battles that it introduced to the game (they were there in EE, but hidden, and there were only two of them), but the gameplay in the levels running up to the boss battles remained the same, if slightly more hectic.

But EEEE, it throws far too many things onto the screen at once, including far too many quickens and time extends. The direct result of this is that once you slot yourself into its rhythm, it's actually possible to keep a sngle game running indefinitely, to the point where you purposefully lose all of your lives simply in order to end the game. I posted a screenshot of what was only my third or fourth game of it here, along with one showing the final score at the end of that single session. A single three hour session, with a final score of 102,723,843,774,255. And yeah, I gave up at that point and lost all my lives by ramming into stuff, just so that it could end and record the score as it stood.

It turns what it should be - a pure high score challenge - into a game of chicken. How long can *you* stare at the screen, doing exactly the same thing over and over again, simply to climb the leaderboards. It desperately needs fixing - either by limiting the number of time extends that appear in a certain round, or by increasing the score requirement for extra lives. I've not been able to face it again after that session.
 
 
The Strobe
21:36 / 07.01.08
Despite what Randy's said, though, Petunia, Bangai-o definitely counts as a shmup, and I think the Every Extends can almost certainly be counted. I'd count Rez too, although it fals into the genre of shmup shared by Panzer Dragoon. Space Harrier, and a few others...
 
  

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