Let's make a list of shmup gameplay innovations & firsts.

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Kaiser
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Kaiser »

As first shmup featuring TLB, I think that would go to Varth. I mean you can't reach stage 30 (TLB) unless you 1cc the game. When you continue in the game, stage 29 gets replaced by a bonus stage, the true form of final boss never appears. What do you think guys?
http://www.youtube.com/watch?v=ExJwCubwUwI < seen on this video (by Ruldra)
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Obiwanshinobi »

The shmup stage in Viewtiful Joe (2003, Capcom) had an auto-dodge button. That's how the slo-mo button works - your dude automatically dodges the bullets. Not a great shmup stage, but an interesting idea nonetheless. It also had a speedup button, but that almost certainly was present in some earlier shmup (by emulation, if anything else).
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by PC Engine Fan X! »

American Sammy's Daioh PCB (circa 1993) is the first & only arcade shmup title to sport a 6-button layout from the get-go. The original Athena produced Daioh PCB only had a 2-button setup at best. It's possible to play the USA region Daioh PCB in 2-button mode via a certain jumper.

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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by RNGmaster »

I wonder, what game invented medal chaining a la Battle Garegga?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Obiwanshinobi »

RNGmaster wrote:I wonder, what game invented medal chaining a la Battle Garegga?
Pulstar? Not sure about that as I only played it with continues, but there seems to be something funky about the rank and power-ups.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by tinotormed »

Kaiser wrote:As first shmup featuring TLB, I think that would go to Varth. I mean you can't reach stage 30 (TLB) unless you 1cc the game. When you continue in the game, stage 29 gets replaced by a bonus stage, the true form of final boss never appears. What do you think guys?
http://www.youtube.com/watch?v=ExJwCubwUwI < seen on this video (by Ruldra)
I may be a stinker in this game, but you could still reach the TLB even when you use continues.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Voxbox »

IseeThings wrote:Special Moves (I'm sure there was a shooter with SF style quarter circle specials, double tap dash moves etc., but I can't remember which)
Ai Chou Aniki plays with Street Fighter style special moves.
IseeThings wrote:Critical points on bosses (Striker 1945 III and probably many earlier ones)
In Darius 2 there's bombs hovering around the bosses, destroying the bomb destroys the boss.
IseeThings wrote:Players joining together? Blasteroids, Dogyuun?
Crisis Force on the NES.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Hagane »

Suicide bullets: Bakuretsu Breaker?

Also, old Kaneko shooters are contenders for creators of the danmaku genre IMO.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by toaplan_shmupfan »

Possibly an earlier one than R-type.

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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Sonic R »

Drum wrote: Point-blanking, or points based on proximity: Sheriff (1979, Nintendo). You get more points if you kill the bandits after they've entered your little fortress. I, Robot (1983, Atari) further developed this by adding more variables - basically, the closer you are when you shoot them, the more points you get. I think there may be another early example but I can't remember!
One early example I can mention for point-blanking…

Centipede (1980, Atari)
when you kill the spider, the closer it is to your player, the more points you get… at the closest, you are awarded 900 points, at close but a bit of distance, you receive 600 points, and at any other distance awards the default 300 points.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by beatsgo »

What was the first shmup that used isometric perspective instead of the usual 2d or 3d design?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Drum »

Bumping for a couple more I discovered recently:

First boss: Cosmo (1979) http://www.youtube.com/watch?v=ZSrGHsPN5FY (go to 2:58)
At a stretch (it's a crosshair shooting gallery type game): First co-op shooter: Star Hawk (1977) http://www.youtube.com/watch?v=RXyRp3yVV5w
beatsgo wrote:What was the first shmup that used isometric perspective instead of the usual 2d or 3d design?
Zaxxon.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by emphatic »

IseeThings wrote: Here's another one.. bit of a novelty feature, destroyable HUD gfx. Thunder Dragon 2 does this, you even get a bonus for it :-p
How about Halley's Comet? You can erase the text at the start of each stage by flying across it. Sure, no points but the "DO NOT ERASE" text is pretty cool.

Isn't it the first shmup to have the background speed up as you pick up speedup items as well?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Rex Cavalier »

Hellsinker innovated awesomeness
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Drum »

IseeThings wrote:The concept hinges on providing alternative ways to destroy the bosses, not a single way (many games have bosses which are vulnerable in only one spot, less seem to provide strategic opportunities to kill the boss based on a weak point)
Bosconian and Space Dungeon have enemies you can take apart bit by bit or just kill via a single one-hit weak point, but I think that's a bit different?
Here's another one.. bit of a novelty feature, destroyable HUD gfx. Thunder Dragon 2 does this, you even get a bonus for it :-p
Sheriff .............. sorta. It says the current level on the buildings, which you can destroy bit by bit like the bunkers in Space Invaders.



Space Invaders is probably the first shmup with music, if the heartbeat counts as music ... but Sheriff is, I am pretty sure, the first with melodies and themes and stuff.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by straight »

Here's one I was just asking about in a post about an old doujin shmup, Creature Jungle.

In that game when you shoot an enemy with your secondary weapon, it explodes. Then any ship that runs into that explosion also explodes in an explosion that can catch other enemies. So with proper timing you can start a chain reaction that kills ships that weren't even on the screen when you fired the initial shot. There's other games that do this with just placing exploding bombs -- Every Extend, Boomshine, etc. -- but this is then only time I've seen it in a shmup.

Are there other, earlier, examples of this game mechanic in shmups?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Drum »

straight wrote:Here's one I was just asking about in a post about an old doujin shmup, Creature Jungle.

In that game when you shoot an enemy with your secondary weapon, it explodes. Then any ship that runs into that explosion also explodes in an explosion that can catch other enemies. So with proper timing you can start a chain reaction that kills ships that weren't even on the screen when you fired the initial shot. There's other games that do this with just placing exploding bombs -- Every Extend, Boomshine, etc. -- but this is then only time I've seen it in a shmup.

Are there other, earlier, examples of this game mechanic in shmups?
Missile Command, Grobda and going even earlier - Blasto.

General Q: Is Borderline the first vert? Or Red Clash? Assuming scrolling star fields don't really count. Also, who made it? Wiki says Compile with Sega publishing, but I am pretty sure that's just the home version and the arcade version was a Sega joint, as Compile didn't exist in '81.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Captain »

Explosion-bonuses


when an enemy explodes, the nearby bullets will turn into bonuses for you to collect!

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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Ed Oscuro »

It's not a well-loved mechanic, but the ground attack / ground bomb: Xevious, I guess.

Namco sure loved those.

Point-blanking and weapons of increased power at shorter range (i.e., collecting the narrow beam powerup as opposed to the wide shot): Omega Fighter (and Special)

Killing enemies with thrusters (i.e., non-enemy kills): I know XII Stag does this, but what about earlier titles?

First shooter with voice (not a gameplay issue, of course): Sinistar or Stratovox (Sinistar's is more elegant, I've heard, and makes more sense in the gameplay context).
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Captain »

Acrobat Mission had thrusters which can damage enemies.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by BIL »

You can kill stuff in Image Fight (1988) with the jet blast produced by switching speeds, if that counts Ed.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Eno »

MathU wrote:3-player support - Turbo Force (1991)?
4-player support - Blast Works (2008)?
Since we're taking borderlines into account, what about Quartet(1986)? It's more like a platformer, but once you get the jetpack it plays essentially like a horizontal shmup, and it supports up to four players.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Drum »

Eliminator (1981, Gremlin) has 4-player support.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by RNGmaster »

GradiusuiraD wrote:Explosion-bonuses


when an enemy explodes, the nearby bullets will turn into bonuses for you to collect!

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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by TrevHead (TVR) »

Who introduced the autobomb? Plus was Layer Section the first to do the lock on shot?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by mugicha »

I was thinking about reverse directional shooting, like Deathsmiles and Battle Mania, I like that one.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by emphatic »

RNGmaster wrote:
GradiusuiraD wrote:Explosion-bonuses


when an enemy explodes, the nearby bullets will turn into bonuses for you to collect!

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^^fixed.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Drum »

TrevHead (TVR) wrote:Who introduced the autobomb? Plus was Layer Section the first to do the lock on shot?
I think maybe Lock-on did the lock-on shot, back in '86. That's really more of a rail shooter though. I don't fully understand how its lock-on system works. You can target multiple enemies at a time, but you fire the missiles separately. Going waaaay back, Star Fire had a lock-on system in '78, but I don't think that's what you meant. Layer Section was for sure the first 2D shooter to do it, and did the multi-targeting homing laser thingy.
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Captain »

TrevHead (TVR) wrote:Who introduced the autobomb? Plus was Layer Section the first to do the lock on shot?
You mean Rayforce?
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Re: Let's make a list of shmup gameplay innovations & firsts.

Post by Captain »

GradiusuiraD wrote:
TrevHead (TVR) wrote:Who introduced the autobomb? Plus was Layer Section the first to do the lock on shot?
You mean Rayforce?
You mean Gunlock?
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