memorizers
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professor ganson
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memorizers
I'm looking to get a firmer grip on the idea of a memory shmup. Nearly every shmup is such that repeated play will help to improve one's performance, and memory (in various ways) is a huge part of the reason why.
So what is distinctive of memorizers? The existence of safe-spots?
And what are examples other than R-Type games? Is Ikaruga a good example?
So what is distinctive of memorizers? The existence of safe-spots?
And what are examples other than R-Type games? Is Ikaruga a good example?
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Rob
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Games that abuse traps, dead ends, etc. for first time players. Games where challenge is reduced greatly or nearly eliminated by memorization. Modern games have a little bit of that, but not enough to really fall into that category (like knowing when the walls open/close in Ikaruga level 2).
(also, I don't think this has anything to do with scoring, just survival)
(also, I don't think this has anything to do with scoring, just survival)
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BulletMagnet
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Yeah, usually the term is used for shmups that pretty much require you to have played the game previously and memorized certain things just in order to stay alive, on a regular basis. As far as scoring goes, most shmups require you to memorize some stuff to score optimally, but that stuff is optional if you're just playing for survival.Rob wrote:(also, I don't think this has anything to do with scoring, just survival)
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Randorama
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All shmups are memorizers, with the difference that most of them will usually force you to be in dynamic sequence of given (small) regions of the screen instead of single points. The smaller the region you need to be in, in order to obtain a given result, the more memory-laden the game. In some shmups, you need not to follow one single dynamic sequence to get the optimal result, so they allow you to just choose among different routes to get the best perfomance (you have more freedom, but not complete freedom).
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BulletMagnet
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I'm not sure I'd agree 100 percent with that...I might use something like the true final boss of Mushi as an example. You've got almost NO room to move around in there, but I don't think you could call that a "memorizer" shmup (boss?), since you pretty much just have to react to whatever moves a little too close from whatever direction (aren't the bullets' paths in that case random spam anyways? As in, if you play the game twice, and sit in the exact same region both times, the stuff you face won't come at you in exactly the same way?). On the other hand, in some of the Gradius games, you've got to know the spots at which a wall/gate closes up in front of you, so you know to rush through quickly; there might be nothing else threatening you whatsoever onscreen, but you've still got to know to book it at that point (rather than instinctively hanging back to see what comes next) or else be squished, no matter what. The same goes for spots where stuff comes at you from behind with zero warning.Randorama wrote:The smaller the region you need to be in, in order to obtain a given result, the more memory-laden the game.
I see what you're getting at though...maybe if you worded it a bit differently.
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CIT
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"Memorizer" should be thought of as a fixed term, for a certain style of game, rather than a descriptive term, as pretty much all shooters with fixed enemy and/or bullet patterns require some degree of memorization to do well.
Historically the concept of "memorizer", was a reaction to many of the arcade shooters of the early 80s, that were heavily refelex oriented (hammering the fire button, dodging), such as Xevious or Starforce. Contrary to this style of gameplay, memorizers placed emphasis on navigating an environment and avoiding natural obsticles. As such they were usually horizontally scrolling, as this perspective allows for a more interactive environment. Further they often involved traps, dead ends and ambushes that would be impossible for a first-time player to avoid.
Most memorizers include a large array of weapons with distinct functions and/or some sort of subsidiary player character (pod) that could be independently controlled, adding a heavy strategic element.
As this type of gameplay gave players the sense that anybody could beat the game, "if only they could memorize the levels", they had a highly addictive quality and became very popular, spawning a boom in this type of shooter from the mid-80s to the mid-90s.
With the introduction of complex scoring systems in the early 90s, elements of reflex play and memorization were combined to create a more variable playing style (usually requiring heavy memorization only for high score play, e.g. DDPDOJ), and there has since been a decline in the production of memorizers.
Canonical memorizers:
- Gradius series
- R-Type series
- Thunderforce III-V
- Xexex
- Last Resort
- Pulstar
- Einhänder
- Viewpoint
- Hellfire
Historically the concept of "memorizer", was a reaction to many of the arcade shooters of the early 80s, that were heavily refelex oriented (hammering the fire button, dodging), such as Xevious or Starforce. Contrary to this style of gameplay, memorizers placed emphasis on navigating an environment and avoiding natural obsticles. As such they were usually horizontally scrolling, as this perspective allows for a more interactive environment. Further they often involved traps, dead ends and ambushes that would be impossible for a first-time player to avoid.
Most memorizers include a large array of weapons with distinct functions and/or some sort of subsidiary player character (pod) that could be independently controlled, adding a heavy strategic element.
As this type of gameplay gave players the sense that anybody could beat the game, "if only they could memorize the levels", they had a highly addictive quality and became very popular, spawning a boom in this type of shooter from the mid-80s to the mid-90s.
With the introduction of complex scoring systems in the early 90s, elements of reflex play and memorization were combined to create a more variable playing style (usually requiring heavy memorization only for high score play, e.g. DDPDOJ), and there has since been a decline in the production of memorizers.
Canonical memorizers:
- Gradius series
- R-Type series
- Thunderforce III-V
- Xexex
- Last Resort
- Pulstar
- Einhänder
- Viewpoint
- Hellfire
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professor ganson
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Zweihander
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Ikaruga is a shmup? I thought it was a puzzle game..
with all seriousness, Ikaruga is definitely a memorizer, if anything...
Would Darius or its spiritual sequel, Border Down, be counted as memorizers? Darius didn't put much of an emphasis on terrain, but Border Down did at times.... and memorization definitely paid off during stage 2. Still, Darius did put some emphasis on enemy location, particularly one of the later stages in Darius Twin-- where the enemies come up from behind you. Not to mention killer bossfights.... memorization sorta paid off there as well.
with all seriousness, Ikaruga is definitely a memorizer, if anything...
Would Darius or its spiritual sequel, Border Down, be counted as memorizers? Darius didn't put much of an emphasis on terrain, but Border Down did at times.... and memorization definitely paid off during stage 2. Still, Darius did put some emphasis on enemy location, particularly one of the later stages in Darius Twin-- where the enemies come up from behind you. Not to mention killer bossfights.... memorization sorta paid off there as well.
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zaphod
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What makes a game a memorizer is if your chances of survival are greatly increased by knowing what is coming.
Throwing stuff at you that WILL kill you if you don't know what's about to happen is simply cheap.
R-Type is THE cannonical memorizer shmup, and still the most balanced of them to this day. The game gives you hints that enemies coming from behind can be a problem, by making them show up at locations a first time player is unlikely to be before the tricks and traps of stage 4. In stage 3, there's ample time to move to a spot you don't get crushed against the scenery by the ship.
Many games can be beaten by following fixed patterns. that does not make them memorizers. Many games can be beaten wihout following fixed patterns.
If knowing what's coming and what you should do about it gives you a huge edge, then it's a memorizer.
Throwing stuff at you that WILL kill you if you don't know what's about to happen is simply cheap.
R-Type is THE cannonical memorizer shmup, and still the most balanced of them to this day. The game gives you hints that enemies coming from behind can be a problem, by making them show up at locations a first time player is unlikely to be before the tricks and traps of stage 4. In stage 3, there's ample time to move to a spot you don't get crushed against the scenery by the ship.
Many games can be beaten by following fixed patterns. that does not make them memorizers. Many games can be beaten wihout following fixed patterns.
If knowing what's coming and what you should do about it gives you a huge edge, then it's a memorizer.
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WarpZone
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R-Type III's fourth stage where you navigate this maze of pouring lava is probably my favorite example of a pure "memorizer".
The lava pattern is the same every time you play the stage. However, it is governed by arbitrary rules- some lava flows will turn left when they hit a wall, and some will turn right. So safe spots can't be determined easily, and it's almost impossible to rely on last-second reactions. To survive, every move you make has to be memorized, inch by inch.
I tend to prefer memorization where you can trace your mistakes to human error rather than rote trial-and-error. There's a subtle difference, but it is also the difference between fair and cheap.
In terms of survival I wouldn't consider Ikaruga a memorizer- survival is quite possible through a reactionary dot-eating approach.
The lava pattern is the same every time you play the stage. However, it is governed by arbitrary rules- some lava flows will turn left when they hit a wall, and some will turn right. So safe spots can't be determined easily, and it's almost impossible to rely on last-second reactions. To survive, every move you make has to be memorized, inch by inch.
I tend to prefer memorization where you can trace your mistakes to human error rather than rote trial-and-error. There's a subtle difference, but it is also the difference between fair and cheap.
In terms of survival I wouldn't consider Ikaruga a memorizer- survival is quite possible through a reactionary dot-eating approach.
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Shatterhand
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Blade
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I'm just wondering, in light of what's been expressed as far as Memory Shmups go...does anyone know if there are shmups out there that "evolve" depending on how well the player plays?
The world would be a better place if there were less shooters and more dot-eaters.
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Ghegs
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Well, an evolving "memory shmup" would rather defeat the purpose, since you could never actually memorize anything - the conditions would change constantly.Blade wrote:I'm just wondering, in light of what's been expressed as far as Memory Shmups go...does anyone know if there are shmups out there that "evolve" depending on how well the player plays?
As for "normal" shmups...that's what Rank is about. Also the Zanac games throw different enemy types at the player depending on what weapon(s) he has. If you have a powerful, straight-shooting laser the game launches enemies attacking from the sides, and so on.
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Zweihander
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If i were to create a memorizer shmup (hori, of course) i would incorporate a new feature... one i'd call the Randomized Stage Layout system. Picture the first level from R-Type. the spinning "gauntlet" of dewm, the typical up-down-up-down patterns of popcorn enemies, the GAINS bydo-bot that you fight a couple times.. now picture those, SHUFFLED. stages, including their terrain, would play seamlessly, but always different, and have the same obstacles at some point or another. (ever play Rhyme Rider Kerorican for the WonderSwan Color/Crystal?) Hell, maybe even the boss of the level could appear in a shuffled position-- if you're one unlucky mofo, you'd fight him at the beginning of the stage!
Just an idea though.
Just an idea though.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
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zaphod
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Then it wouldn't be a memorizer.
A good one is one where knowledge helps greatly for survival purposes, but is not required. A good one you will go "whew! I know what to do next time. Whew! I know what to do next time. Dammit, i messed up. well i know what to do next time..."
Bad ones wil kill you outright for not knowing what to do, and you will go "there's no way I could have known that!"
A good one is one where knowledge helps greatly for survival purposes, but is not required. A good one you will go "whew! I know what to do next time. Whew! I know what to do next time. Dammit, i messed up. well i know what to do next time..."
Bad ones wil kill you outright for not knowing what to do, and you will go "there's no way I could have known that!"
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Zweihander
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it'd be a memorizer with a twist. Like i said, reminiscent of Rhyme Rider Kerorican-- note sequences were the same each time you play, but they were shuffled by "chunks" of sequences. Memorization paid off DEARLY.zaphod wrote:Then it wouldn't be a memorizer.
A good one is one where knowledge helps greatly for survival purposes, but is not required. A good one you will go "whew! I know what to do next time. Whew! I know what to do next time. Dammit, i messed up. well i know what to do next time..."
Bad ones wil kill you outright for not knowing what to do, and you will go "there's no way I could have known that!"
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.

