Would you be interested in new old school shmups?

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!

Would you like new Toaplan style games?

Yes, I like oldskool cool
23
64%
No, we've evolved beyond that kind of simplicity
3
8%
Maybe, with some tweaks
10
28%
 
Total votes: 36

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Lemnear
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Re: Would you be interested in new old school shmups?

Post by Lemnear »

Herr Schatten wrote: Wed Apr 09, 2025 6:31 am
Lemnear wrote: Tue Apr 08, 2025 3:26 pm Both! In fact, I'm always looking for that hybrid that practically doesn't exist.
Look no further than Trizeal. I always fehlt that it sits comfortably inbetween oldschhool and more modern styles, which is part of why I like it so much, even though it probably doesn't really excel at anything.
Maybe my PS2 still works, but I don't think I have a controller... nor a CRT TV, maybe a 14 inch one which is a bit small, maybe... :?
I remember XII STAG being on display in many shop windows when I was little, PS2 version.

A lot of interesting things have been said in the previous comments.
DariusBurst is one of those games (like almost all Taito games) that I can't classify, except for the games before 94, I can't say if they are "old school" or "modern"...never.
I can't even classify RayStorm//RayCrysis for example or even Thunder Force V.

I see (and it's not the first time) that that HG101 is criticized (especially the "hidden gems"), but I would like to ask the opposite question, what are the criticisms made to this forum by other SHMUPS communities? (if there are any of course). I'm sure that someone could criticize for example the TOP25 topic, and say exactly what has been said about HG101, that is, that the judgment here is flawed :roll:.
No one is the voice of absolute truth.

However, I love how in Danmaku you don't have to hysterically dodge things, but rather, navigating between bullets becomes almost a dance, a continuous motion like a wave....on the other hand, I don't appreciate when a game has too many mechanics, I love Ketsui and DOJ but they are really heavy mechanically!
What do I love instead of Old School SHMUPS? Simplicity in all its forms, even the aesthetic one, the game is as it is without hidden mechanics, but the difficulty is greater, and sometimes requires hysterical reflexes (and I don't like that).
Point in favor of the "old-school" for the music.

How far back did we refer to "old school" shmups?
Does "Modern" refer to Danmaku? Are there any "modern" non-Danmaku forms? :?:
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Re: Would you be interested in new old school shmups?

Post by D »

I hate it when enemies start appearing from behind on later levels.
So now suddenly the bottom of the screen is not safe anymore.
Or if enemies shoot at the last moment, when they are scrolling off the screen or if enemies that are off screen shoot at you.
Just basically fix the extremely unfair things
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Re: Would you be interested in new old school shmups?

Post by BIL »

D wrote: Wed Apr 09, 2025 2:11 pm I hate it when enemies start appearing from behind on later levels.
So now suddenly the bottom of the screen is not safe anymore.
Hmm what if they sneak it in real slow is that ok (■`w´■)
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Re: Would you be interested in new old school shmups?

Post by Pixel_Outlaw »

Back to respond to a few thoughts!
Sorry for the vagueness prior. (but excellent thoughts around this)

I've been eyeing the following titles (and similar) for inspiration.
- Tiger-Heli (this one is a bit rough, but important for kicking things off)
- Twin-Cobra
- Flying Shark
- Sky Shark
- Fire Shark (man they loved sharks eh?)
- Twin Hawk (we change animals now)
- Truxton is a bit organic for what I'd be going for. The extended encounter 3-4 ship point blankery gets a bit much if you're underpowered.
Steven wrote: Tue Apr 08, 2025 9:21 am I've been considering making my own new Toaplan game for several years. The one requirement that I absolutely demand of myself if I make this game is that I will create it specifically and primarily as a 15khz JAMMA arcade game to be used in game centers, with Linux and Windows releases being secondary.

The two real secrets to Toaplan's excellence, outside of music, are zako placement and what IKD described as the rhythm of the games. There's a rhythmic, musical quality to Toaplan game design that is hard to describe. IKD talked about this in the Tatsujin commentary recently. I'd have to go back and check exactly what he said because I don't remember.
That's exactly it. I can't put my finger on it but it's a continuous movement thing.
Stick in one spot too long and you're going to be sniped or crashed into.
I think more of the screen is used in these...

Bassa-Bassa wrote: Tue Apr 08, 2025 9:54 am There's this:

viewtopic.php?t=67314

With 15khz 240p compatibility, even.
It's on my purchase list for Switch (Time and time again there is no Linux support for shmups)
Sumez wrote: Tue Apr 08, 2025 6:24 pm Don't forget Twin Tiger Shark, which is a pretty heavy handed Toaplan love letter. Unfortunately it's very much on the easy side, but it's a super enjoyable game IMO.

https://www.youtube.com/watch?v=DDzIXCV65f8
That's EXACTLY what I'm talking about! Sadly, I couldn't get it to run on Linux despite following the instructions on itch.io having installed Java.

Thanks for all the input guys and gals. :D
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Re: Would you be interested in new old school shmups?

Post by Sumez »

I was actually working on a game like this some years ago when I felt a surge of inspiration after playing a bunch of military shooters full of sniper tanks, kamikaze pilots and quick aimed shots. To me, those fundamentals really form the core of what makes shoot'em ups really fun. Relying on knowledge of enemy behavior and constantly maintaining an idea of where all enemies are located and how you need to move in order to dodge future attacks from them.

I made a decent base engine for my game (a 240p vertizontal because you can't expect people to put their monitors on the side), but never got far with it simply because I really suck at making pixel art graphics.
The idea was to mix military shooter aesthetics with some more fantasy/sci-fi elements similar to Raiden or Varth.

Lemnear wrote: Wed Apr 09, 2025 1:13 pm what are the criticisms made to this forum by other SHMUPS communities? (if there are any of course).
1. Apparently too much shitty politics (I've never seen it because I stay out of those threads)
2. Too much talk about stuff that isn't shmups (Understandable, and also agreed, but it's also kinda hard to perpetuate the same ten subjects over and over)
3. Jarpigs
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Re: Would you be interested in new old school shmups?

Post by Pixel_Outlaw »

Sumez, I can do pixel art.
In the Resources section here you can see the beginnings of what I was working on a very long time ago.
There is plenty of work yet but it was a start. I think I can probably do MUCH better these days...

https://github.com/RyanBurnside/shmup-test/tree/master
These are not for public use but I was making a biplane shmup at one time.
Well I guess the shots are for public use. (They're also ugly jagged and old, not my best work)
Some of the best shmups don't actually end in a vowel.
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Re: Would you be interested in new old school shmups?

Post by Steven »

Pixel_Outlaw wrote: Thu Apr 10, 2025 5:10 am
Steven wrote: Tue Apr 08, 2025 9:21 am I've been considering making my own new Toaplan game for several years. The one requirement that I absolutely demand of myself if I make this game is that I will create it specifically and primarily as a 15khz JAMMA arcade game to be used in game centers, with Linux and Windows releases being secondary.

The two real secrets to Toaplan's excellence, outside of music, are zako placement and what IKD described as the rhythm of the games. There's a rhythmic, musical quality to Toaplan game design that is hard to describe. IKD talked about this in the Tatsujin commentary recently. I'd have to go back and check exactly what he said because I don't remember.
That's exactly it. I can't put my finger on it but it's a continuous movement thing.
Stick in one spot too long and you're going to be sniped or crashed into.
I think more of the screen is used in these...
If you're going to do Toaplan, you gotta learn from the master himself: Uemura-san did the enemy placement on all of the best Toaplan games: all of the zako for Hishouzame, Kyuukyoku Tiger, and Out Zone were placed by him. Now that I think about it, he probably did it for Tiger-Heli too but I've never asked him about it. Kyuukyoku Tiger is the most Toaplan game in existence, so that game is worth studying in detail.
Pixel_Outlaw wrote: Thu Apr 10, 2025 5:10 am Time and time again there is no Linux support for shmups
Use this: https://github.com/GloriousEggroll/proton-ge-custom

The only STGs that I haven't been able to get working with it or regular Proton on Linux (Steam Deck, but still Linux) are Triggerheart Exelica (runs in slow motion) and Cotton Reboot (doesn't work at all), and Reboot still supposedly has a fix that I have been too lazy to do. Kamui, RefRain, Blue Revolver, Daifukkatsu, Crisis Wing, Mushihimesama, Ginga Force, Natsuki Chronicles, Andro Dunos II, Infinos Gaiden, Battle Crust (all of the STG Builder games, basically), R-Type Final 2, Eschatos, Judgement Silversword + Cardinal Sins, Raiden III, Raiden IV, all of the M2 ShotTriggers games, and probably some more that I can't remember all run flawlessly like this. Crimzon Clover World EXplosion has some audio noise during the stage 1 -> stage 2 transition, but it's only there for a second or so before it goes away.

There is only one STG that I can think of that runs better on regular Proton than GE: Game Tengoku, which only very recently started working with Proton on Linux. Everything else will be about the same, but GE in general fixes more things than regular Proton does.
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Re: Would you be interested in new old school shmups?

Post by m.sniffles.esq »

Yeah nothing gets you laid on Tinder like being a big nerd
I dunno, I went to see Hour of the Wolf a couple years ago and there were several young ladies in attendance that I wouldn't call unattractive. Just saying

(for the other side of the coin, I was there. Nuff said)
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Re: Would you be interested in new old school shmups?

Post by Sumez »

You have like a 1 in 500 chance of digging up someone like that on Tinder. You're probably better off pulling off your moves at the theater :P
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Re: Would you be interested in new old school shmups?

Post by jehu »

OK, fine, I'll admit that I mentioned Bela Tarr films in my previous post to try and dredge up any lurking ladies prowling the forum.

DM me. I'm so lonely. We can talk about the subtle mise en scene in Kyuukyoku Tiger. Then we can retire to my boudoir and I'll show you things you've only seen in Irem games.
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Re: Would you be interested in new old school shmups?

Post by M.Knight »

I don't think it's retrogamers, HG101, the credit-feeders, the illiterate journalists, the fruit loops, Bela Tarr (no idea who that is anyways) or any other kind of external scapegoat.

It's the games themselves. I mean, just look at them :
Spoiler
Image
"It's the same picture"

Believing that anything a bit colorful is for kids only while the grownups absolutely have to taste brown dirt is exactly the kind of insecure teenage "macho" thinking the OP was projecting onto danmaku players. Both styles can be very appealing if done well.

Even military-style old school shmups can indeed be beautiful and fun. NMK is a good shout indeed, as Thunder Dragon 2 (one of my favorite shmups) has all the classic tropes but the distinctive NMK pixel-art combined with the slightly chonky and round steampunk-ish enemy designs makes them stand out, while the speedkilling scoring and mechanics make the game very engaging to play. Not to mention the excellent music matching the rhythmic nature of the action. I'm not as much of a fan of P-47 Aces but it has the horizontal orientation, hills sometimes, and missiles to spice up how to fight enemies.

Gun Frontier is also another example of a great old-school shooter...and it's very brown even! Not the most colorful out there and yet it looks very lively, detailed, with cool set-pieces throughout the game and with a strong personality in designs with the gun-shaped ships and Far West setting, while playing it is fun thanks to its devious enemies working well with your limited speed and shot width, its sometimes terrifying checkpoints, as well as its bomb fragment system adding a fun touch to the player weaponry.
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Re: Would you be interested in new old school shmups?

Post by Pixel_Outlaw »

I believe "OP" said the following:

"I feel like the genre has gotten lost in this whole macho bullet hell stuff and sometimes I just want to sit down and blast some military vehicles without all these multipliers and explosions clouding my view constantly."

I can only hazard a guess he meant that the visual clutter ruins the background art and setting.
I love danmaku games this isn't an attack on them. But the current iteration tends to fill the screen with big chunky objects.

But when I'm in the mood for something classic I want something that tells a story in the background to fuel the sense of progression.

Also those are nice pictures.
I appreciate the different styles of art there...
Some of the best shmups don't actually end in a vowel.
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Re: Would you be interested in new old school shmups?

Post by Lemnear »

Sumez wrote: Thu Apr 10, 2025 5:50 am
Lemnear wrote: Wed Apr 09, 2025 1:13 pm what are the criticisms made to this forum by other SHMUPS communities? (if there are any of course).
1. Apparently too much shitty politics (I've never seen it because I stay out of those threads)
2. Too much talk about stuff that isn't shmups (Understandable, and also agreed, but it's also kinda hard to perpetuate the same ten subjects over and over)
3. Jarpigs
1) I guess it's fair to discuss the world since we live in it.
2) That's also fair, plus they're separate sections.
3) WUT?

Anyway, no one answered the question about "Are modern SHMUPS ONLY Danmaku? Are there any modern SHMUPS that aren't Bullet-Hell?"

Also, if everyone wants old-school shooters, how come the TOP25 is almost all Bullet-Hell? :roll:
M.Knight wrote: Thu Apr 10, 2025 5:00 pm
Spoiler
Image
The second image from the left in the last row is the only horrible one...there is no vegetation and not even a ground texture...it looks like it was colored with paint... :?

However, it must be said that they are SHOOTER, it is difficult to find contexts that are not war or Sci-Fi, and the Fantasy ones (except for Loli) are very few. In your opinion, could the hardware limitations of the time have limited the artistic side?
____________________

Anyway, if you want to make a SHMUPS I'm available for the musical composition! :D
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Re: Would you be interested in new old school shmups?

Post by Hazuki »

Sumez wrote: Thu Apr 10, 2025 5:50 am
Lemnear wrote: Wed Apr 09, 2025 1:13 pm what are the criticisms made to this forum by other SHMUPS communities? (if there are any of course).
1. Apparently too much shitty politics (I've never seen it because I stay out of those threads)
2. Too much talk about stuff that isn't shmups (Understandable, and also agreed, but it's also kinda hard to perpetuate the same ten subjects over and over)
3. Jarpigs
What are those other "shmup communities" then? Reddit?
By that I mean communities that are actually on websites. Discord circlejerks locked away from public sight don't count.
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Re: Would you be interested in new old school shmups?

Post by neorichieb1971 »

If I had the resources and skills to code i'd make a game that i've had sitting in my head for years.

A bubble bobble metroidvania game. Never understood why the universe didn't expand beyond the 1 screen at a time formula. If Taito are listening i'm all for it. The mechanic of jumping on your own bubble to self platform hasn't been done to my knowledge in a larger world.
This industry has become 2 dimensional as it transcended into a 3D world.
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Re: Would you be interested in new old school shmups?

Post by Bassa-Bassa »

Hazuki wrote:What are those other "shmup communities" then? Reddit?
By that I mean communities that are actually on websites. Discord circlejerks locked away from public sight don't count.
I always wondered, why did Discords proliferate when this forum existed? Seems like many people left this place to go there? Did it begin with that shmup news guy whose name I forget?

Lemnear wrote:However, it must be said that they are SHOOTER, it is difficult to find contexts that are not war or Sci-Fi, and the Fantasy ones (except for Loli) are very few. In your opinion, could the hardware limitations of the time have limited the artistic side?
More than limited, they gave the artists a frame to work within. Pixel art can excel with just 16 colors. Another thing were ROM/RAM limitations, but those were not really important anymore by the late 80s.

Anyway, none of these had to do with themes. If you're asking why there were so few fantasy- (or comedy-) themed STGs, I can think of better reasons:

· Space Invaders legacy
· Fantasy is already covered by sci-fi, specially if you need big-scale stuff that shoots bullets (cloning Dragon Spirit once and again wouldn't have worked)
· Japanese arcade devs almost always had the Western markets under consideration
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Re: Would you be interested in new old school shmups?

Post by Pearl »

M.Knight wrote: Thu Apr 10, 2025 5:00 pm It's the games themselves. I mean, just look at them :
Spoiler
Image

truth nuke
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Re: Would you be interested in new old school shmups?

Post by davyK »

Old school shooters with slightly deeper scoring systems would be the sweet spot for me. The risk/reward of bullet hell pulled into old school would be great to see.
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Re: Would you be interested in new old school shmups?

Post by davyK »

neorichieb1971 wrote: Fri Apr 11, 2025 3:15 pm If I had the resources and skills to code i'd make a game that i've had sitting in my head for years.

A bubble bobble metroidvania game. Never understood why the universe didn't expand beyond the 1 screen at a time formula. If Taito are listening i'm all for it. The mechanic of jumping on your own bubble to self platform hasn't been done to my knowledge in a larger world.
Closest thing I saw to that was the red plunger in Quackshot that let you scale walls and reach inaccessible areas - but it was under used in that game. Solomon's Key allows you to build staircases etc too but that's a single screen game like Bubble Bobble. It's a compelling gameplay element though.
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Re: Would you be interested in new old school shmups?

Post by jehu »

Pearl wrote: Fri Apr 11, 2025 5:40 pm
M.Knight wrote: Thu Apr 10, 2025 5:00 pm It's the games themselves. I mean, just look at them :
Spoiler
Image

truth nuke
Damn, this image must go so hard if you've never heard of selection bias.
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Re: Would you be interested in new old school shmups?

Post by PC Engine Fan X! »

Bassa-Bassa wrote: Fri Apr 11, 2025 3:32 pm
Hazuki wrote:What are those other "shmup communities" then? Reddit?
By that I mean communities that are actually on websites. Discord circlejerks locked away from public sight don't count.
I always wondered, why did Discords proliferate when this forum existed? Seems like many people left this place to go there? Did it begin with that shmup news guy whose name I forget.

Japanese arcade devs almost always had the Western markets under consideration

That particular shmup news guy would be none other than shmupper Elixir himself.

Take the Taito G-Net versions of Psyvariar Medium Unit and Psyvariar Revision (both released in March & September of 2000) were released for exclusively for the Japanese game centers -- heck, Taito of Japan didn't even release the Taito G-Net arcade hardware & software for the American arcade market back in 1998 whatsoever (but that didn't prevent hardcore arcade STG gamers from spending $2K for such a Taito G-Net + a single game if you knew/had the right connections to score/buy 'em during that particular point in time).

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Re: Would you be interested in new old school shmups?

Post by Bassa-Bassa »

Yeah, STGs basically stopped selling in the West in the mid 90s, particularly those requiring vertically mounted monitors, so there was a turning point there. I don't think the thread was about that period, though, but indeed from that point onwards we got more fantasy- (and comedy-) themed STGs in relation to the military-themed ones that released the same years.
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The gift of conciseness: myth or fiction?

Post by Randorama »

OP, please tell me if you perhaps simply wanted to say something like this:
Pixel_Outlaw wrote: Tue Apr 08, 2025 7:01 am I would like to create a shmup with a military "video" setting and "toaplan/traditional style" game mechanics for Windows/Mac/Linux. Would you guys be interested? Otherwise, I would not have an audience for a long, complex project and I would not be motivated to pursue it.
The rest of your first post, I won't comment on it because it generated two pages of clutter, perhaps unintentionally.

If this is what you mean, my answer would be "yes with tweaks".

I would be happy to play something with the Speed of Cho Ren Sha but with a modern military setting (e.g. Strikers 1999).

I would be happy if the game would reward speed and precision of execution, score-wise. For instance, destroying enemies as fast as possible triggers a multiplier (as in e.g. Raiden III) and there is an End-of-Stage bonus rewarding shot-to-hit ratio (i.e. "100%" means each shot hit or killed an enemy, as in e.g. G Darius and Raiden DX, if I recall correctly).

I am fine with multiple short loops (20 minutes max per loop, but I would appreciate short stages, even if with sections (as in e.g. 1943: The Battle of Midway: 70+70 seconds including the boss). If I can play four-five credits in less than one hour and feel like I have trimmed down my gaming experience to a dramatically "fast rush through a battleground", I would be delighted. Old school rank, like in Last Duel, is OK.

You somehow fancy yourself and expert, so I guess that you know all these games. I would buy the game for sure, so count +1 on the "support" side.
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Let's Make It Three Pages of Clutter

Post by jehu »

I'm back from work, so something more substantive.

The aesthetic argument I made was not that the color palette of each military shooter is so distinct. You're going to find a similar array of colors in military shooters. They're designed to represent the same kind of naturalistic landscapes. Rather, the argument was that significant differences in visual design were being overlooked and underappreciated because of a rather facile fixation on palette and, more broadly, the 'military' theme.

If you've spent any time evaluating art, you know: within a genre there are plenty of commonalities - those commonalities, in fact, constitute the genre. An undiscerning eye looking at the genre will struggle to see past the similarities, while a more discerning critic of the genre is able to make out how each piece of media makes itself distinct within that set of commonalities.

So again: the low-level critiques of the old-school military shooters, I argue, are generally made by those failing to appreciate the visual distinctions between games, subtle and not. I anticipate the critique, but if you're understanding me at all I shouldn't have to say it: this is not to say that all military shooters have brilliant visual design. Some do, some don't - but the palette or the military theme isn't going to be the decisive factor. Again, it's no inditement of any given genre if a critic fails to appreciate the subtleties of the visual language of a piece of media; it's an inditement of the critic himself. And, M. Knight, the image you made is a lovely example of the principle in action - I couldn't ask for a better illustration.

I'd even like to assume that while you were digging around for screenshots - doing your best to create as visually uniform a composite image as possible - you realized that you were enacting the same attitude that I'm critiquing. In my view, there's a world of difference in the visual design of even Hishouzame and Same! Same! Same! But if you're inferring that similarities in color palette unite games as utterly distinct as Tiger Heli and F/A, who can help you?

Next you'll offer a 5 by 5 grid of carefully curated screenshots of starfields and argue that all space shooters are the same. Maybe the critics have always been right after all.

The mechanical case for the classic military shooter is a different matter, but I'll leave that for another time.
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Re: Let's Make It Three Pages of Clutter

Post by PC Engine Fan X! »

jehu wrote: Sat Apr 12, 2025 3:56 am If you've spent any time evaluating art, you know: within a genre there are plenty of commonalities - those commonalities, in fact, constitute the genre. An undiscerning eye looking at the genre will struggle to see past the similarities, while a more discerning critic of the genre is able to make out how each piece of media makes itself distinct within that set of commonalities.

In regards to the art world, "anything goes" whether it be in the super detailed "hyper-realism" category (with details so intricate and fine, that it'd could be mistaken as a real photograph at casual glance if not with a discerning eye for detail to actually tell the difference of such a rendered piece) or an "abstract" piece of artwork or even a canvas painted entirely a single shade mono-colored without any variation in tint or tone from top to bottom (but that's too simple/easy as anyone can do that and have done so) and it'd still be considered "art" for sake of pure unadulterated simplicity at it's finest (and usually designated with the accompanying official title of "Untitled" is more common than you'd think it'd be -- why is that so?). The local art galleries and local coffee shops have some beautiful pieces shown from time to time.

And then there's the listed "suggested" price by the artist (if it's even for sale at all), the interested art buyer/collector might be inclined to pay more or less if he or she thinks that it's worth it at the end of the day (a private art transaction/sale between said artist and buyer with both parties walking away feeling positive).

Back to the OP's topic at hand.

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Re: Would you be interested in new old school shmups?

Post by M.Knight »

Indeed, I don't doubt there is some nuance and subtlety to the various designs in these military shooters, and how it's not like the exact same RGB hexadecimal values for the colors. But one could say the same granular details exist for anything really, whether it's fruit loops, lollies [sic]...or fecal matter. In the end here it's still very much brown and not very pleasant to see and play.

And as I said with the Gun Frontier example, it's not necessarily a bad thing to have these earth colors everywhere if the game plays differently and tries things to stand out mechanically. I don't think one could separate the game mechanics and ignore them when discussing how samey and bland these games are because that's half of the reason why these games are "all the same".

Grid Seeker is another shmup that's somewhat classic in its setting and doesn't have a strong design slant like the Far West and pistol design of Gun Frontier, but I played it a decent amount and had a good time thanks to its bullet-canceling pods that let you recharge bombs. You could totally have straightforward planes and jets and helis and stealth bombers but add that little mechanical touch to distinguish the game from the plethora of other red wide shot/blue laser/shit green weapon/tankboatplane enemies/big tanboatplane bosses/recycled vietnam war BGs games.

And yeah space shooters also look very similar to one another, a montage of them could be hilarious haha. Now there's games like Dangun Feveron or DariusBurst where you get some space backgrounds but they look very different instead of just a black screen with some white pixels here and there. That said, I haven't explored space shooters enough to really tell if the game mechanics are similar or not. The eleventy billion Space Invaders clones likely are "the same", but outside of those I don't feel like there is something as ubiquitous as red wide shot/blue laser/shit green weapon.
Pixel_Outlaw wrote: Thu Apr 10, 2025 10:19 pm I believe "OP" said the following:

"I feel like the genre has gotten lost in this whole macho bullet hell stuff and sometimes I just want to sit down and blast some military vehicles without all these multipliers and explosions clouding my view constantly."

I can only hazard a guess he meant that the visual clutter ruins the background art and setting.
I agree with you that bullet clouds obscuring beautiful backgrounds is a shame. From a gameplay perspective I am also not usually a fan of the more egregious denser bullet patterns forcing you to stay at the bottom to micrododge them, and something more dynamic with movement all over the screen is cooler in my book, either with few or many bullets.

But in the majority of old-school military shmups with sparse bullets and a screen all clear for you to potentially admire really nice vistas, you instead get...mostly the same unappealing and copy-pasted dirt, shit, sand, jungle, and sniper boat-infested ocean. What a waste.
Lemnear wrote: Fri Apr 11, 2025 10:14 amHowever, it must be said that they are SHOOTER, it is difficult to find contexts that are not war or Sci-Fi, and the Fantasy ones (except for Loli) are very few. In your opinion, could the hardware limitations of the time have limited the artistic side?
I have no doubt that tech limitations in the 70s/80s led to many games going for a space theme, as you wouldn't need to draw elaborate backgrounds to simulate space. However, as soon as you are able to plaster dirt and sand all over the screen, I suspect you can draw any other kind of BG.

And the fun thing with shmups (and most arcade-style games really) is that they are quite free from thematic constraints. In a shmup you can play as anything. An eraser fighting against pencils and scissors, an otter shooting sunfish at lemurs, a black square in a white world, an evolving hungry creature wrecking various natural ecosystems by eating their inhabitants, a bird-like spaceship pit against giant robot fish, a one-armed advanced aircraft soaring through a cyberpunk city, a ship made out of pistols dueling another pistol ship, an iconic red motorbike diving in a virtual psychedelic world, a sword-swinging cartoon robot flying above buildings shaped like cell phones, a samurai dragon defeating goblins of various kinds, etc. Your mind is the limit.

Even in a contemporary military setting, there are a lot of different locations and set-pieces you can think of and make really appealing to fly through while not going into completely fantasy environments. For better or worse, war can happen anywhere.

Luxurious beach resorts, countryside lavender/tulip fields with windmills, elaborate radio towers inside cities, water purification tanks and facilities, mountainside hamlets with cozy Bob Ross wood cabins, ski resorts with telecabins, medieval-era castles close to villages with nice traditional looking houses, solar panel farms, space rocket launchpads, Olympic stadiums, specific city neighborhoods with strong cultural artifacts and architecture à la Chinatown, rocky rivers surrounded with lush vegetation leading into big waterfalls, commercial ports littered with colorful containers and cranes, half-snowy half-colorful tundra fields, busy highway complexes with many intricate interchanges, tropical atolls with unique wildlife, fancy science research stations in the poles, radome fields, artificial islands with fancy hotels and skyscrapers and whatnot on them, a rocky shore with an iconic lighthouse and cottage houses, geyser lakes, and so on and so forth.

That so many games resort to the same old brown dirt, brown jungle, and featureless water over and over and over is a deliberate choice to be as commercially safe as possible and/or failure of imagination. Now if that is what the players actually want...there is not much I can say anyways hahaha.
RegalSin wrote: I think I have downloaded so much I am bored with downloading. No really I bored with downloading stuff I might consider moving to Canada or the pacific.
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Re: Would you be interested in new old school shmups?

Post by Lemnear »

Bassa-Bassa wrote: Fri Apr 11, 2025 3:32 pm More than limited, they gave the artists a frame to work within. Pixel art can excel with just 16 colors. Another thing were ROM/RAM limitations, but those were not really important anymore by the late 80s.

Anyway, none of these had to do with themes. If you're asking why there were so few fantasy- (or comedy-) themed STGs, I can think of better reasons:

· Space Invaders legacy
· Fantasy is already covered by sci-fi, specially if you need big-scale stuff that shoots bullets (cloning Dragon Spirit once and again wouldn't have worked)
· Japanese arcade devs almost always had the Western markets under consideration
- I don't think it's that strong after the early 80s, I have the impression that already between Xevious and Gradius that Legacy has been surpassed.
- ah I was just thinking about the Saber Dragon pseudo-clones hahahaha
- Really? :shock:
M.Knight wrote: Sat Apr 12, 2025 8:40 pm That so many games resort to the same old brown dirt, brown jungle, and featureless water over and over and over is a deliberate choice to be as commercially safe as possible and/or failure of imagination. Now if that is what the players actually want...there is not much I can say anyways hahaha.
It was definitely cheaper to make. However, I think that most of the "graphics" even artistically speaking, is done by the player's vehicle, after all it is the only object that remains on the screen for the WHOLE game. Or at least that's something I look for in a game, nobody wants to fly an ugly ship :lol:.

Variety of environments also matters (but not only for SHMUPS, at least for me).

The open question remains about "are all modern shmups danmaku?" i.e., is Danmaku synonymous with the modern shooter? Aren't there modern SHMUPS that aren't AND that aren't old-school at the same time?
M.Knight wrote: Sat Apr 12, 2025 8:40 pm And the fun thing with shmups (and most arcade-style games really) is that they are quite free from thematic constraints
This is something I miss a lot... :cry:
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Re: Would you be interested in new old school shmups?

Post by Bassa-Bassa »

Lemnear wrote: Sun Apr 13, 2025 5:20 pm
Bassa-Bassa wrote: Fri Apr 11, 2025 3:32 pm More than limited, they gave the artists a frame to work within. Pixel art can excel with just 16 colors. Another thing were ROM/RAM limitations, but those were not really important anymore by the late 80s.

Anyway, none of these had to do with themes. If you're asking why there were so few fantasy- (or comedy-) themed STGs, I can think of better reasons:

· Space Invaders legacy
· Fantasy is already covered by sci-fi, specially if you need big-scale stuff that shoots bullets (cloning Dragon Spirit once and again wouldn't have worked)
· Japanese arcade devs almost always had the Western markets under consideration
- I don't think it's that strong after the early 80s, I have the impression that already between Xevious and Gradius that Legacy has been surpassed.
It's basically not possible to leave apart a legacy like Space Invaders', even these days. Star Wars, Alien, Gundam and Macross did the rest. Any space-themed STG which hasn't been inspired by any of these has been inspired by something which was.


- Really? :shock:
For real. Colorful themes weren't as welcome in the West as they are today, not to mention if they involve anime style or just Japanese comedy. I mentioned that once the devs had to focus on the Japanese market because the genre stopped selling in the West, fantasy and comedy became more usual, but you only need to check earlier stuff, most of the few arcade STG with these themes didn't get a US release - Wonder Planet, Phelios, Detana Twin Bee, Parodius Da, Sengoku Ace, Mahou Daisakusen... Not enough? Include console games and you have it with even more obviousness.
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Re: Would you be interested in new old school shmups?

Post by PC Engine Fan X! »

Bassa-Bassa wrote: Sun Apr 13, 2025 7:25 pm
Lemnear wrote: Sun Apr 13, 2025 5:20 pm
Bassa-Bassa wrote: Fri Apr 11, 2025 3:32 pm More than limited, they gave the artists a frame to work within. Pixel art can excel with just 16 colors. Another thing were ROM/RAM limitations, but those were not really important anymore by the late 80s.

Anyway, none of these had to do with themes. If you're asking why there were so few fantasy- (or comedy-) themed STGs, I can think of better reasons:

· Space Invaders legacy
· Fantasy is already covered by sci-fi, specially if you need big-scale stuff that shoots bullets (cloning Dragon Spirit once and again wouldn't have worked)
· Japanese arcade devs almost always had the Western markets under consideration
- I don't think it's that strong after the early 80s, I have the impression that already between Xevious and Gradius that Legacy has been surpassed.
It's basically not possible to leave apart a legacy like Space Invaders', even these days. Star Wars, Alien, Gundam and Macross did the rest. Any space-themed STG which hasn't been inspired by any of these has been inspired by something which was.


- Really? :shock:
For real. Colorful themes weren't as welcome in the West as they are today, not to mention if they involve anime style or just Japanese comedy. I mentioned that once the devs had to focus on the Japanese market because the genre stopped selling in the West, fantasy and comedy became more usual, but you only need to check earlier stuff, most of the few arcade STG with these themes didn't get a US release - Wonder Planet, Phelios, Detana Twin Bee, Parodius Da, Sengoku Ace, Mahou Daisakusen... Not enough? Include console games and you have it with even more obviousness.

For Bassa-Bassa,

Let's see, Turbo Technologies Incorporated did release the bright and colorful Magical Chase swansong stg title for the venerable TurboGrafx-16 platform on December 31st, 1993 for the American video gaming market -- nobody saw it coming along with Legend of Hero Tonma as the very last two official TTI Turbo Chip based games to be released on that particular date.

In fact, the American Toys-R-Us stores didn't get both MC & LoHT games in until February of 1994 and yet both game titles were delegated straight to the video game clearance bargain bin priced at $19.99 usd each (there was no indication or clue that those two aforementioned TG-16 games were brand new games to begin with as well). The fact that TRU sold both TG-16 games below retail and the lucky TG-16/Turbo Duo gamers that scooped them up back in 1994, scored big time!

Sure, the Agora Hills, CA based "Turbo Zone Direct" mail-order business sold brand new copies of TTI's TG-16 MC & LoHT at the original asking MSRP of $39.99 usd each back in 1994 and into 1995 (after TTI decided to get rid of their remaining retail inventory stock of gaming hardware & software and sold directly them to TZD for them to sell by mail order route -- by the close of 1995 and into 1996, pretty much all remaining brand new TTI hardware & software stock was all sold out).

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Re: Let's Make It Three Pages of Clutter

Post by Sumez »

As much as I've eventually found to enjoy the classic "military shooters", there's definitely nothing lost from shying away from the same repetitive aesthetics. There are plenty of ways to enforce the same theme without reusing the same browns with splotches of green. I think a game like Varth manages to maintain the exact same theme and motifs, but looks fantastic just through the variation and quality of the art.
I think that's a completely separate subject from the style of gameplay and game design we are talking about though. It seems like we only got there by pointing out how HG101 misunderstood the genre by dwelling entirely on visual stimulus, and then somehow that became the actual talking point, perpetuating the exact same misunderstanding of the genre - "they all look alike, so they are all the same game". This is a misconception shooters as a whole has been struggling with for decades.
Case in point:
jehu wrote: Sat Apr 12, 2025 3:56 am Next you'll offer a 5 by 5 grid of carefully curated screenshots of starfields and argue that all space shooters are the same. Maybe the critics have always been right after all.
At least there's no way someone could do something like this for bullethell shooters :P
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