M.Knight wrote: ↑Fri Jul 04, 2025 1:16 pm
Ah yes, the innovation line. I've heard that one before, taken from the press kit, the back of the box, or in the pointless fluff in gaming reviews from journos dumber than pigeons. Supposedly there was nothing but the endless dark void of space in the world of shmups, and then Toaplan said "let there be light". And then there was light. But what actual real innovations did they come up with?
-Enemies on the ground? Xevious!
-Enemies from behind? 1942 had those!
-Helper side planes/options? Also there in 1942! It even got copy-pasted in Tiger Heli down to the annoying "feature" where side options block you early when trying to hug the screen edge compared to not having options. You could also probably even go all the way back to Galaga for this one.
-""Realistic"" settings? Xevious had you covered with the grass, the water, and the brown ground mud sand dirt shit to complete the Holy Trinity. And how much more real-world can you get than the actual Nazca lines?
-Military ship designs? Choplifter featured helis and tanks some years before.
-Limited bomb stocks? Vulgus already had secondary weapons restocked with Pow items giving you access to strong lance attacks that were even helpful for scoring combos. 1942 had the loop-de-loop that gave you temporary invincibility and could gain extra uses once again by collecting Pow items. Besides, it was restocked at the end of stages while also simultaneously giving you score bonuses for not using them...exactly like how a certain Hishouzame will copy-paste years later. Now who's actually inventing things?
-Aggressive enemy waves with intricate behavioral designs? Star Force featured plenty of those with aimed bullets thrown at you to kill you, and the waves push you to do specific movements and use distinctive approaches to take them out and dodge them. It has the kamikaze fast enemies, it has the revenge bullet enemies, it has long strings of enemies to take out one after the other, it has enemies coming from the left and the right to push you to alternate sides, it has enemies continuously chasing you, it has all that stuff and more.
And so on and so forth. The Toa propaganda machine is good at making us think they invented everything, but it is clearly not the case. Now I do not know if bullet sealing was a thing before them, and I wouldn't be surprised if it was also taken from another dev, but since I don't know I could give them the benefit of the doubt. That would be the one cool idea of theirs. Everything else that defines their output is more an iteration over concepts that were there already.
Actually I guess awful green weapons, annoying toilet flushing weapon item movement, eurobosses with bloated health and one single pattern that they shoot over and over might all be their doing though, yuuup, I'll easily give them that. But that's not innovation, that's regression. Oops.
Hishou felt rather unfun to play for me but it didn't seem like a bad shmup either, maybe that one specific game is worthy of praise even if it innovated on almost nothing, since at least one can say it succeeded in combining all those already existing elements. But for a dev, you want a high batting average for your entire library and not just be a one-hit-wonder if you want to be called yourself a legend, and I'm not seeing it. Also for the record Tatsujin straight up starts with boring sleep-left sleep-right harmless popcorn repetition. Probably even worse in that instance since you can just stay center and shout out some donations while the game plays itself. No need to wait 5 stages or anything to witness it.