ChurchOfSolipsism wrote: ↑Sat Jul 05, 2025 7:12 am
No matter the tone of the dude, he brought actual arguments to the table. I have to admit I've never understood the fascination with most Toaplan games, but I haven't spend that much time with them. I'd be interested in how were they actually innovative, what new mechanics etc. did they introduce?
I feel your post is a bait, but what the hell, lets take it.
I am not sure if all of the Toaplan's games were as enormously innovative like R-type, Salamander and Star Force were, but then most of the stuff out there never was. Still, they certainly had enough ideas going on there -again compared to the pap that was released back in the day- to warrant this recognition.. They also were certainly popular and they inspired lot of other developers.
Slap Fight was certainly innovative with it's "build your own custom ship set up", and the scenery reacting differently to different weapons.
Truxton had screen-filling blue lasers that also locked-on to enemies, which was a first time I saw something like that. Raiden copied that and lot more stuff (like red spread vs vertical thin strong shot, enemy pattern behaviour where they try to fly past you and shoot you in the back)
Hellfire was the only game where you could change direction of shooting, so that stood out as well. Zero Wing had the enemy capture which you could then use as a shield and throw back at enemies.
So, theres your new mechanics there; and I am sure that wasn't all of them.
Also, when I saw Truxton for the first time in attract mode, I had never seen a weapon that covered the entire screen while having a boss that almost filled the screen as well, while still managing to stay playable.
And they were certainly copied, or "inspirational" if you want to put it that way. It stuck to my eye immediately when I played Slap FIght and TIger Heli for the first time on Mame; "oh crap, now I know where Battle Squadron copied all it's weapons from!" "Oh so thats where Xenon got it's inpiration for those tile-based graphics!" "Oh so thats where SWIW copied stuff from!".
So, they had ideas for sure. But going jump into a full-blown argument about game design theory with other autists while trying to retcon and write history on who designed what for the first time is kinda pointless if you weren't making games back then, especially with japanese - how are you going to know who invented what and who ripped off from where if you were not there? I remember that back in the day, Pretty much everyone copied from everyone and as soon as someone had an idea, it was copied immediately everywhere and everyone did it. You could single out certain games that had stood out more than others, but I am not sure if any company was particularly consistently "innovative" on arcade scene.. Konami, Irem, Capcom, Taito and Toaplan had their moments but not always. If I really had to single out one, I'd say Tehkan.
Trying to diminish Toaplan sounds like someone does not like their games and is annoyed when it gets recognition, and then tries to build some kind of argument where they can redress their annoyed opinion into some kind of academical fact. Everyone who was following arcade scene back then did recognize and remember them as innovative, and most of the arcade games were not. Disliking them is another matter entirely - there is no accounting for taste. What may constitute as "dead space" to someone else is brilliant pacing to me, and it's not a scientifically dressed fact, but an opinion that comes down to your taste.
We have had lot of meaningless wars here when people have refused to admit that their opinion is just that - an opinion. Everyone has a right to dislike or shrug Toaplan catalogy; it's quite fine, and here this right is exercised with sometimes amusing enthusiasm.
Note: edited the post multiple times in order to make it less provocative. I have no interest on getting into an argument.