I was sitting there fiddling with some toy code in the lovely TS-100 game by Zachtronics trying to figure out how to get all my computations done in as few cycles as possible, meanwhile vaguely pondering my deep distaste for multiplicative scoring systems and *level wide puzzles* like DoDonPachi's chaining system, for which I never had much patience and for which I have even less patience now.
I was turning around this idea in my head of a little rom hack that would turn DDP chaining upside down, perhaps punishing you for chaining *too much*, an idea I might still want to look into in the future.
But things started to click... wait, there's a much simpler solution without any bit fiddling and hex editing. Punishing players for chaining... local optimizations... minimum cycles... code golfing...
What started as a silly thought experiment turned into one of the most fun experience I've had with shmups in years.
Presenting "Shmup Golfing" the refined and intellectual past-time for the busy everyday shmupper.
The rules are very simple: choose a number of stages in your favourite shmup, from 1 to a full 2-ALL and beyond (for the most daring), and complete them while minimizing your score. No continues allowed of course!
What's so fun about it?
- Come up with your own strategy! There's no known strategies or superplay videos to copy, so it's a good chance to give the ol' noggin some exercise. And you can start immediatley, don't need months of practice to get there!
- Learn systems in depth: Did you know that in DoDonPachi suiciding your ship into a boss counts as a hit and scores 10 points? Or that it temporarily stops the boss timeout timer until you respawn? Learn more arcane shmup system trivia, today, with Shmup Golfing! (compatible with any shmup you have at home. batteries not included.)
- Turn boring old early stages you played a million times into second loop grade challenges! Turns out if you don't shoot at enemies... they shoot at you... a lot! Who would've thought.
- Enjoy shumps that you love, or would, if not for the fact that you hate the fucking scoring system! What's points? I don't want any of that!
- Learn to dodge those pesky bullets! You will have to dodge. Like a lot. A looooooooot. It's seriously amazing practice.
Some notes from the first foray into DoDonPachi Golfing.
Right after entering my first credit and playing a little bit, I was immediately struck by a problem: the game wouldn't let me save my score. It was just too damn low for the hi-score board.
Luckily, with a little hiscore.dat manipulation the issue was swiftly resolved and the adventure could begin.
Scrubbed hi-score table

Laser or Shot? At first I hesitated a bit, but it turns out Shot is clearly the right choice. We just basically never want to use our Laser. So why is powering up the Shot a good thing? Because while we want to shoot as little as we can, the few times we need to get rid of something in our way, we want to deal as much dmg as possible. Onward!
Stage 1: After getting kamikazed by some annoying helicopter zako packs and dodging the simple patterns in DDP's most famous stage, it became clear that it would be possible to get to the boss without scoring a single point. I didn't remember all the details of DDP scoring, but it turns out that with a tactical suicide to avoid the no miss bonus it would be possible to complete Stage 1 with exactly ZERO points. Very satisfying.
This took some care though, cause when DDP bosses die, all their on-screen bullets turn to stars, and the ship's hitbox for collecting them is fucking huge, so you need to be REALLY careful to dodge them, or you pay 600 points each between immediate scoring and end of stage bonus.
Perfect Stage 1


Stage 3: This is where we start seriously shooting enemies. The bullet spam is insane and there's even more groups of zako kamikazeing into your aircraft at the first occasion. The whole bullet cancel section can't be dealt with without blowing up some enemies, but by carefully avoiding all the screen canceling effects we can minimize the damage. Boss 3 is easier to timeout than Boss 2, but seems a lot longer...
BTW we encounter a new problem here: no scores means no 1ups, and since we get a compounding bonus for each stage we complete without dying, that's going to be our first BIG source of points that we just cannot avoid collecting.
Stage 4: To be continued...
Entering stage 4 with less than a million points

