What do you hate in shmups/ shooters
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Pixel_Outlaw
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What do you hate in shmups/ shooters
To avoid bad gameplay, let us make a list of bad gaming ideas in shooter developement.
1. Bad bullet patterns.(Ones that don't leave any escape)
2. Instant death upon unexpected surprises
3. Low firing rate for player.
4. That one weapon that is useless and the powerup is everywhere.
5. Collision boxes rather than sprite based collision.
6. Bland enemy patterns.
7. Too much enemy recycling (I do like palette swapping however).
8. Slow movement with player ship.
9. Too big collision box for the player ship.
10. Three bullet sprites in the whole game.
add your ideas.
1. Bad bullet patterns.(Ones that don't leave any escape)
2. Instant death upon unexpected surprises
3. Low firing rate for player.
4. That one weapon that is useless and the powerup is everywhere.
5. Collision boxes rather than sprite based collision.
6. Bland enemy patterns.
7. Too much enemy recycling (I do like palette swapping however).
8. Slow movement with player ship.
9. Too big collision box for the player ship.
10. Three bullet sprites in the whole game.
add your ideas.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
Mars Matrix and GW handled this well.1. Bad bullet patterns. (Ones that don't leave any escape)
Is this a serious question?2. Instant death upon unexpected surprises
Like 1942?3. Low firing rate for player.
Can't recall a game where this happens.4. That one weapon that is useless and the powerup is everywhere.
The player wouldn't know the difference.5. Collision boxes rather than sprite based collision.
Makes a game look cheap.6. Bland enemy patterns.
Works in DDP.7. Too much enemy recycling (I do like palette swapping however).
Works in Ikaruga.8. Slow movement with player ship.
Works in every game before 1990.9. Too big collision box for the player ship.
Gradius had, what, 2 types?10. Three bullet sprites in the whole game.
You won't find a recipe for a good shmup. You have to try and try and try again until you get the perfect game created. But still, people will complain.
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captain ahar
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Pixel_Outlaw
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@ mice. I'm not critisizing professional already made shmups, nor am I trying to make a perfect recipe. I'm just stating things to avoid while making a homebrew game. I have made quite a few and I've seen alot of crap in homemade games. I'm just trying to make a simple list of things that most people don't want to see or play with in games.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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SuperGrafx
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Pixel_Outlaw
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Like the ones that you can't kill until they are alnmost colliding with your ship?SuperGrafx wrote:Standard nemies (not bosses or larger sprites) that take an obscene amount shots to bring down.
19XX has a bit of this.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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SuperGrafx
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R-Type Leomice wrote:Can't recall a game where this happens.4. That one weapon that is useless and the powerup is everywhere.

Alas, Ikaruga is going...
Undesired, unwanted them...
What makes them go?
Undesired, unwanted them...
What makes them go?
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Pixel_Outlaw
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One flaw i noticed in some games is that you have too many enemies firing at once and you simply are not powered up enough to defeat them before they all push you into a corner and shoot aimed shots all at once/
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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doctorx0079
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The number one thing I hate is :
Getting stuck when you have no power-ups.
This is sometimes referred to as "Gradius syndrome" around here. It seems to be getting worse and worse. It should be POSSIBLE to survive with the basic peashooter and no power-ups, at any point, no matter what. Difficult maybe, but possible. Do-able for humans. At least at normal difficulty. Which leads me to number two :
"Easy mode" should seriously be easy. "Normal" should be normal, and "Hard" should be hard. "Very Hard" should be very hard, not normal, and "Easy" should be easy, not normal or hard, etc.
I also don't like this stuff I'm hearing about "controlling rank". You should never have to "control rank" in my opinion. The rank should keep pace with you so that you are always challenged, even if you have power-ups. Ideally higher rank should also offer higher score, but there should definitely be a limit on rank. Rank shouldn't be based on how long you survive. It should be possible to 1CC and one-life a game when you are very very good. It gives the player a sense of hope and accomplishment. Making the game so that it tries to totally crush you and you have to fool the program, doesn't seem like fun to me.
Making a harder game for better players, is what difficulty settings are for, see above.
Some more pet peeves that apply to video games generally :
Not letting you change the controls
Not letting you change the difficulty settings (no excuse for this nowadays)
Not giving you special stuff for beating higher difficulty
Getting stuck when you have no power-ups.
This is sometimes referred to as "Gradius syndrome" around here. It seems to be getting worse and worse. It should be POSSIBLE to survive with the basic peashooter and no power-ups, at any point, no matter what. Difficult maybe, but possible. Do-able for humans. At least at normal difficulty. Which leads me to number two :
"Easy mode" should seriously be easy. "Normal" should be normal, and "Hard" should be hard. "Very Hard" should be very hard, not normal, and "Easy" should be easy, not normal or hard, etc.
I also don't like this stuff I'm hearing about "controlling rank". You should never have to "control rank" in my opinion. The rank should keep pace with you so that you are always challenged, even if you have power-ups. Ideally higher rank should also offer higher score, but there should definitely be a limit on rank. Rank shouldn't be based on how long you survive. It should be possible to 1CC and one-life a game when you are very very good. It gives the player a sense of hope and accomplishment. Making the game so that it tries to totally crush you and you have to fool the program, doesn't seem like fun to me.
Making a harder game for better players, is what difficulty settings are for, see above.
Some more pet peeves that apply to video games generally :
Not letting you change the controls
Not letting you change the difficulty settings (no excuse for this nowadays)
Not giving you special stuff for beating higher difficulty
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Pixel_Outlaw
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Gradius syndrome...huh, I think that's what I meant id does tend to happen to me in the Gradius series.
Thanks for the thoughts some really good points too.
I think that sometimes we as developers try to push an idea out too fast and we forget to test for the basic fundimentals for gameplay.

Thanks for the thoughts some really good points too.
I think that sometimes we as developers try to push an idea out too fast and we forget to test for the basic fundimentals for gameplay.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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doctorx0079
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RippleScythe
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Pixel_Outlaw
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stuffmonger
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I really dislike enemies that pass by you and THEN fire an aimed quickshot from the bottom on the screen less than an inch away from your ship. That makes me pee.
Aside from that i really dislike when a boss is firing an obscene amount of pattern shots at you and in the midst of that starts firing a sweeping stream of vulcan shots with no breaks in it's flow big enough to pass through. How the hell are you supposed to dodge that without using your bomb?
Any shmup that awards you for bombs at the end of the level should never absolutley force you to use them. It's just annoying.
Aside from that i really dislike when a boss is firing an obscene amount of pattern shots at you and in the midst of that starts firing a sweeping stream of vulcan shots with no breaks in it's flow big enough to pass through. How the hell are you supposed to dodge that without using your bomb?
Any shmup that awards you for bombs at the end of the level should never absolutley force you to use them. It's just annoying.
Godzilla was an inside job
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RippleScythe
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MovingTarget
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dai jou bu
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Enemy Commander of shmups made between 1999 to the present: "okay men, it looks like we have to change tactics against our new enemy. All of the machines you will be piloting will have the firepower ten times of what you're normally used to. However, there is one catch: they're only mounted on the front, so once you pass the enemy, you cannot fire at them at their blind sides. Not only that, but we've designed the turrets so they're spread evenly enough to prevent friendly fire from occuring."CodeMonkey wrote:Bullets that are hard to see can be frustrating. I prefer all of the shots to be bright neon colors. It's not as bad if the bullet can be shot down (like a missile).
I also gotta agree with the posts about being shot from the bottom of the screen.
**Massive outcry of protest from soldiers**
Soldier 1: "Who devised this?"
Soldier 2: "Not only do these things fly or move on autopilot, now we can't take advantage of their greatest weakness?!"
Soldier 3: "Why can't we have a compromise of moderate firepower with at least one full rotational gun turret?"
**Commander raises one hand to silence the soliders**
Commander: "This is because it is not honorable to be able to fire at your opponent at close range or from their most vulnerable sides. We already have a numerical advantage over them. Let's at least have some dignity."
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Like I said in a thread a long time ago, it shouldn't take a supercomputer that achieved sentience and went insane to figure out that this kind of tactic is flawed.
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It's so true. Too bad our allied scientists still haven't figured out how to make a ship that can turn.dai jou bu wrote:Enemy Commander of shmups made between 1999 to the present: "okay men, it looks like we have to change tactics against our new enemy. All of the machines you will be piloting will have the firepower ten times of what you're normally used to. However, there is one catch: they're only mounted on the front, so once you pass the enemy, you cannot fire at them at their blind sides. Not only that, but we've designed the turrets so they're spread evenly enough to prevent friendly fire from occuring."CodeMonkey wrote:Bullets that are hard to see can be frustrating. I prefer all of the shots to be bright neon colors. It's not as bad if the bullet can be shot down (like a missile).
I also gotta agree with the posts about being shot from the bottom of the screen.
**Massive outcry of protest from soldiers**
Soldier 1: "Who devised this?"
Soldier 2: "Not only do these things fly or move on autopilot, now we can't take advantage of their greatest weakness?!"
Soldier 3: "Why can't we have a compromise of moderate firepower with at least one full rotational gun turret?"
**Commander raises one hand to silence the soliders**
Commander: "This is because it is not honorable to be able to fire at your opponent at close range or from their most vulnerable sides. We already have a numerical advantage over them. Let's at least have some dignity."
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Like I said in a thread a long time ago, it shouldn't take a supercomputer that achieved sentience and went insane to figure out that this kind of tactic is flawed.
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dai jou bu
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Most of the time the ships that players tend to pilot only work well flying in one direction. The only ship I can think of that can do what you're describing off the top of my head would be the Border Down ships, since they have thrusters placed everywhere. Okay, the Silver Hawks from Darius also count.
To be taken back to the start of the stage / last check point
That's why I cant stand R-Type and many other games, just when you are getting into rhythm BAM you get killed and taken back.
I want to restart right there, amidst the action!
Bombs that turn boss fights into a piece of cake
Yummy! But no thanks! When you get into a boss and discharge your 3 bombs and everything is over.... So lame! I wanna prove I'm skilled enough to face a mean boss, so make it possible! sometimes the only way to get rid of the bullet shower is to throw a bomb... So is not always the player's fault...
That's why I cant stand R-Type and many other games, just when you are getting into rhythm BAM you get killed and taken back.

Bombs that turn boss fights into a piece of cake
Yummy! But no thanks! When you get into a boss and discharge your 3 bombs and everything is over.... So lame! I wanna prove I'm skilled enough to face a mean boss, so make it possible! sometimes the only way to get rid of the bullet shower is to throw a bomb... So is not always the player's fault...
Make your own retro shmups for free using the R-Shmup Engine
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Yeh, the gradius thing.... wow.... I always loved that game... still do, but man is it filled with some major BS. So far, I've seen a few people complain about the bullet showers... with changing patterns.... I really like the Touhou series... and well... as those who played it should know... its friggin bullet hell.
I wanna make a game with the same kinda thing... just massive showers of bullets that actually take skill to dodge... and I realize that when I make a shooter... I'm not going to make Boss patterns be Iron Cutrain, and Bullet Hell on Easy... but dammit! Shouldn't I be able to make Extreme Difficulty have just massive obliteration? Of course it will be possible... but I don't want it to be lame 3 pattern set bossess that you can dodge by moving left, then right... (castle shikigami 2, final miniboss) I want to create a sheet of massive layering... Blue bullets going right, Green bullets diagonally, with the red laser beam that shoots to where you were when it charged and continues for like 3 seconds (which is a lot....) while yellow spirals emerge. I mean... it sounds worse than I picture it really.... I just like fireworks patterns... that are possible to dodge. Oh right, my question is... can I implement that, into extreme mode, for a boss... and still have my shmup be liked? Not hated?
I wanna make a game with the same kinda thing... just massive showers of bullets that actually take skill to dodge... and I realize that when I make a shooter... I'm not going to make Boss patterns be Iron Cutrain, and Bullet Hell on Easy... but dammit! Shouldn't I be able to make Extreme Difficulty have just massive obliteration? Of course it will be possible... but I don't want it to be lame 3 pattern set bossess that you can dodge by moving left, then right... (castle shikigami 2, final miniboss) I want to create a sheet of massive layering... Blue bullets going right, Green bullets diagonally, with the red laser beam that shoots to where you were when it charged and continues for like 3 seconds (which is a lot....) while yellow spirals emerge. I mean... it sounds worse than I picture it really.... I just like fireworks patterns... that are possible to dodge. Oh right, my question is... can I implement that, into extreme mode, for a boss... and still have my shmup be liked? Not hated?
BLAH BLAH BLAH!!! I don't give a damn how hard Sephiroth was in KH2, just give some DAMN BULLETS ON THE SCREEN!
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dai jou bu
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I wish more shmup boss fights were like Senko no Ronde's.
They have Touhou speed danmaku, but the positioning is dynamic at times, and there's little possibility of sometimes evading those bullet showers, just like how WEAPONS ARE SUPPOSED TO WORK.
Yeah, I'm slowly getting fed up with danmaku unless it's implemented in a unique way like it was in Mars Matrix, Ikaruga, or Shoot the Bullet.
Someone give me a shmup boss that can only take one hit like you can (or has three "lives" represented as direct hits), but is just as mobile as you are and reacts accordingly to your attack patterns, and doesn't have "OMG WHY DO YOU HAVE MORE THAN ME EVEN THOUGH WE'RE THE SAME SIZE?!" firepower.
They have Touhou speed danmaku, but the positioning is dynamic at times, and there's little possibility of sometimes evading those bullet showers, just like how WEAPONS ARE SUPPOSED TO WORK.
Yeah, I'm slowly getting fed up with danmaku unless it's implemented in a unique way like it was in Mars Matrix, Ikaruga, or Shoot the Bullet.
Someone give me a shmup boss that can only take one hit like you can (or has three "lives" represented as direct hits), but is just as mobile as you are and reacts accordingly to your attack patterns, and doesn't have "OMG WHY DO YOU HAVE MORE THAN ME EVEN THOUGH WE'RE THE SAME SIZE?!" firepower.