Shmup Properties of Different Companies

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velocity7
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Shmup Properties of Different Companies

Post by velocity7 »

Thought I'd list some here. If anyone has anything to add, feel free! :)

[03-30-2005]: Made new additions and changes everywhere. Something feels like Konami stuff here listed is for Gradius only?
[04-02-2005]: Few changes here, namely for CAVE and IREM.

Code: Select all

CAVE:
- minimum two fighters; sometimes may have variations
- background can shake from explosions (large ones), and the shaking often affects only the background, score counter, and fighter, but not the score/lives/bomb display
- explosions can cause white flash (background only, exception to this rule is when the boss instantly flashes the background, but happens for only a frame and affects the player ship).
- bullets have acceleration properties (allows '3D' bullet movement)
- sprites are often pre-rendered 3D models
- bullet count extremely high
- use of bombs discouraged
- often stage clear screens will replace the entire screen, otherwise the player is forced to move to the default spawning position while the score bonus is displayed
- if the player meets conditions, often the player will enter a second loop of the game
- there's something to slow the player down (e.g., stronger shot, laser, etc.)

Raizing/8ing:
- minimum four fighters
- bomb usage and deaths should be smart to maximize score
- bombs always consist of a missile-type rack
- upon death, player pukes powerups/option icons to destroy other targets/bullets on screen
- often a "Medal System" is used (max 10k points per medal)
- bosses can throw off player
- if the game has options, there's a minimum of 2, maximum 6
- options can switch between several modes (including a funnel mode which is not common)
- explosions can either be circular, or trail a long line of fire
- bullets are more biased towards throwing player off than quantity/quality
- secret characters and extras common
- no stage clear screens, so no level bonuses; this one involves the screen fading to black and an engine sound to depict the player moving to next stage
- you can still hit the boss while it's blowing up
- level name often at top of screen

Psikyo:
- Rotating 'P' icons
- Short stages
- First three stages randomized, even though there are four initially that must be played through
- Charge attack
- Fast bullets, not a whole lot of spam. Bullets generally yellow/brown in color
- Multiple part bosses
- Gold/coins to pick up with cycling values
- Difficulty ramps up quickly
- no stage clear screens, so no level bonuses; this one involves the fighter moving out of the level to the next area
- bosses have a technical bonus during a period of time (usually once) and will be instant-killed if player makes contact with it

IREM:
- Some kind of charge shot. Always.
- Tri-color powerups, usually red blue yellow or red blue green.
- Usually some kind of blastoff/launch intro at the beginning of the stage 1, if only a very brief one
- Strangely colored ship canopies (except where not appliccable, as in Dragon Breed)
- "Suggestive" bosses and/or backgrounds (yeah, a lot of shmups have those, but Irem and R-TYPE in particular are big on innuendo that's subtle enough most younger players would miss it)
- Rounded ships as opposed to angular/winged ships
- Giant segmented robotic snake/worm that will encircle you at some point during gameplay
- Bullets usually round and orange.

Compile:
- Same jingle for 1ups
- a slick animation for level clear (many games, not all)
- Multiple secondary weapons that can be upgraded
- A primary weapon that is upgraded with p-icons, yellow balls, red balls, or some variant
- Shots from enemies that can be destroyed along with the industructible shots
- Numbered power ups (most games)
- Long stages (most games, not all)
- an AI system (earlier games, with the exception of Zanac Neo, which is more recent and has the system)
- a mode with enemies that drop bullets when they die (many games)
- at least one boss or mini boss that involves destroying ground turrets (or whatever they are called)
- an occansional guest appearance from blue lander

Konami (Gradius-specific, here? o_O):
- Options
- "Destroy all of them".
- Die and You are Screwed.
- Stick figure on paper airplane.
- Power-up bar.
- Bell powerups.
- "Wall turrets".
- Enemy "cores".
- Boring space background in almost every Gradius beginning-of-level.
- Short Thin Blue Beam Rain Of Death
- Verbal announcement of each activated weapon
- Pansy-ass wuss final boss 
- THE Gradius staple right next to Options and the Viper @ end of last boss
- Moai heads

Takumi (except Kyukyoku Tiger II):
- Screen filled with bullets
- Some kind of defensive/offensive gimmick that uses a meter that charges -with time
- Screen almost as filled with little collectable thingys that multiply your score
- Touching enemies can't damage you
- Scores have at least 20 digits

Seibu Kaihatsu:
- Powerups with different weapons that change as they float around
- Megabombs, always
- Medals for points
- extremely speedy bullets
- Juicy explosions with little shrapnel
- Music is some sort of techno-pop
- Vertical scrolling, vertical monitor 
- ship moves faster diagonally

Treasure:
- ship moves faster diagonally

Toaplan:
- cool music :p
- mech style everything, not much organic things at all.
- speedups, then when speed is maxed, speed ups give a 5000 bonus, same with powerups.
- random cameos in latter games.
- round/triangle ass ship with options on his side happen a lot, see truxton 1&2, zero wing, batsugun (type 3) dogyuun. also happens in some cave games, ddp, ketsui (although being an helicopter)
- no stage change in the earlier games, the game continues as if nothing.
- virtually infinite looping.
- flashy colors in most games.
- Ground enemies in vertical shooters, even the futuristic ones
- Disc shaped enemies (not all games)
- Tank enemies in military shooters that can get their top blown off (also happens in some Seibu games)

IREM:
- More than 75% of their shooters are not R-type.
- most Irem shmups are trial-and-error memory/strategy shmups.
Last edited by velocity7 on Sat Apr 02, 2005 7:57 pm, edited 5 times in total.
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it290
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Post by it290 »

Psikyo:

-Rotating 'P' icons
-Short stages
-First four stages randomized
-Charge attack
-Fast bullets, not a whole lot of spam. Bullets generally yellow/brown in color
-Multiple part bosses
-Gold/coins to pick up with cycling values
-Difficulty ramps up quickly
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Bydo Dragon
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Post by Bydo Dragon »

IREM:

- Some kind of charge shot. Always.
- Tri-color powerups, usually red blue yellow or red blue green.
- Usually some kind of blastoff/launch intro at the beginning of the stage 1, if only a very brief one
- Strangely colored ship canopies (except where not appliccable, as in Dragon Breed)
- "Suggestive" bosses and/or backgrounds (yeah, a lot of shmups have those, but Irem and R-TYPE in particular are big on innuendo that's subtle enough most younger players would miss it)
- Rounded ships as opposed to angular/winged ships
- Giant segmented robotic snake/worm that will encircle you at some point during gameplay
- Bullets usually round and orange.
Last edited by Bydo Dragon on Wed Mar 30, 2005 4:40 am, edited 1 time in total.
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alpha5099
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Post by alpha5099 »

Not all Raizing games have options. Shippu Mahou Daisakusen and Soukyugurentai both don't have options.

And in some Psikyo games, there are four initial levels, but only three are randomly selected to play through.
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BrianC
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Post by BrianC »

Compile:
-Same jingle for 1ups
-a slick animation for level clear (many games, not all)
-Multiple secondary weapons that can be upgraded
-A primary weapon that is upgraded with p-icons, yellow balls, red balls, or some variant
-Shots from enemies that can be destroyed along with the industructible shots
-Numbered power ups (most games)
-Long stages (most games, not all)
-an AI system (earlier games, with the exception of Zanac Neo, which is more recent and has the system)
-a mode with enemies that drop bullets when they die (many games)
-at least one boss or mini boss that involves destroying ground turrets (or whatever they are called)
-an occansional guest appearance from blue lander
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UnscathedFlyingObject
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Post by UnscathedFlyingObject »

Konami:
Options
"Destroy all of them".
Die and You are Screwed.
Stick figure on paper airplane.
Power-up bar.
Bell powerups.
"Wall turrets".
Enemy "cores".
Boring space background in almost every Gradius beginning-of-level.
"Sooo, what was it that you consider a 'good salary' for a man to make?"
"They should at least make 100K to have a good life"
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Bydo Dragon
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Post by Bydo Dragon »

Also Konami:

-Boring death explosions
-Short Thin Blue Beam Rain Of Death
-Verbal announcement of each activated weapon
-Pansy-ass wuss final boss

(er, that list sounded like a list of complaints...not to worry, I love Konami shooters.)
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UnscathedFlyingObject
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Post by UnscathedFlyingObject »

^ Oh phuck, I forgot the lame end of game boss, THE Gradius staple right next to Options and the Viper.
"Sooo, what was it that you consider a 'good salary' for a man to make?"
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SheSaidDutch
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Post by SheSaidDutch »

Good post velocity7 :P

This will be interesting to compare the style etc of the different companies.

off topic somwhat,I was thinking has anyone:-

listed or looked at the change in art,gameplay etc of shmups through the years?


This I would love to read, I would start but I haven't long been converted to the darkside that Is shmup addiction :wink:
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Post by dpful »

give a run-down of takumi?
games, Kyukyoku Tiger II, Giga Wing, Mars Matrix, Night Raid, Giga Wing 2

And a run down of Warishi would be cool?
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it290
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Post by it290 »

How can you talk about Konami shooters and not mention Moai Heads?
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Post by Frogacuda »

Takumi (except Kyukyoku Tiger II):
-Screen filled with bullets
-Some kind of defensive/offensive gimmick that uses a meter that charges -with time
-Screen almost as filled with little collectable thingys that multiply your score
-Touching enemies can't damage you
-Scores have at least 20 digits

Seibu Kaihatsu:
-Powerups with different weapons that change as they float around
-Megabombs, always
-Medals for points
-extremely speedy bullets
-Juicy explosions with little shrapnel
-Music is some sort of techno-pop
-Vertical scrolling, vertical monitor

One more for Raizing too:

Bullets that look like actual bullets and not glowing yellow orbs.
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Post by TVG »

seibu: your ship moves faster diagonnaly

treasure: your ship moves faster diagonnaly

toaplan: either helicopter, or some sort of round ass ship (also present in some cave games)
cool music :p
mech style everything, not much organic things at all.
speedups, then when speed is maxed, speed ups give a 5000 bonus, same with powerups.
random cameos in latter games.
round/triangle ass ship with options on his side happen a lot, see truxton 1&2, zero wing, batsugun (type 3) dogyuun. also happens in some cave games, ddp, ketsui (although being an helicopter)
no stage change in the earlier games, the game continues as if nothing.
virtually infinite looping.
flashy colors in most games.

EDIT: HOW COULD I FORGET THE RAISINS???
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raiden
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Post by raiden »

Cave:
if there is an advanced score system in place with a counter, the counter drops while fighting a boss
in Guwange and Dodonpachi, the counter increases while fighting a boss.
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BrianC
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Post by BrianC »

Frogacuda wrote: Seibu Kaihatsu:
-Powerups with different weapons that change as they float around
-Megabombs, always
-Medals for points
-extremely speedy bullets
-Juicy explosions with little shrapnel
-Music is some sort of techno-pop
-Vertical scrolling, vertical monitor
Many of these also apply to Toaplan (Fire Shark has medals), though megabombs isn't always for either of them. Scion (an early Seibu game) doesn't have megabombs.
toaplan: either helicopter, or some sort of round ass ship (also present in some cave games)
cool music :p
mech style everything, not much organic things at all.
speedups, then when speed is maxed, speed ups give a 5000 bonus, same with powerups.
random cameos in latter games.
round/triangle ass ship with options on his side happen a lot, see truxton 1&2, zero wing, batsugun (type 3) dogyuun. also happens in some cave games, ddp, ketsui (although being an helicopter)
no stage change in the earlier games, the game continues as if nothing.
virtually infinite looping.
flashy colors in most games.
Some Toaplan games have airplanes. Some other characteristics I noticed:
-Ground enemies in vertical shooters, even the futuristic ones
-Disc shaped enemies (not all games)
-Tank enemies in military shooters that can get their top blown off (also happens in some Seibu games)
Last edited by BrianC on Thu Mar 31, 2005 1:27 am, edited 2 times in total.
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Post by UnscathedFlyingObject »

it290 wrote:How can you talk about Konami shooters and not mention Moai Heads?
Crap. That's another main one.

I just remembered the square bullets that alternate in color and the onion rings (not sure if Gradius did it first, though). They are just lovable.
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sffan
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Re: Shmup Properties of Different Companies

Post by sffan »

velocity7 wrote:- explosions can cause white flash (background only)
(Cave)

I just noticed in DDP-DOJ the white flash in a boss explosion covers the whole screen including the boss. Everything is white for an instant, not just the background.
SHOOT IT QUICKLY !
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Post by Darkcomet72 »

Be careful of Konami and Irem. Their games offer insane variety.
.
Irem, especially, has the most variety. More than 75% of their shooters are not R-type. Check out Air duel, Lethal thunder, Mystic Riders, Dragon Breed, X-multiply, Image fight, In the hunt, Gallop-armed police unit, and Fire barrel, among others. They vary wildy.
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Post by FRO »

Bydo Dragon wrote:IREM:

- Some kind of charge shot. Always.
I was thinking R-Type Leo didn't have a charge shot...
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Post by captain ahar »

Darkcomet72 wrote:Irem, especially, has the most variety. More than 75% of their shooters are not R-type.
that is very funny stuff.
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Re: Shmup Properties of Different Companies

Post by velocity7 »

sffan wrote:
velocity7 wrote:- explosions can cause white flash (background only)
(Cave)

I just noticed in DDP-DOJ the white flash in a boss explosion covers the whole screen including the boss. Everything is white for an instant, not just the background.
I checked already. If a mini-boss or real boss blows up and causes a white flash, the player and enemy sprites, score/bomb display, etc. are not affected. I imagine this must be to make sure people don't get thrown off by such a flashy explosion. :p
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Re: Shmup Properties of Different Companies

Post by sffan »

velocity7 wrote:
sffan wrote:
velocity7 wrote:- explosions can cause white flash (background only)
(Cave)

I just noticed in DDP-DOJ the white flash in a boss explosion covers the whole screen including the boss. Everything is white for an instant, not just the background.
I checked already. If a mini-boss or real boss blows up and causes a white flash, the player and enemy sprites, score/bomb display, etc. are not affected. I imagine this must be to make sure people don't get thrown off by such a flashy explosion. :p
When an end-of-level boss explodes, there are frames where the whole screen is white. Check again. I don't know about the score numbers, but the boss definitely disappears into the white flash.
SHOOT IT QUICKLY !
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Post by Fighter17 »

(typing this on my dreamcast)

Most Cave games have something to slow you down. Like ESP Ra. De., DoDonPachi, and Progear.

P.S.: it's a pain to type with a controller!o
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Post by UnscathedFlyingObject »

^A controller is almost easy when compared to using the Map of Characters. I typed a few messages using that in the temp forum because I broke my keyboard.
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Post by Bydo Dragon »

FRO wrote:
Bydo Dragon wrote:IREM:

- Some kind of charge shot. Always.
I was thinking R-Type Leo didn't have a charge shot...
Meh, but it's not a true R-TYPE Game...

KIDDING! KIDDING! :twisted:

Leo was an exception to a lot of rules (you did have to sorta charge your little bit/force/whatever pods to launch them though, didn't you? I can't remember, it's been so long)--and as has been noted in other replies, there are a lot of rules that other Irem games break. I'm generalizing, mostly.

Also,

- most Irem shmups are trial-and-error memory/strategy shmups. I can't think of any manic Irem shmups...are there any?
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Re: Shmup Properties of Different Companies

Post by velocity7 »

sffan wrote:When an end-of-level boss explodes, there are frames where the whole screen is white. Check again. I don't know about the score numbers, but the boss definitely disappears into the white flash.
Just checked. Guess you're right, but it only affects the player ship, happens the minute the white flash occurs, and lasts only one frame. :p
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