My take on the "slow bullet" games' problem
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moozooh
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My take on the "slow bullet" games' problem
There is a number of players who are opposed to "bullet hell", which we'll define here as the manic approach currently adopted by Cave and some other developers (including a lot of doujinmakers), which is characterised by:
• very small hitbox (~5 or less pixels in diameter);
• high bullet count (from dozens to hundreds on screen at the same time);
• relatively slow bullet speed and large amount of spam as opposed to quick aimed shots.
The problem as expressed by the proponents of the classic approach is:
• "the bullets are so slow the player can react to them any time, so such games are inherently easier";
• "the attacks don't require the player to move around, one only needs to move a couple pixels sideways each time".
The accusations seem true from the classic shooter game paradigm, because the players trained on such games inevitably try to apply the same approach to the bullet hell games, and encounter obvious discrepancies between what happens on the screen, and what they want to happen there.
What adds to the injury is the fact that vast majority of bullet hell games suffer from some exploits in scoring or survival mechanics, or have their standard difficulty settings toned down compared to the classic games, which is especially evident looking at doujins. A good example is Touhou series, where hard mode is what actually corresponds to "standard" arcade difficulty (and lunatic is close to second loop in this context), and there is a whole lot of extends and bombs granted to the player, allowing for huge endgame bonuses for survival alone.
However, if we discard the classic paradigm as the reference point when appraising the properties of bullet hell shmups, this is what this approach itself allows us:
• reducing the hitbox size allows for moving the action to a smaller scale, effectively increasing the "resolution" of the playing field without having to increase the display resolution (in other words, the player is often forced to do the amount of dodging equal to a classic game, but on a patch of a hundred square pixels as opposed to an area that takes half a screen);
• instead of putting "tangible" obstacles on the level map, bullets can be used as such, giving nearly unlimited possibilities for restricting player's movement;
• slowing down bullet speed allows for introducing multiple trajectories with the player being able to account to them;
• spamming walls and mazes of bullets forces the player to figure out paths through them, as opposed to dodging around them by means of reflex alone (which is pretty simple in case with straight sniper shots; a blind move sideways is guaranteed to put you out of the bullet's way);
• while classic games usually foster reflex (and in many cases, memorization), most bullet hell games instead oriented towards precision and playing with danger (the concept of grazing/buzzing comes from here).
Another point that is often being argued about in regards to survival difficulty in bullet hell games comes from the fact that, while a lot of them is easy to survive, they require a lot of risk for player to be put through to achieve an above-average score. Not only it usually requires no-missing/no-bombing the entire game (with all those abundant extends and bombs pouring in), but also doing some other dangerous maneuver (grazing/buzzing is a good example of this). As such, an otherwise easy game may look look absolutely different in a playthrough done for a high score attempt, suddenly requiring a lot more precision, reflex, and strategic planning. Again, some Touhou games (Perfect Cherry Blossom and Imperishable Night, for instance) can illustrate this point pretty well: the WR-class score playthroughs look nowhere near an average one, and they often rely on clever tricks and intense grazing. Not only they require the player to not die or bomb where it hurts the score, they often prohibit them to even use slow shot that helps navigating bullet clusters, stripping all the advertised easiness off the gameplay. Unfortunately, I don't have the superplays handy to illustrate the point, but I hope it won't be needed.
This is something I would like classic game proponents to consider when arguing about classic vs. bullet hell approaches. Both have their merits, and it's obvious that after being used to one, one won't be properly accomodated for another. In other words, love and peace!
• very small hitbox (~5 or less pixels in diameter);
• high bullet count (from dozens to hundreds on screen at the same time);
• relatively slow bullet speed and large amount of spam as opposed to quick aimed shots.
The problem as expressed by the proponents of the classic approach is:
• "the bullets are so slow the player can react to them any time, so such games are inherently easier";
• "the attacks don't require the player to move around, one only needs to move a couple pixels sideways each time".
The accusations seem true from the classic shooter game paradigm, because the players trained on such games inevitably try to apply the same approach to the bullet hell games, and encounter obvious discrepancies between what happens on the screen, and what they want to happen there.
What adds to the injury is the fact that vast majority of bullet hell games suffer from some exploits in scoring or survival mechanics, or have their standard difficulty settings toned down compared to the classic games, which is especially evident looking at doujins. A good example is Touhou series, where hard mode is what actually corresponds to "standard" arcade difficulty (and lunatic is close to second loop in this context), and there is a whole lot of extends and bombs granted to the player, allowing for huge endgame bonuses for survival alone.
However, if we discard the classic paradigm as the reference point when appraising the properties of bullet hell shmups, this is what this approach itself allows us:
• reducing the hitbox size allows for moving the action to a smaller scale, effectively increasing the "resolution" of the playing field without having to increase the display resolution (in other words, the player is often forced to do the amount of dodging equal to a classic game, but on a patch of a hundred square pixels as opposed to an area that takes half a screen);
• instead of putting "tangible" obstacles on the level map, bullets can be used as such, giving nearly unlimited possibilities for restricting player's movement;
• slowing down bullet speed allows for introducing multiple trajectories with the player being able to account to them;
• spamming walls and mazes of bullets forces the player to figure out paths through them, as opposed to dodging around them by means of reflex alone (which is pretty simple in case with straight sniper shots; a blind move sideways is guaranteed to put you out of the bullet's way);
• while classic games usually foster reflex (and in many cases, memorization), most bullet hell games instead oriented towards precision and playing with danger (the concept of grazing/buzzing comes from here).
Another point that is often being argued about in regards to survival difficulty in bullet hell games comes from the fact that, while a lot of them is easy to survive, they require a lot of risk for player to be put through to achieve an above-average score. Not only it usually requires no-missing/no-bombing the entire game (with all those abundant extends and bombs pouring in), but also doing some other dangerous maneuver (grazing/buzzing is a good example of this). As such, an otherwise easy game may look look absolutely different in a playthrough done for a high score attempt, suddenly requiring a lot more precision, reflex, and strategic planning. Again, some Touhou games (Perfect Cherry Blossom and Imperishable Night, for instance) can illustrate this point pretty well: the WR-class score playthroughs look nowhere near an average one, and they often rely on clever tricks and intense grazing. Not only they require the player to not die or bomb where it hurts the score, they often prohibit them to even use slow shot that helps navigating bullet clusters, stripping all the advertised easiness off the gameplay. Unfortunately, I don't have the superplays handy to illustrate the point, but I hope it won't be needed.
This is something I would like classic game proponents to consider when arguing about classic vs. bullet hell approaches. Both have their merits, and it's obvious that after being used to one, one won't be properly accomodated for another. In other words, love and peace!

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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JoshF
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I agree with your defenses, but I would add as a criticism that non-obvious hitbox is bad design.
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jpj
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moozooh
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Non-obvious as in "not matching the size of the sprite"? I actually don't think large hitboxes is good design period; after all, even Gradius had a hitbox smaller than the sprite. Then again, I may be wrong, but I'm pretty sure it's not exclusive to bullet hell games, seeing as pretty much every popular title released in mid-90s or later (including stuff by Psikyo, Seibu and other non-bullet-hell shmup developers) was made with hitboxes smaller than sprites as well.JoshF wrote:I agree with your defenses, but I would add as a criticism that non-obvious hitbox is bad design.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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320x240
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Re: My take on the "slow bullet" games' problem
Always a bad idea in a vert - that's what horiz are for...moozooh wrote: • instead of putting "tangible" obstacles on the level map, bullets can be used as such, giving nearly unlimited possibilities for restricting player's movement;
It is powerup of laser.
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moozooh
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Re: My take on the "slow bullet" games' problem
I didn't say it should be used as such — but could if there was any need. Examples include Ikaruga's the Stone-like, and Mushihime-sama & Futari, where you are often separated by literal walls of bullets.320x240 wrote:Always a bad idea in a vert - that's what horiz are for... :wink:

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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JoshF
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With Gradius I have a better idea where I don't want to be hit. The outline of a sprite is a better cue than a 2x2 pixel area obscured within a sprite (or worse, a polygon.)Non-obvious as in "not matching the size of the sprite"? I actually don't think large hitboxes is good design period; after all, even Gradius had a hitbox smaller than the sprite. Then again, I may be wrong, but I'm pretty sure it's not exclusive to bullet hell games, seeing as pretty much every popular title released in mid-90s or later (including stuff by Psikyo, Seibu and other non-bullet-hell shmup developers) was made with hitboxes smaller than sprites as well.
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Rob
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Re: My take on the "slow bullet" games' problem
Almost all developers just go for more elaborate patterns, shots, typical bullet stuff. When you look at levels like SnSII's 3-1 (and the boss with the closing walls) or Gradius V you can see there is still something to occasionally having actual walls and static obstacles. They can be used as shields for one thing.moozooh wrote: • instead of putting "tangible" obstacles on the level map, bullets can be used as such, giving nearly unlimited possibilities for restricting player's movement;
There's also such a thing as hitboxes that are too small (ship and bullet), which I think is a problem. More variety couldn't hurt.
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PROMETHEUS
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I like your approach on this.
With danmaku :
- Memorization is still heavily required, obviously, which isn't really a good thing imo but whatever, STGs kind of have to be that way.
- Precision is still very important, some harder moves must probably be done just as accurately as in the harder parts of some classic games (not far from pixel perfect).
- A new skill is introduced or emphasized on : the ability to read patterns and find a path through them. I personally think it's the most fun and interesting part of STGs.
- Reflexes are still present because you can still be shot at point blank, and also because when playing patterns that are hard for you, you will often notice bullets coming into your hitbox not long before they actually hit you, so you need to react fast.
I personally see danmaku as a clear evolution from the old school style of shooters. They seem to take more skill and to be more interesting overall, to me.
Well, I think what you describe as classic games, when they are hard, require memorization, reflexes and precision.moozooh wrote:• while classic games usually foster reflex (and in many cases, memorization), most bullet hell games instead oriented towards precision and playing with danger (the concept of grazing/buzzing comes from here).
With danmaku :
- Memorization is still heavily required, obviously, which isn't really a good thing imo but whatever, STGs kind of have to be that way.
- Precision is still very important, some harder moves must probably be done just as accurately as in the harder parts of some classic games (not far from pixel perfect).
- A new skill is introduced or emphasized on : the ability to read patterns and find a path through them. I personally think it's the most fun and interesting part of STGs.
- Reflexes are still present because you can still be shot at point blank, and also because when playing patterns that are hard for you, you will often notice bullets coming into your hitbox not long before they actually hit you, so you need to react fast.
I personally see danmaku as a clear evolution from the old school style of shooters. They seem to take more skill and to be more interesting overall, to me.
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Erinu
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Re: My take on the "slow bullet" games' problem
It's the same when it comes to games that aren't "bullet hell", like Raiden. Would you rather have a predictable bullet pattern which you can get past, or would you rather be shot in the face by a tank which you missed bottom-right of Raiden II?moozooh wrote:• "the attacks don't require the player to move around, one only needs to move a couple pixels sideways each time".
Untrue, this only applies to a couple of the Touhou games. Mountain of Faith doesn't give you any special bonus for being unfocused, but PCB does (increases your Cherry meter). And that's entirely dependent on the character you're using. Most of the time in Imperishable Night you're not going to be unfocused for score, but rather to get to certain places, or because the unfocused character does more damage (Youmu for example).moozooh wrote:Again, some Touhou games (Perfect Cherry Blossom and Imperishable Night, for instance) can illustrate this point pretty well: the WR-class score playthroughs look nowhere near an average one, and they often rely on clever tricks and intense grazing. Not only they require the player to not die or bomb where it hurts the score, they often prohibit them to even use slow shot that helps navigating bullet clusters, stripping all the advertised easiness off the gameplay. Unfortunately, I don't have the superplays handy to illustrate the point, but I hope it won't be needed.
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UnscathedFlyingObject
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moozooh
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Learn to read and not skim through the text, for chrissakes. >_< FYI, I put words like "some" and "often" there, where you intepreted them as "all" and "always" to make your point.Erinu wrote:Untrue, this only applies to a couple of the Touhou games. Mountain of Faith doesn't give you any special bonus for being unfocused, but PCB does (increases your Cherry meter).
Shows your knowledge of the game.Erinu wrote:Most of the time in Imperishable Night you're not going to be unfocused for score, but rather to get to certain places, or because the unfocused character does more damage (Youmu for example).
Sorry, not going to adopt this way of living however attractive it may look. :PUnscathedFlyingObject wrote:Stop thinking so much.

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MathU
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moozooh
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They almost never require more memorization on average, unless you're talking about specific shortcuts or strategies in regards to solving patterns. The reason fast games are more heavy on memory is that entire reason: they're fast. While memorization comes into play pretty much only when you are trying to score in case with bullet hell games, with classic games it does so already on the survival stage. Play a game like Gunbird 2, and try to count the attacks that you need to know about beforehand to be able to dodge. Or a game like R-Type, that goes without saying.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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UnscathedFlyingObject
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I'm saving my brain cells for more important stuff.moozooh wrote:Sorry, not going to adopt this way of living however attractive it may look.UnscathedFlyingObject wrote:Stop thinking so much.
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Erinu
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Ahahaha, what? I've 1cc'd Imperishable Night on Lunatic. You were generalising Imperishable Night's unfocused scoring (which is still untrue as you don't need to constantly be unfocused, only unfocused for time orb collection or pre-cards time orb farming). Generalising one of the games as a whole, when not every bullet hell game is the same, is pointless.moozooh wrote:Shows your knowledge of the game.
Shows your knowledge of the Touhou series.
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moozooh
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What's your score, again?Erinu wrote:Ahahaha, what? I've 1cc'd Imperishable Night on Lunatic.
Learn to read.Erinu wrote:You were generalising Imperishable Night's unfocused scoring (which is still untrue as you don't need to constantly be unfocused, only unfocused for time orb collection or pre-cards time orb farming). Generalising one of the games as a whole, when not every bullet hell game is the same, is pointless.
Shows your knowledge of the Touhou series.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
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Erinu
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I did read. And I corrected you. And you don't like it, so you're avoiding it and pretending like I haven't read your page-long essay which is, in its entirety, whining about the aesthetics in a specific type of sub-genre.
Stop being so butthurt. You really don't know shit about Touhou.
Stop being so butthurt. You really don't know shit about Touhou.
Last edited by Erinu on Mon Feb 18, 2008 1:50 am, edited 1 time in total.
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JoshF
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It's a legitimate contention.
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PROMETHEUS
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Erinu
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I just did, and guess what? My points still stand. Now you can "you didn't read the original post even though you did" all you want, because that's a great way of avoiding how to properly respond to someone, as I can clearly see that someone here (couldn't possibly be the original poster, oh no) isn't mature enough to deal with confrontational factoids pointing out the holes in his whining.
Last edited by Erinu on Mon Feb 18, 2008 1:59 am, edited 1 time in total.
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delicious ironyErinu wrote:I just did, and guess what? My points still stand. Now you can "you didn't read the original post even though you did" all you want, because that's a great way of avoiding how to properly respond to someone, as I can clearly see that someone here (couldn't possibly be the original poster, oh no) isn't mature enough to deal with confrontational factoids pointing out the holes in his whining.
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