Polygonal Shmups

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lawnspic
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Polygonal Shmups

Post by lawnspic »

I know of some like the Ray series and TF. What others are there for console, doujin ect. ?
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Pixel_Outlaw
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Post by Pixel_Outlaw »

Pretty much all of Kenta Cho's work.
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This is a slippery slope. You need to know that technically even 2d sprite games like CAVE's modern work are 3D with today's hardware they are just surfaces drawn at the same z depth over 3D triangles. I assume you mean blatantly polygonal games....
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Post by lawnspic »

Interesting Pixel, never new that. Yeah, i quess strictly polygonal
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Post by captpain »

Pixel_Outlaw wrote:Pretty much all of Kenta Cho's work.
Xevious 3D
Silpheed

This is a slippery slope. You need to know that technically even 2d sprite games like CAVE's modern work are 3D with today's hardware they are just surfaces drawn at the same z depth over 3D triangles. I assume you mean blatantly polygonal games....
This is the most pedantic thing... ever. Christ.
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Post by lawnspic »

Nice command over the english language cap
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Post by kengou »

RSG has polygons (just not the player ship or most bullets). Ikaruga is polygonal. Gradius V, Einhander, R-Type Final, Triggerheart Exelica, Under Defeat, Trizeal, all polygonal graphics. I'm sure there's plenty more, not even counting doujins.
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Post by lawnspic »

kengou wrote:RSG has polygons (just not the player ship or most bullets). Ikaruga is polygonal. Gradius V, Einhander, R-Type Final, Triggerheart Exelica, Under Defeat, Trizeal, all polygonal graphics. I'm sure there's plenty more, not even counting doujins.
Now this is why i started this post. Some obvious to others, but i had no idea that games like Ikaruga, Under Defeat, Trizeal and GradiusV were polygon shmups. I assumed they were rendered spirtes or images as the others that i know seem geometric. I quess what im saying is i cant tell between true sprite based games and ones that use polygons.
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Post by The Coop »

Don't forget R-Type Delta, Raiden III and Raiden IV.
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Post by Pixel_Outlaw »

captpain wrote:
Pixel_Outlaw wrote:Pretty much all of Kenta Cho's work.
Xevious 3D
Silpheed

This is a slippery slope. You need to know that technically even 2d sprite games like CAVE's modern work are 3D with today's hardware they are just surfaces drawn at the same z depth over 3D triangles. I assume you mean blatantly polygonal games....
This is the most pedantic thing... ever. Christ.
But true nonetheless. For the most part spotting pre render is easy, just look for rotating objects that have inconsistent light reflections. Mars Matrix is a prime example.
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Post by croikle »

Brave Blade, one of the last official Raizing shmups, is polygonal.
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Post by Observer »

Well, for doujins you have Ether Vapor, which makes extensive use of 3D moves going from top-down to vert and Omega Boost-missile barrage mode with flashy camera switching (take that TFVI), exception (lasers and cubes) and the ugly Rayging Blues, which looks like a N64 game, god including the boss fonts that look like they came from Zelda or something. But if we take into account 3D backgrounds, even Touhou contains polygonal shapes.

Psyvariar 2, Einhänder, Karous, Radirgy, Tumiki Fighters (Blast Works, well, it's a Kenta Cho game), Shikigami no Shiro 2 and 3. Those are 3d as well. Obviously, they all have a fair share of 2D stuff.
Last edited by Observer on Sat Dec 06, 2008 1:11 pm, edited 1 time in total.
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Post by PC Engine Fan X! »

The first stage in the DS Nanostray 2 game looks like it's a polygonal one, right?
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Post by Lloyd Mangram »

G-Darius and Zero Gunner 2 are also polygon based.

However, interestingly enough (or not), the player craft in both these titles are actually 2d objects. G-Darius cleverly switches to a 3d model of the player ship for the cut-scenes.


edit: Might as well mention Zero Gunner 1 while I'm at it, though it's arcade only.

edit again: Gigawing 2! Border Down! Too many to list!!
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Post by PC Engine Fan X! »

That Taito produced G-Darius PCB is such a beautiful game running at 60 frames-per-second framerate. I've noticed that all the end-stage bosses are polygonal indeed. Fighting against Queen Fossil is a tough one to bring down with all the exotic weaponry, bullets and lasers aimed at you. Even the PS2 version of G-Darius doesn't compare to the pure silky smoothness of the PCB version. ^_~

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Post by John845 »

I wish G-Darius didn't have so much slowdown on the ps1. It's quickly become one of my favorite shmups but it slows down a lot.
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Post by PC Engine Fan X! »

John845 wrote:I wish G-Darius didn't have so much slowdown on the ps1. It's quickly become one of my favorite shmups but it slows down a lot.
Might as well upgrade to the real PCB version and you'll a vast difference between the watered-down version that exists on the PSX. Sure, the PCB version is nothing more than "pumped up" PSX hardware running on steroids with extra polygonal count and processing power to boot.

I'm surprised that Taito managed to cram G-Darius with all the ending FMV scenes on the PSX port. In the PCB version, it's all rendered on the fly & in real time...none of that crappy FMV stuff anyways. One of the end-stage bosses, Dimensional Diver, uses the likeness of Mecha Godzilla character borrowed from the Godzilla/Gojira flicks that special permission and rights were granted from Toho Pictures to Taito be used in the PCB version of G-Darius. Gotta give credit where it's due, right? ^_~

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Post by Lurky »

Homura
Otomedius (got a 360 release recently)
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Post by Koa Zo »

Jaleco's GunBare! Game Tengoku 2 is a good example of early polygonal 2-D shooting. Plus, it has the unique distinction of allowing a second player to use a Guncon!

Was Star Soldier Vanishing Earth on N64 polygonal?
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Post by The Coop »

Koa Zo wrote:Jaleco's GunBare! Game Tengoku 2 is a good example of early polygonal 2-D shooting. Plus, it has the unique distinction of allowing a second player to use a Guncon!

Was Star Soldier Vanishing Earth on N64 polygonal?
Yep, in all it's blurry textured glory.
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Post by cfx »

.
Last edited by cfx on Thu May 29, 2025 8:41 am, edited 1 time in total.
trivial
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Post by trivial »

Pre-rendered sprites are usually retouched to display at their games' low resolution. The effort required should tell you something: it's easier to animate at high resolution by using polygons.

That's why native polys got into your hi-rez 2-d games. Could these discussions dry up now?
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Post by Observer »

cfx wrote:
Observer wrote:[...] the ugly Rayging Blues, which looks like a N64 game,
Like an emulated N64 game. It's too sharp and the resolution is too high to be actual N64. I would say the textures aren't blurry enough but it doesn't really seem to have any as the ships all are mostly just flat shaded. :P

I've only played the demo and it's somehow slightly entertaining, but that sound effect when you press a button to skip text or select your ship etc. is the most annoying thing ever.
I kinda blocked my mind to forget about that sound. I think the team system is interesting but the generic character art is painful. I mean: schoolgirl with kitty ears. What else can I add? That girl with the light greenish dress that looks like she came out from R.O.D. the TV series...

However, what I do appreciate is that the developer seems to care for its creation as shown by the intense 'marketing' (lol, well, I mean: promotion in many important doujin circles, including Siter Skain) this thing has been getting and the big patch announced.

Oh, and Rezetia games (Pladzma, Prizhm and Zillion Beatz, land of the Z =P) use pre-rendered stuff if I'm not wrong.
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