idea for a score system / gimmick

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nash87
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idea for a score system / gimmick

Post by nash87 »

Has there ever been a rhythm based shmup before (besides rez if you consider that to be one)? I was thinking maybe something along the lines of destroying enemies to the beat of the game or maybe to every 4th (quarter) note to keep a combo. the bullets could pulse to the beat increasing and decreasing in size to make for complex and intricate patterns. bullets/enemies would have different note signatures besides 4th like half, 8th, 12th, or 16th notes. bullets with faster signatures would pulse faster making them harder to dodge, and enemies, well, you get where i'm going. I was also thinking that you could have different grades based on how accurate you destroy each enemy like perfect, excellent, great, bad etc, like any other rhythm based game. once your combo gets high enough you get a hyper that could change the bpm to increase or decrease difficulty/score, sort of like DDPDOJs hypers now that i think about it.

of course the bosses would consist of famous musicians playing there music. queen would be the last boss, and david bowie would be the true last boss. maybe the transition between the two could involve "under pressure." :lol:

just an idea, it would be nice if cave made it a reality

edit: another possibiblty: enemies get multiplied for every beat they remain on screen capping out after a measure
Last edited by nash87 on Sun Feb 01, 2009 12:23 pm, edited 1 time in total.
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Aru-san
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Post by Aru-san »

A completely music-based game would be a rather good idea.

Zillion Beats had that concept, but it wasn't completely rhythm based, though. It'd be pretty awesome to see some wicked patterns put up to really popular music. (I'll dodge bullet patterns to Killer Queen (LOL HIBACHI) anyday! :wink: )
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dmauro
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Post by dmauro »

If you make it, will play.
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kengou
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Post by kengou »

I get the feeling there's a doujin or two that is like this. I remember playing some music-based shmups where you had to shoot in time with the music to have a more powerful firing rate or something, but I don't know if it was tied into the scoring as you described it.
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nash87
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Post by nash87 »

dmauro wrote:If you make it, will play.


I only have the idea(s), not the technological know how or time to put it together. any further ideas on this are welcome to try and improve on this.
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Udderdude
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Post by Udderdude »

nash87 wrote:
dmauro wrote:If you make it, will play.


I only have the idea(s), not the technological know how or time to put it together. any further ideas on this are welcome to try and improve on this.


IMO it would be best if it tied into the scoring only, not your player's shot power. This way you could just completely ignore it if you wanted .. your score would just suck.

An interesting way to do rank would be to increase the BPM (and subsequently the firing rate) of the enemies. :P

Personally I don't think i'd enjoy such a scoring system. It's like trying to pat your head and rub your tummy at the same time. But whatever works for you.
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Observer
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Post by Observer »

Yep, doujins are already experimenting with that function.

Even Touhou has stages entirely synchronised, with the patterns and enemies appearing at the pace of the music, although they are not tied to the scoring at all.

Hellsinker has a 'basic' synchronisation of the stages and quite a tight synch on the bosses, especially the final ones and the TLB.

However:

http://www.youtube.com/watch?v=9TtQo4wa1Ec
http://www.youtube.com/watch?v=LNA2JHymO14

Prizhm uses a BPM meter (the combo bar; the bosses firing rate is tied to a global BPM that gets insane on Very Hard) to increase your firepower and adds an element based grazing/buzzing component (as in: you can only graze fire bullets, ice bullets or electric bullets depending on the character) that will send your weapon on an even higher firing rate for a short amount of time.

And while you are influenced by that effect you can start piling up multipliers way over 30x. Bombing is not punished so bombing while holding down the button for the big ass laser will fill the combo bar for maximum multiplier pew pew.

It's like the worst nightmare for the DDR player.
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Udderdude
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Post by Udderdude »

Heheh, I used to play DDR pretty heavily, and I can definitely say this isn't even close to my worst DDR nightmare :P

(If you're wondering, that'd be this .. http://ca.youtube.com/watch?v=HGrpGuDD0_Y)
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Necronopticous
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Post by Necronopticous »

The Mushihimesama scoring system feels like a rhythm game.
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szycag
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Post by szycag »

There's a Gundam shmup on the Game Boy Color that has rhythm based boss fights, you dodge bullets while pushing B and A to the rhythm chart. I did a quick review of it in my Game Boy shmups thread. Don't have time to search for the name again now, it was a long japanese title.
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Post by Avist Torch »

The freeware shmup Go Beryllium!'s bombing system is based on the beat of the music; time it to the beat, and it has more of an effect.
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