1978-1983 arcade shooter countdown.

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Ed Oscuro
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Post by Ed Oscuro »

Dale wrote:Youjyuden is awesome all though I think it's a little ahead of this era. It's a cross between Commando, Legendary Wings with a little Xevios.
Wow, I was gonna say. That game would've been incredibly influential had it come out in 1983, not in the least because of its better-than-1983 graphics ;) It's not terribly Xevious-influenced, thankfully, as the secondary shot is mainly your Jackal-style "shoots upwards always" in the Commando-style stages, and is used for shooting the statues there and elsewhere (as in the Legendary Wings segment you noticed).

I tried it out and got 33K in this latest play, not bad. I played it before for some minutes, years ago, and got frustrated by my control setup, no doubt. Odd that I completely forgot about it since it's from one of my favorite genres. Good game.
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Post by it290 »

Great thread. I'm glad to see Defender in a respectable place. It's my favorite game in this list and one of the few that can deliver a serious balls-to-the-wall challenge every time - unless you're one of the elite few that can claim to have mastered it.

You know what this thread reminds me of? Tiny buttons. You guys remember those? The conical-shaped ones with the little button in the middle? They used to be standard issue for start buttons and sometimes fire buttons, and for some reason faded into obscurity. I always thought they were kinda cool to see on these old-school cabs.
Last edited by it290 on Tue May 05, 2009 6:07 am, edited 1 time in total.
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Rob
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Post by Rob »

it290 wrote:Great thread.
thanks
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Re: 1978-1983 arcade shooter countdown.

Post by BrianC »

Here is the complete list of official ports to the Atari 2600 of all the games here:

Gravitar
Zaxxon
Asteroids
Omega Race
Star Trek
Phoenix
Gorf
Tac/Scan
Gyruss
Espial
Vanguard
Space Invaders
Carnival
Buck Rogers: Planet of Zoom
Super Cobra
Missile Command
Galaxian
Centipede
Millipede
Moon Patrol
Pooyan
Time Pilot
Stargate
Defender

This 80s arcade game thread was pretty cool. It's nice how a good chunk of the games were officially ported (and a few like Astro Fighter and Astro Blaster got games that heavily "borrowed" from them) to the 2600.

I wish there were more home versions of Juno First. It's a very nice game, from what I tried. None of the home ports are dead on to the original either. Very interesting game that I would like to get a hold of in near arcade perfect form (or arcade perfect, if the cabinet and PCB aren't too much).
I'm glad to see Defender in a respectable place. It's my favorite game in this list and one of the few that can deliver a serious balls-to-the-wall challenge every time - unless you're one of the elite few that can claim to have mastered it
Too bad the same can't be said about the 2600 version. :( The lack of challenge compared to the arcade is disappointing. I still like it, but it's not as fun as the arcade. However, Stargate is another story. Very challenging and much closer to the arcade than Defender. Oddly enough, the 2600 version of Defender was my first version with the Entex tabletop as my second. After playing the arcade for the first time, I was shocked at how it used buttons like the Entex and even more shocked at how the Entex tabletop VFD game played more like the arcade than the 2600 version.

Too bad most new collections don't have accessories in mind. I would like to see a port of Centipede or Millipede with true analog trak-ball support. The 2600 ports (and some others, including the Atari 800) were designed for the joystick and actually play better with it due to the response. 5200 Centipede is one of the few versions with true trak-ball support.
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Post by Rob »

nimitz wrote:What makes Xevious feel like a shmup is the unrestricted 2d movement,
Just for fun, tried some Single Screen Pachi. Made it to level 5 only moving left and right. Maybe chaining requires you vary things a bit, but vertical scrollers are all about horizontal movement. Had less luck in much more familiar Strikers II. 4th boss, didn't cheat by picking up any bombs (all above the line). This actually makes DDP more interesting. 8)
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Post by professor ganson »

Just to be clear: I don't mean to spoil a top 10 thread with an argument about the relative significance of Xevious. I just enjoy the giving and taking reasons here-- both because I like thinking about Xevious, Centipede, etc., and because you guys make interesting points.
Rob wrote:The main Centipede-SI connection is with centipede movement, I think, but start shooting it, or watching it bounce off of mushrooms or hit a poisonous 'shroom. Doesn't automatically kill you if it reaches the bottom. Small similarity. Guess you might also compare mushrooms to bases, but different function. This is where the imagination comes into play. Much more of a leap from SI to Centipede than whatever space shooter to Xevious. Scramble already translated the shooter to a scrolling environment, with bombs.
This comment about Scramble *sounds* plausible at first, but Scramble was Konami's proto-Gradius in every way, and doesn't have a whole lot to do with Xevious. There isn't just the significant difference in perspective: we first look at the landscape *from above* rather than from the side; then we scroll upwards. But also:
(i) Xevious is striving to create an interesting balance of reward/risk with the scoring system.
(ii) Bombs in Xevious take on an entirely different function (principally for scoring) and are much more user-friendly.
(iii) With its hidden items Xevious has a kind of depth that was uncharacteristic at that time.

I'll grant that Centipede is an incredibly imaginative development of the Space Invader formula, and I can see why it would seem more fun than Xevious, which is a bit of a chore, to be honest. I still maintain that Xevious was a genre-defining moment. It's easy to miss that here in the States, where Xevious was far less popular. But in Japan Xevious was a huge deal, and clearly had an enormous impact/influence. If the Xevious series had gone anywhere, we would probably be looking back at it differently.
Ed Oscuro wrote:I think being a good game does more for the human race than being the first in a line of cookie-cutter clones that all use pretty obvious hardware features. As I noted before, the main thing Xevious has going for it (aside from the general clumsiness - especially when backpedaling, the ugly (although it gets mad points for the Nazca lines), and the fun sounds) is the bomb, which while realistic is one of the worst persistently (somewhat) used features in shooters ever.

The Xevious style bomb was never really popular in these games, although as I noted Namco tried to carry on with it, which led to such clunkers as Fighter & Attacker - games that should have been excellent but ended up with limited popularity because of a poor design choice.

I guess Xevious's lasting contribution to gaming was inspiring the name of the original developer of the Metal Slug games, the Irem spin-off (being a bit facetious here).

Compare this all to Centipede, which really has no relationship to Space Invaders aside from the single-screen setup, so far did it advance past it. Centipede is a fine example (centipede tunnels aside) of careful game design, with every single element designed with a clear purpose. Even the way the gun handles is considered an important aspect of the design, in opposition to simply holding onto the "hey we can do three shots at once now, this is better than Galaga fo sho" Xevious model. Almost the iconic example of a "Zen garden" theory of game design in practice.
I like the Zen garden comparison. Are you saying: the main thing Xevious has going for it is the bomb, the cool-ugly graphics/sounds, the controls, and its genre-defining status? Well, that's a lot, but it's hardly exhaustive. Its atmosphere is far more remarkable than that of Centipede. It's easy to lose sight of this because there is a way that Xevious' aesthetic is austere and somewhat ugly, but its strangeness and at times hypnotic character cannot be denied. Its scoring system and hidden items are also significant.

My point: we shouldn't lose sight of these and other strengths just because the game has uneven difficulty and lacks arcade thrills from the get go. In a way one of the games strengths is that it dares to depart from the quarter-swallowing hecticness of Defender or whatever, and asks you to look around, explore, enjoy the sights.
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Post by Ed Oscuro »

professor ganson wrote:In a way one of the games strengths is that it dares to depart from the quarter-swallowing hecticness of Defender or whatever, and asks you to look around, explore, enjoy the sights.
No, I think that's the result of them not knowing what the the heck they were doing. Bonus flags and other secrets noted.

As Rob said, Scramble actually did introduce the bomb, which I had forgotten about.
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Post by innerpattern »

Ed Oscuro wrote:As Rob said, Scramble actually did introduce the bomb, which I had forgotten about.
give us up the bomb!

Pede at the cade was ruined for me because of the trackball. Or maybe it was that the machines were poorly maintained and the trackball was always messed up.

"This is one game that strongly appeals to women, perhaps because it was designed by a woman" from videogamecritic.net
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Post by FIL »

Rob is either very dedicated to shmups or he is punishing himself for some horrible videogame related crime.

Your pain was worthwhile though, it is another entertaining chart.
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Post by professor ganson »

Ed Oscuro wrote:
professor ganson wrote:In a way one of the games strengths is that it dares to depart from the quarter-swallowing hecticness of Defender or whatever, and asks you to look around, explore, enjoy the sights.
No, I think that's the result of them not knowing what the the heck they were doing.
Really??? I think the opposite is true. If you were going to draw people into the scoring side of the game, at that time it was wise to make survival relatively easy at the start, allowing players the space to pursue the bombing-for-scoring gimmick. As they get hooked on the scoring elements, the challenge gradually ramps up. And this is where the reward-risk element gets nicely implemented: since survival can sometimes be best for score, one has to make tough decisions about which bombing targets to pursue and which to avoid.

Bombing in Scramble is principally about survival; bombing in Xevious is principally about scoring. No one said that Xevious is the first to have a bomb! That would be a ridiculous claim.
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Post by Rob »

professor ganson wrote:This comment about Scramble *sounds* plausible at first, but Scramble was Konami's proto-Gradius in every way, and doesn't have a whole lot to do with Xevious. There isn't just the significant difference in perspective: we first look at the landscape *from above* rather than from the side; then we scroll upwards.
Xevious shows there isn't a whole lot to do with landscape from above besides looking at it. Not that the genre could've avoided keeping up with the times. Even if it's just something pretty (or hideous, in Xevious' case) to look at, this is something they have to include in scrolling shooters by definition. Mega Zone tried to add some depth with layers you can't pass through, but it doesn't feel the same as Scramble. The environment is the primary challenge in a few areas, by itself or by making other obstacles far more dangerous (rockets). This is the approach vertical and side-scrollers have kept. So Xevious' seems less like a contribution than not doing anything. The scrolling only affects enemy behavior, everything on the map that is fixed in position, as they slide down the screen without changing speed. Even the enemies in Space Invaders make a small attempt to protect themselves. 8)
innerpattern wrote:"This is one game that strongly appeals to women, perhaps because it was designed by a woman" from videogamecritic.net
Oh videogamecritic.net and its "a woman!" factoid. Poor Ed.

But Ed Logg did the majority of the work on Centipede, Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". - arcade-history.com

SPACE INVADERS!

FIL wrote:Your pain was worthwhile though, it is another entertaining chart.
Appreciated, thanks. I like to play all of the shumps.
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Post by nimitz »

I think it's time to thank Rob for this great list, which proved to be very entertaining.

I was eagerly awaiting for Bio Attack(Taito, 1983) too bad it didn't show up.

It's nice to see these early games get some well deserved attention, especially since our genre is so closely related to many of the classic-era games. A lot of things have changed and evolved in shooting games, but part of what makes shmups so great are also in these early games.



Once again, thanks for the time and effort you put into making this list.

Almost makes me want to try and do a short one myself.
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Post by doctorx0079 »

Arigato gozaimasu Rob-sama!! ^_^


ps am i the only person who thinks the backgrounds in xevious are pretty?
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Post by professor ganson »

doctorx0079 wrote:ps am i the only person who thinks the backgrounds in xevious are pretty?
I'll say this: I think they look great/terrific.
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Post by Rob »

nimitz wrote:I was eagerly awaiting for Bio Attack(Taito, 1983) too bad it didn't show up.
#70 8)

Probably should've earned some extra places up just for originality.
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Post by nimitz »

wow, I even commented on it, I guess i was expecting to see it again in the top 40 :lol: .

Also, I think the graphics in Xevious are pretty damn impressive.
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Post by Dale »

King and Balloon is the shit. Also give the game Mad PLanets(83) a try. It has shitty controls but it's got awesome sound and is conceptually ludicrous.
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Post by Dale »

Dale-King & Balloon-50,850-11
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Post by BrianC »

I was wondering if Strategy X (1981) would turn up. It seems to have inspired River Raid a bit, especially the way the fuel pods work. The odd thing is that the 2600 port auto scrolls, but the arcade one doesn't.
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Post by Herr Schatten »

Dale wrote:Also give the game Mad PLanets(83) a try. It has shitty controls but it's got awesome sound and is conceptually ludicrous.
From the looks of it, this seems to have inspired Crazy Comets and its sequel Mega Apocalypse (best name ever) for the C64. Even the player ship looks similar.
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Post by Dale »

I found a sweet little game called Sasuke vs Commander. Gets hard quick and requires more dodging and strategy then accuracy.

It was published and supposedly developed by SNK but I'm pretty sure that it was actually developed by another developer I read about on IC that developed game's for big companies in secret.
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Post by Ed Oscuro »

Dale wrote:I found a sweet little game called Sasuke vs Commander. Gets hard quick and requires more dodging and strategy then accuracy.

It was published and supposedly developed by SNK but I'm pretty sure that it was actually developed by another developer I read about on IC that developed game's for big companies in secret.
I saw Sasuke vs. Commander under SNK in Try's (I think) PCB stock list. It's really expensive.

Before that game, all SNK did was some Space Invaders knock-offs and similar type games. I don't think they were big enough at the time to have other people making games for them.

Also, I hate Sasuke vs. Commander. Good idea but I don't find it easy to follow the action.
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Post by Enhasa »

I don't see Nova 2001 on this list. Paging Rob.
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Post by Rob »

I'll edit it right away. Keep checking back.
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Post by Dale »

Dale wrote:Dale-King & Balloon-50,850-11
cough cough
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Re: 1978-1983 arcade shooter countdown.

Post by nimitz »

I was playing The End (Konami, 1980) today, I think it's missing from the list.

Not a bad game, and the game over mechanics make the credits relatively short (which is a good thing).
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Re: 1978-1983 arcade shooter countdown.

Post by Rob »

Yeah, it is. I played it after. I really screwed up with omissions on this list - they might not have made it to the top, but there are many things missing. Tactician is another interesting one I noticed from this feature on Konami shooters.

Also should've put King & Balloon higher than Galaga.

Do you have a score for The End? Would get me to try that one again. 8)
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Re: 1978-1983 arcade shooter countdown.

Post by nimitz »

Yeah, I got 10,900 today.
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Re: 1978-1983 arcade shooter countdown.

Post by Rob »

11,200 8)
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Re: 1978-1983 arcade shooter countdown.

Post by nimitz »

11,760 :P

I just realized that enemies carrying blocks are worth twice as much.
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