Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!

What do you know manic barrage shmups as? Cave/Raizing/Psikyo games. What do you call them?

Manic
34
33%
Bullet Hell
43
42%
Danmaku
23
23%
Bullet Curtain
0
No votes
Curtain Fire
2
2%
Barrage
0
No votes
 
Total votes: 102

User avatar
DJ Incompetent
Posts: 2377
Joined: Tue Jun 13, 2006 10:28 pm
Location: Murda Mitten, USA

Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by DJ Incompetent »

Rob wrote:
DJ Incompetent wrote:Difficulty Style: (Standard, Semi-Hell, Memorizor, Manic Bullet-Hell)
I have no idea what standard and semi-hell means. This should be clear enough through type, year and developer. The description of the game ("Overall Unique Characteristics"/"Player Mechanics") should cover everything if it isn't.
So what I was thinking for the project, is we have a way for users to search entries by the type of difficulty. I can't really query how hard all STGs are compared to each other because answers people give will be too relative to the player's unique skill and won't be comparable to anybody else. Still, people do ask "what are manic shmups for _____" and so on, so I think trying to establish guidelines for at least the type of difficulty will be enough to inform players what they're up against.

Memorizer and Bullet-Hell are fairly classified. But games just outside those two (loose) classifications (AFAIK) don't have any real shorthand ways of identifying Gradius V difficulty apart from Air Zonk, even though we all know those are two completely different beasts. Yet despite things like Gradius V bullets and obstacles fill the screen often, G5 isn't widly considered a manic STG.

Something like this came up at a Midwest Gaming Classic and one of the people called the 'fill the screen with disorganized patterns or super fast bullets' the name of "semi-hell". I kinda liked it, but I dunno if that's a standard term or whatever, so I'm gonna pitch it here and see what the people say.

cools version
cools wrote: Standard
-Primarily aimed bullets
-Few enemies on screen
-Large hitbox.
examples: Flying Shark, Raiden


Manic
-Aimed bullet patterns
-Increased enemy quantity
-Smaller hitbox.
examples: Batrider, Garegga


Danmaku
-Dense aimed and fixed bullet patterns
-Tiny hitbox.
examples: Psyvariar, EspGaluda

my version
--------------------------

I intend to use four types of Difficulty Styles for the shmupswiki.com and ultimately, Xenocide. Please review and comment on the definitions below:

Manic Bullet Hell

BulletMagnet's Glossary:
Manic Shmup: (also Bulletsprayer, Dodge-em-Up) A type of shmup which is characterized by very high numbers of bullets and/or enemies being present on the screen at one time; forces the player to rely on quick reaction time and on-the-spot dodging skills, rather than memorization of where things are within a level, to survive. Due to the highly restricted amount of safe space for the player to move around in, manic shmups almost always feature relatively small hitboxes, usually located near the very center of the player’s craft..

Bullet Hell:
1) Over-arching label that encompasses all types of manic shmups, i.e. any title which is notable for the large amounts of bullets that the player is required to avoid.

2) Informally, refers to any particularly bullet-heavy attack, i.e. “The second boss unleashes some nasty bullet hell on his third phase.”

Curtain Fire: (also Danmaku)
1) Tightly-packed bullet formation which moves steadily towards the player’s craft and covers most of the screen; could be considered something of a cross between a wave and a bullet maze. Such a formation MUST be “waded through” by the player, since it’s impossible to avoid entirely.

2) Used as a sub-category label for certain manic shmups which tend to use such formations frequently.

Literally, “danmaku” is the Japanese word for “barrage,” though it is sometimes also translated “bullet curtain.” It is generally believed that the oft-used “curtain fire” term first came from a mistranslation featured on the loading screen of the popular homebrew shooter Perfect Cherry Blossom.


Strict criteria for identifying Manic Bullet Hell from the other three is the combination of:
(on default settings)
- Organized bullet patterns (intentional designs as opposed to continuous #'d spread shots and single aimed shots).
- Bullets fill (40%+ of) the screen often, weather by single bullet patterns from specific enemies or many enemies firing multiple shots continuously.
- Organized bullet patterns or screen-filling bullet patterns define at least half the stages of the game or more (especially boss fights).
- Most Bosses, midbosses, and large enemies are designed with multiple unique bullet pattern attacks in their set.
- Player has a minimized hitbox (any size smaller than the player's graphical sprite/model).
- Player's weapons set may powerup, but does not drastically change throughout the course of the game. (some exceptions)


Examples: All modern Cave/Raizing/Psikyo/Touhou STGs
Image

Methodical (formally Memorizor)
BulletMagnet's Glossary:
Memorizer: (also Memory Shmup) A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.

Strict criteria for identifying a Methodical from the other three is the combination of:
(on default settings)
- Stages have physical terrain and obstacles (throughout most the game)
- Checkpoint-based lives system (as default)
- Title is notorious for multiple situations where if a player loses a life at a part (normally powered up), players fail the credit by spending all their remaining lives attempting the clear the same part.
- Most reasonable players cannot pass these multiple difficult situations in their first tries having never played the part previously (basically, players have to learn or memorize a predetermined path to navigate the situation).

Examples: All Irem STGs. Gradius III Arcade, Gradius IV. Pretty much every difficult hori with checkpoints.

Image
Image


Semi-Hell
Semi-Hell is normally a major classification below Bullet-Hell, but does not always mean the STG is instantly easier than a Methodical or Bullet Hell. It is a shmup that possesses some, but not all of the main five classifications of a Manic Bullet Hell hyphened above and does not possess all four of the traits of a Methodical hyphened above. The Semi-Hell classification encompasses all shmups that are generally really difficult, but not for reasons that exactly characterize a Methodical or Bullet Hell. Any one of these can characterize a Semi-Hell:
-Notoriously fast bullets instead of many slow ones
-Enemies or obstacles flood or fill the screen instead of bullets, presenting situations where a player's fire speed can be overwhelmed.
-Enemy homing attacks are used often or in large numbers
-Deaths from touching enemies are more common
-Bullets fill the screen, but none of them are from complex bullet patterns. All attacks are
--single aimed shots
--simple spread shots
--simple fixed direction attacks
BUT, most scenes where bullets fill the screen do not consist of a complex mix of aimed, spread, and fixed attacks. The majority of the game enemies normally attack with primarily one type of fire/obstacle at any given time.


(Any of the Below) Loose criteria for identifying a Semi-Hell from a Manic
Bullet Hell or Methodical:
(on default settings)
- Normally Disorganized, simple, or extremely basic bullet patterns throughout the game (boss fights could seem more like pattern recognition in a platformer or run 'n gun than a STG)
- High difficulty in avoiding bullets/patterns is mostly from fast bullet speeds (and possibly poor bullet contrast/color) rather than the pattern's shapes or spreads
- Organized bullet patterns or screen-filling bullet patterns define very few areas of the game (usually the last few boss fights)
- Few or no fast attacks are telegraphed by the enemy
- Pretty much all standard enemies have one bullet attack and/or try suiciding
- Enemy homing attacks are more common (bullets or suiciding)
- Enemies fill or flood the screen instead of bullets

(Any of the Below) Loose criteria for identifying a Semi-Hell from a Standard (Old-Style):
(on default settings)
- Objects to dodge are many throughout large portions of the game; creates overwhelming situations
- Regular game is widely considered difficult


If this 'Semi-Hell' term should be named something else, Suggest one in a reply.

Examples: Gradius V, Raiden Fighters series, Geometry Wars series, Raiden 1, Raiden 2, Raiden DX, Smash TV.

Image
Image


Standard / Old-Style
This label is reserved for the rest of the shmups that do not fall into any of the other categories. These types of shmups are either experiences that do not go out of their way to aggressively challenge the player or lack across the board almost every evolution that separates this type from modern shmups. Old-style shmups are most appropriatly identifiable when using a 'retro' classification. Usually near the very end, a large difficulty spike may take place that can still make the videogame challenging, but be such a rare occurrence that it is hardly identified as a Methodical.

(Many of the Below) Loose criteria for identifying a Standard/Old-Style from the other three:
(on default settings)
- Regular game is widely considered easy
- Title normally has 'dead zones' or places in stages where nothing is happening.
- Objects to dodge are slight throughout large portions of the game, rarely creating any tension until the final stages
- Number of on-screen bullets are pretty scarce
- Many enemies don't fire at all
- Safe spots are identifiable, effective for laughably long periods, and may not be rare
- Player's base firepower is fairly or extremely limited
- Radical changes in player weaponry
- Enemy attacks with large objects are somewhat common
- Stage booby traps occur
- Player's hitbox is usually the full size of a player's craft or generally large
- A moderate amount of the difficulty is from running into enemies
- Instant kill enemy attacks (non-scrolling lasers) occur and may be common.
- Boss fights may have disorganized, simple pattern, or extremely basic attacks. The boss' body will usually be used (intentionally or unintentionally) as an attack in some part of the fight. (boss fights could seem more like pattern recognition in a platformer or run 'n gun than a STG)
- Difficulty curve feels unintentionally unbalanced
- Cause of a miss may feel unidentifiable, possibly 'cheap'

Examples: Star Soldier series, Dead Moon, Air Zonk, Life Force/Salamander, Omega Five, anything by Compile, caravan games

I was thinking of calling 'Standard' something like 'Retro' or 'Old-school', but idiot reviewers throw those terms around for almost every STG that comes out today, so using those labels may just confuse newcomers more. If you can think of a better name, let me know.

ImageImageImage
Last edited by DJ Incompetent on Thu Dec 17, 2009 12:48 am, edited 4 times in total.
lgb
Posts: 2179
Joined: Thu Oct 18, 2007 2:12 pm

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by lgb »

manic = FAST
danmaku/bullet hell = MANY
(better to use "danmaku" and "manic" because I'm a little contradicting faggot)

Every game is a memorizer. Every single one. It is a lie to say that only certain shmups fall under a group labelled "memorizer" because they all do.
User avatar
MathU
Posts: 2172
Joined: Thu Jun 28, 2007 11:13 pm
Location: Paranoia

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by MathU »

Oh come on, "semi-hell"? I like to think of games like Raiden with fast, aimed bullets as pretty "manic" myself, and games like Touhou or most CAVE games as bullet hell/danmaku/whatever. Manic is more descriptive for a game like Raiden and less for something like Touhou, with its generally much slower bullets.
lgb wrote:Every game is a memorizer. Every single one.
Also this.
Last edited by MathU on Wed Nov 25, 2009 4:40 am, edited 1 time in total.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
User avatar
BrightSuzaku
Posts: 154
Joined: Mon Sep 28, 2009 9:24 pm
Location: Maryland, USA

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by BrightSuzaku »

I tend to refer to bullet hell shmups as either "bullet hell" or "danmaku".

I usually refer to so-called "memorizers" as "methodical" shmups.

And would it be agreeable to call these "semi-hell" shmups "bullet heck"? Or, hey, what about "purgatory shmups"?

EDIT: Since I'm not a very good bullet hell player, I tend to prefer many of Cave's games, or say, XOP over Touhou. Touhou just feels like there are just waaay too many bullets too soon for me to cope with, and often the game behaves slowly for me. Sometimes too slowly, although the pace is good for dodging. Then again, my first bullet hell was Dodonpachi.

I move my ship too erratically to ever be good at a really navigating a bullet field, so I really like Raiden. And mind you, I type "bullet hell" more than "danmaku", but I tend to physically say "danmaku" more than "bullet hell" in real life.
Gamertag: IceCoffin
I'm as invisible as Battle Garegga's bullets!
User avatar
Danbo
Posts: 466
Joined: Sun Aug 03, 2008 6:58 am
Location: glasgow

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Danbo »

lgb wrote: Every game is a memorizer. Every single one. It is a lie to say that only certain shmups fall under a group labelled "memorizer" because they all do.
Some rely on memorization more than others, though... Like if you're playing a game without smart bombs, you have to do that much more memorizing to make up for it since a bomb is the usual reaction to something nasty that you haven't seen before.
User avatar
t0yrobo
Posts: 665
Joined: Sun Feb 03, 2008 4:17 am
Location: Grand Rapids, MI

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by t0yrobo »

manic = FAST
danmaku/bullet hell = MANY
I agree with this, I'd say Bullet Hell would be the better choice here. It seems to me that it's the more widely used term, and it doesn't sound like some weebo shit like danmaku.

I think methodical or something similar to that may be a better word than memorizer. It's a similar, but broader definition that could apply better to more games. For example I really wouldn't consider Ikaruga to be a memorizer, but it is very methodical. I could see stuff like that being a slippery slope though since most any game you play for score is that way.

I don't really care for the semi-hell name, but I'm not sure what would be better. That category would include so many games that manic might be to narrow to be appropriate. Maybe something along the lines of Modern would be broad enough to accurately describe all those games, also it'd fit well with the standard/old style label.
XBL - CountryGolden
Image
User avatar
evil_ash_xero
Posts: 6254
Joined: Thu Jul 12, 2007 6:33 am
Location: Where the fish lives

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by evil_ash_xero »

Yeah, I definitely see Raizing and Psikyo games being different from Cave or Takumi games. They probably need to be labeled differently.

I can see Manic meaning fast, and bullet hell meaning many.
User avatar
Taylor
Posts: 1002
Joined: Thu Jul 03, 2008 11:35 pm

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Taylor »

I use danmaku and bullet hell. I prefer the former but I've read too many YouTube comments about touhous firing their danmakus.

I prefer methodical to memorizer, because the latter sounds a little derogatory.
User avatar
honorless
Posts: 323
Joined: Sat Apr 19, 2008 3:31 am
Location: Colbert Nation
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by honorless »

evil_ash_xero wrote:I can see Manic meaning fast, and bullet hell meaning many.
t0yrobo wrote:I'd say Bullet Hell would be the better choice here. It seems to me that it's the more widely used term, and it doesn't sound like some weebo shit like danmaku.
These, good sir. Well, for the most part. I'd say Manic = "semi-hell". BM's definition matches up pretty closely to your criteria.

...There are people who will split hairs endlessly with you over which shooters qualify as "danmaku". So it'd really be best to just use the more inclusive term if we're talking basic categories.

Also, "crappy graphics" being a criterion for standard shooters makes me shake my head. Stick with "typically 8 or 16-bit" if you must say something about the visuals.
video games suck
User avatar
Mortificator
Posts: 2864
Joined: Tue Jun 19, 2007 1:13 am
Location: A star occupied by the Bydo Empire

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Mortificator »

Danbo Daxter wrote:
lgb wrote: Every game is a memorizer. Every single one. It is a lie to say that only certain shmups fall under a group labelled "memorizer" because they all do.
Some rely on memorization more than others, though... Like if you're playing a game without smart bombs, you have to do that much more memorizing to make up for it since a bomb is the usual reaction to something nasty that you haven't seen before.
For the "you weren't good enough to dodge but this keeps you from dying" aspect, panic bombing isn't really different than a health bar or shield, except that you have to trigger it on your own.

Of course, lots of times there's a scoring element to bombs too, but that doesn't reduce what the player has to memorize.
lgb wrote:manic = FAST
danmaku/bullet hell = MANY
I'm not sure there's any reason to put games with fast bullets in a separate category. They existed throughout the genre's history, rather than being a distinct approach like danmaku. Bullets got damn fast in both Kyukyoku Tiger and Dragon Blaze, but I wouldn't group those games together.
RegalSin wrote:You can't even drive across the country Naked anymore
User avatar
cody
Posts: 274
Joined: Fri Mar 25, 2005 7:52 am
Location: Texas

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by cody »

Where's the option for "these categories have nothing to do with difficulty" ?

Seriously, I think you'd be better served by documenting the separate variables you're trying to capture with these categories.

Bullets slow/fast lots/few aimed/pattern
Hitbox big/small
terrain yes/no
etc

That would actually be useful - say I really like vert scrollers that still have terrain. Would be nice to find some that I was unaware of.

Throwing around derogatory stuff like "memorizer" and "crappy graphics", and unintelligible stuff like "semi-hell" isn't going to do anyone any good.
User avatar
Kollision
Posts: 2605
Joined: Sat Aug 16, 2008 3:48 am
Location: BRA
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Kollision »

I don't like the part where you mention "crappy graphics" either.
And I'm more fond of "methodical" as opposed to "memorizer", like BrightSuzaku pointed out. But then again, isn't every shooter's (or any other game's for that matter) approach a methodical one? :roll:
User avatar
DJ Incompetent
Posts: 2377
Joined: Tue Jun 13, 2006 10:28 pm
Location: Murda Mitten, USA

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by DJ Incompetent »

K, some quick stuff.

- Replaced 'Memorizor' with 'Methodical'

- 'Semi-hell' Sounds like a term nobody's heard of. Let's call it something else. Suggestions?

- I agree, 'crappy graphics' isn't a good idea. I took it out. :mrgreen:
User avatar
DJ Incompetent
Posts: 2377
Joined: Tue Jun 13, 2006 10:28 pm
Location: Murda Mitten, USA

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by DJ Incompetent »

Next up:
evil_ash_xero wrote:Yeah, I definitely see Raizing and Psikyo games being different from Cave or Takumi games. They probably need to be labeled differently.
Can you explain this one further?


manic = fast
bullet hell = many.
K.....so It sounds like Bulletmagnet's definition is just-...-not right. I suppose I should go ask him.

So if Manic only means fast bullets, I'm thinking of just removing 'manic' from the difficulty listings, as pretty much three of the four difficulty types would include that and confuse the hell out of people more.
User avatar
BulletMagnet
Posts: 14191
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by BulletMagnet »

lgb wrote:Every game is a memorizer. Every single one.
Not every game, however, instantly brings the ceiling down on your head if you're in the wrong 4/5 of the screen, and gives you no indication of which fifth is the right fifth, let alone the ability to correct for error quickly enough if you guess wrong. Yes, every game is a memorizer (sorry, "methodical") to some extent, but some embrace that style far more readily than others, and require raw, grinding trial and error not only to score well but just to survive. To me, at least, that's the inherent distinction, though everyone places the line between "some memorization" and "game-defining memorization" in different places.
User avatar
cools
Posts: 2057
Joined: Mon Nov 26, 2007 4:57 pm
Location: South Wales
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by cools »

Standard = Flying Shark/Raiden
Primarily aimed bullets, few enemies on screen, large hitbox.

Manic = Batrider/Garegga
Aimed bullet patterns, increased enemy quantity, smaller hitbox.

Danmaku = Psyvariar/EspGaluda
Dense aimed and fixed bullet patterns, tiny hitbox.
Image
kemical
Posts: 580
Joined: Wed Jan 26, 2005 1:14 am
Location: Tokyo

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by kemical »

cools wrote:Standard = Flying Shark/Raiden
Primarily aimed bullets, few enemies on screen, large hitbox.

Manic = Batrider/Garegga
Aimed bullet patterns, increased enemy quantity, smaller hitbox.

Danmaku = Psyvariar/EspGaluda
Dense aimed and fixed bullet patterns, tiny hitbox.
^- this

also it would be cool if anyone could add tags to a game, then either way it would work out that the most popular tags are used as the main description. Maybe even having a difficulty scale that is driven by user-ratings, like an actual scale 1 to 10 or however.
lgb
Posts: 2179
Joined: Thu Oct 18, 2007 2:12 pm

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by lgb »

BulletMagnet wrote:
lgb wrote:Every game is a memorizer. Every single one.
Not every game, however, instantly brings the ceiling down on your head if you're in the wrong 4/5 of the screen, and gives you no indication of which fifth is the right fifth, let alone the ability to correct for error quickly enough if you guess wrong. Yes, every game is a memorizer (sorry, "methodical") to some extent, but some embrace that style far more readily than others, and require raw, grinding trial and error not only to score well but just to survive. To me, at least, that's the inherent distinction, though everyone places the line between "some memorization" and "game-defining memorization" in different places.
"Playing a particular game to its absolute fullest, as designed, tends to require absolute memorization."

"To its absolute fullest": One could argue that figuring out how to dodge the patterns in the absolute right way (i.e. no miss and no bomb, or even exploiting those patterns to their fullest; either way, without making an actual mistake), and then one could argue that there is little difference between finding the particular spots in R-Type III (survival) and finding the particular spots in Esprade (scoring) (though there is the "finding particular spots for R-Type III scoring", I suppose).

So you may need to come up with a new name for this line, like you've stated.
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Ed Oscuro »

This thread is life-changing.

I like cools' list, although I would add to that the Gradius style shmup, aka "Shmup Films" where you sit in one place until something happens
User avatar
Mortificator
Posts: 2864
Joined: Tue Jun 19, 2007 1:13 am
Location: A star occupied by the Bydo Empire

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Mortificator »

I learned that dodging Big Core's preprogrammed attacks is just memorization, but dodging cat-spider's preprogrammed attacks is PURE SKILL BABY.
RegalSin wrote:You can't even drive across the country Naked anymore
RHE
Posts: 547
Joined: Wed Jun 07, 2006 12:16 pm

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by RHE »

Playing on the highest level, all shmups are memorizers, but the difference is that a game like R-Type or Gradius forces the player to play it on a high-level just to survive it. From a pure survival play point of view, a game like DoDonPachi gives the player a chance to play it on a mid-level and survive it. Sometimes the game may forces you to play it on a high-level though.

My issue with the term memorizer is, that it is founded by players who don't like this kind of checkpoint shooters - it doesn't tell what these games are really about: re-enforcement gameplay. That's why all games of these sub-genre have points where they are incredible hard, which are choke points, they FORCE the player to re-enforce. For some people this experience is frustrating and for others it gives them the feeling of beating the beast. And yes this involves a lot of memorizing like with all shmups. And I can tell you, I like R-Type game more than DDP, because I like to re-enforce within the stage and then getting the chance to make it better, instead of pushing the reset button or limiting my gameplay on a single credit.

But then however, scoring games like DDP are about re-enforcing too but in a mild way (unless you try to make a chain), because the difference is, you either re-enforce after surviving the game and play again for a better score or deciding the point of re-enforcment by yourself (to only using 1 credit etc.). Playing such a game on a mid-level gives you more freedom than R-Type, but playing it on a high-level is pretty much the same as R-Type. Playing R-Type on a mid-level is (should be) impossible, you just won't survive very long.

And that's why I mainly make a distinct between checkpoints shooters and instant respawn shooter, while technically pretty much the same, the gameplay experience is almost completly different.

So in fact, people who don't call DDP a memorizer, are people who never broke the world record. :P
User avatar
szycag
Posts: 2304
Joined: Mon Feb 05, 2007 4:20 am
Location: Missouri

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by szycag »

Would conventional be a better term for "Standard / Old-Style"?
That is Galactic Dancing
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by moozooh »

I agree with cools and lgb.

There are manic shmups with quite modest bullet quantities but their common features are: mid-sized or small hitbox, generally high bullet speed, generally high movement speed, generally fast pacing (more enemies, less time between shots if any), generally complex boss attacks.

Bullet hell/danmaku shmups could be (and most often are) slow as shit, and some don't even have that many bullets (like Mushi Futari Novice/Original).

"Conventional" is indeed a better term for classic shmups. Then again, "classic" also works.

I guess there are borderline cases such as Radiant Silvergun or Gradius V which implement both methodical and bullet hell features.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
nimitz
Posts: 875
Joined: Thu Jan 10, 2008 5:05 am
Location: Québec

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by nimitz »

Uh oh, I have seen a similar thread (some years ago) on the french shmup forum and the thread became something like 10 pages long with no worthwhile conclusion at the end.

In fact I think there are two main ways of resolving this issue. Either someone "in charge" comes up with definitions and people can give their inputs to modify them slightly .

Or, we simply use the minimum that pretty much everyone can agree about, then build up from there as the whole thing goes along (a.k.a procrastinating)
User avatar
TrevHead (TVR)
Posts: 2781
Joined: Sat Jul 11, 2009 11:36 pm
Location: UK (west yorks)

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by TrevHead (TVR) »

cools wrote:Standard = Flying Shark/Raiden
Primarily aimed bullets, few enemies on screen, large hitbox.

Manic = Batrider/Garegga
Aimed bullet patterns, increased enemy quantity, smaller hitbox.

Danmaku = Psyvariar/EspGaluda
Dense aimed and fixed bullet patterns, tiny hitbox.
i agree ^
User avatar
DJ Incompetent
Posts: 2377
Joined: Tue Jun 13, 2006 10:28 pm
Location: Murda Mitten, USA

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by DJ Incompetent »

Ok, I'm ready for another round of this:
cools wrote:Standard = Flying Shark/Raiden
Primarily aimed bullets, few enemies on screen, large hitbox.

Manic = Batrider/Garegga
Aimed bullet patterns, increased enemy quantity, smaller hitbox.

Danmaku = Psyvariar/EspGaluda
Dense aimed and fixed bullet patterns, tiny hitbox.
Party people seem to be fine with this. It has been added as the top option.
Should 'Methodical' be added to the three options? I mean, is it fair or informative to put Flying Shark, Air Zonk, R-Type, and Gradius 3 Arcade together in the same 'Standard' section? It wouldn't tell users much about what to expect in difficulty, would it?

If anybody can think of game titles that would break cools' or my system, let me know.
szycag wrote:Would conventional be a better term for "Standard / Old-Style"?
I like this. Any objections?

cody wrote:Where's the option for "these categories have nothing to do with difficulty" ?

Seriously, I think you'd be better served by documenting the separate variables you're trying to capture with these categories.

Bullets slow/fast lots/few aimed/pattern
Hitbox big/small
terrain yes/no
etc

That would actually be useful - say I really like vert scrollers that still have terrain. Would be nice to find some that I was unaware of.
This isn't a bad idea. I'll try to add these types of things to the template. Your version doesn't have to replace what we're doing here, but may be able to run concurrently to it. The only downside is I dunno if we're gonna be able to rig a search method using multiple criteria like this. At least we'll have the tags out there in case it's pulled off down the road.
If you can think of more, post them. I'd rather get all the ideas out here now before I start the boring part.

nimitz wrote:In fact I think there are two main ways of resolving this issue. Either someone "in charge" comes up with definitions and people can give their inputs to modify them slightly .

Or, we simply use the minimum that pretty much everyone can agree about, then build up from there as the whole thing goes along (a.k.a procrastinating)
Yep. That's what the post 1 is all about. We're doing that right now. You ok with cools' version?
User avatar
8 1/2
Posts: 1014
Joined: Tue Mar 29, 2005 10:51 am
Location: Los Angeles, CA
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by 8 1/2 »

The manic style has become the standard for me so completely that I just call them "shmups." Anything else has to be qualified, such as "Old-School shmup" or "Psikyo-style shmup."
FULL LOCK is BOMB
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by Ghegs »

DJ Incompetent wrote:If anybody can think of game titles that would break cools' or my system, let me know.
I don't think G-Darius fits neatly into any of those categories.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
t0yrobo
Posts: 665
Joined: Sun Feb 03, 2008 4:17 am
Location: Grand Rapids, MI

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by t0yrobo »

Ghegs wrote:
DJ Incompetent wrote:If anybody can think of game titles that would break cools' or my system, let me know.
I don't think G-Darius fits neatly into any of those categories.
I haven't played G-Darius enough to comment n it directly, but a lot of games could probably be labeled under multiple categories if necessary. I'd prefer that to new categories with only a handful of games in them.
XBL - CountryGolden
Image
TodayIsForgotten
Posts: 634
Joined: Mon Apr 28, 2008 5:34 am
Location: New Jersey

Re: Standardizing Difficulty Styles. (Manic, Memorizer, etc.)

Post by TodayIsForgotten »

I think what we have is good. Manic = fast. Bullet hell = many bullets etc.

I've always called games like gradius, raiden, moon cresta, 1942, saint dragon, r-type blah blah blah as traditional shoot em ups. It's a WYSIWYG. Fixed scoring a=200pts b=500pts etc. No tiny hit box, might be a lot of enemies but they don't fire much. Firing is fixed. To me it makes sense since the first game wasn't a bullet hell or manic shooter. Obviously at the time the hardware couldn't handle such processes of a bullet hell but could of a manic (defender or berzerk maybe?).

And games that require puzzle elements in the strict sense to score (matching to combo/perhaps chaining) as pattern-based or sequential, since the player has to perform a matching to receive a combo (Ikaruga) or series of events to get the combo multiplier up (Raiden Fighters). Yes, every game has a pattern or needs memorizing but in the core principle of scoring I think the terms do work well, but what do I know? Someone will always disagree.

In the end, like the English language there are handful of words that all mean the same and with shoot em ups i think we all generally know what someone means even if its not an "accepted" term.

I do agree semi-hell is weird. Semi hell to me would be manic.
Post Reply