What shmups had the best art design?
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evil_ash_xero
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What shmups had the best art design?
I'm pretty critical of art design in shmups, so I was thinking of the better ones.
One of my all time favorites is Thunderforce IV, as I love the way the stages look and the ships and bosses. Just awesome looking.
Gradius Gaiden I think looks great, and has so many different and cool looking stages. It always kind of kept you wondering what was next. It's obvious it came out at the same time as SOTN(which had the same effect).
G Darius, even though it's Polygons have aged poorly, had a lot of wicked looking stages and bosses. Would LOVE to see Taito remake this for XBLA.
Guwange is my favorite looking Cave game. It had tons of eye candy, and a great theme. Really twisted bosses.
Ikaruga has a wonderful overall aesthetic, but obviously doesn't have tons of variation. It is really pretty though.
ESPGaluda II looks phenomenal with it's cool machinery and cities(stage 3 looks amazing).
other favorites
ESPRa.de.(reminds me of Akira)
Radiant Silvergun(not for backgrounds so much..nice use of color in them though...but for everything else)
Musha Aleste
Deathsmiles(minus the lolis)
R-Type series(loved the Aliens inspired stuff)
Battle Garegga(not really pretty, but I like it's dirty machinery look)
Dimahoo(very colorful and interesting to look at)
Cho Aniki for the PS......j/k
One of my all time favorites is Thunderforce IV, as I love the way the stages look and the ships and bosses. Just awesome looking.
Gradius Gaiden I think looks great, and has so many different and cool looking stages. It always kind of kept you wondering what was next. It's obvious it came out at the same time as SOTN(which had the same effect).
G Darius, even though it's Polygons have aged poorly, had a lot of wicked looking stages and bosses. Would LOVE to see Taito remake this for XBLA.
Guwange is my favorite looking Cave game. It had tons of eye candy, and a great theme. Really twisted bosses.
Ikaruga has a wonderful overall aesthetic, but obviously doesn't have tons of variation. It is really pretty though.
ESPGaluda II looks phenomenal with it's cool machinery and cities(stage 3 looks amazing).
other favorites
ESPRa.de.(reminds me of Akira)
Radiant Silvergun(not for backgrounds so much..nice use of color in them though...but for everything else)
Musha Aleste
Deathsmiles(minus the lolis)
R-Type series(loved the Aliens inspired stuff)
Battle Garegga(not really pretty, but I like it's dirty machinery look)
Dimahoo(very colorful and interesting to look at)
Cho Aniki for the PS......j/k
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Re: What shmups had the best art design?
If you mentioned G-Darius then Darius Gaiden should go next to it. Both have incredibly wicked and surreal designs, I love them.
RayForce is pretty as hell, especially with the stages flowing without interruption. The descent to Earth is superb and parts of the final stage really leave you speechless just when imagine the immense size of things.
Not sure many might agree here but Einhänder art direction is excellent. And bosses taunt you in german, can't get any better. ACHTUNG!
RayForce is pretty as hell, especially with the stages flowing without interruption. The descent to Earth is superb and parts of the final stage really leave you speechless just when imagine the immense size of things.
Not sure many might agree here but Einhänder art direction is excellent. And bosses taunt you in german, can't get any better. ACHTUNG!

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Re: What shmups had the best art design?
Everything by Irem had this fantastic post-apocalyptic industrial style with extremely detailed sprites.
Radirgy has an incredibly unique style, both in the cel-shading and setting. The second boss drops sports balls on you when you break open one of its containers. Karous has a very neat style too which uses mostly very dark colors. Surprisingly, it doesn't really aggravate your eyes during play, though I don't like it quite as much.
Darius Gaiden is a truly surreal experience. The combination of 3D and 2D is the most seamless I've ever seen. I am correct in assuming most of the sprites are pre-rendered 3D, right? Also G-Darius looks hideous, how could you list that? Here they had this amazing thing going with Gaiden and then they puked all over it.
Radirgy has an incredibly unique style, both in the cel-shading and setting. The second boss drops sports balls on you when you break open one of its containers. Karous has a very neat style too which uses mostly very dark colors. Surprisingly, it doesn't really aggravate your eyes during play, though I don't like it quite as much.
Darius Gaiden is a truly surreal experience. The combination of 3D and 2D is the most seamless I've ever seen. I am correct in assuming most of the sprites are pre-rendered 3D, right? Also G-Darius looks hideous, how could you list that? Here they had this amazing thing going with Gaiden and then they puked all over it.
Of course, that's just an opinion.
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evil_ash_xero
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Re: What shmups had the best art design?
Well, I think it would look good if remade. The only problem with it is it's old polygons. I think the stages and whatnot look pretty good though. I guess I just like all the variety. I never liked the way Darius Gaiden looked.MathU wrote:Everything by Irem had this fantastic post-apocalyptic industrial style with extremely detailed sprites.
Radirgy has an incredibly unique style, both in the cel-shading and setting. The second boss drops sports balls on you when you break open one of its containers. Karous has a very neat style too which uses mostly very dark colors. Surprisingly, it doesn't really aggravate your eyes during play, though I don't like it quite as much.
Darius Gaiden is a truly surreal experience. The combination of 3D and 2D is the most seamless I've ever seen. I am correct in assuming most of the sprites are pre-rendered 3D, right? Also G-Darius looks hideous, how could you list that?
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Re: What shmups had the best art design?
I totally agree with the suggestions of Einhander, Ikaruga, and at least one of the Dariuses...I can never keep them straight.
My first choice would be View Point for the Neo. I happen to believe that its polygons have aged *tremendously* gracefully, and don't ever go out of style. I know...it sounds like I'm just shilling my favorite game, but it's still an absolute aesthetic feast for the senses. All of them.
My first choice would be View Point for the Neo. I happen to believe that its polygons have aged *tremendously* gracefully, and don't ever go out of style. I know...it sounds like I'm just shilling my favorite game, but it's still an absolute aesthetic feast for the senses. All of them.
Last edited by boagman on Thu Dec 24, 2009 5:16 pm, edited 1 time in total.
Re: What shmups had the best art design?
Dangun Feveron.
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Re: What shmups had the best art design?
Soldner X!
seriously I never really noticed this much in shootem ups. But there are times where I'm like oh ya those buildings or that canal or whatever looks nice.
I personally loved Gradius V that was my first high quality shoot em up in years after being on hiatus from games.
seriously I never really noticed this much in shootem ups. But there are times where I'm like oh ya those buildings or that canal or whatever looks nice.
I personally loved Gradius V that was my first high quality shoot em up in years after being on hiatus from games.
Re: What shmups had the best art design?
Well there really can't be a "best" if you're suggesting multiple games... 
Fantasy Zone, especially 1 and 2 DX. Those crazy little cartoon worlds always put a smile on my face.

Fantasy Zone, especially 1 and 2 DX. Those crazy little cartoon worlds always put a smile on my face.
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Re: What shmups had the best art design?
Dimahoo - I absolutely love the art design. Fire and Ice elemental attacks, Robotic Dragons, Bounty Hunters with personality... just the combination of fantasy and technology is really well done in this game. Plus it has the most shiny and valuable looking medals in any game bar-none.
Rayforce - As someone else already said, I have to agree. The game is a seamless epic journey, right before the last boss.... nothing else like it I tell ya.
Deathsmiles - A cross between dungeons and dragons, ghosts and goblins, and legend of mana (okay, thats pushing it I suppose). Such a colorful explosive game - organic and atmospheric.
Rayforce - As someone else already said, I have to agree. The game is a seamless epic journey, right before the last boss.... nothing else like it I tell ya.
Deathsmiles - A cross between dungeons and dragons, ghosts and goblins, and legend of mana (okay, thats pushing it I suppose). Such a colorful explosive game - organic and atmospheric.
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: What shmups had the best art design?
Kinda surprised to not see Metal Black already mentioned, as it's what instantly popped in my head when I saw the topic. Taito nailed the desolate and gritty feeling they were going for, in my opinion.
Progear's Miyazaki-esque style is also a personal favorite.
And though I'm saying nothing of the actual gameplay quality, Radilgy has a really distinctive look and coherent visual design.
Progear's Miyazaki-esque style is also a personal favorite.
And though I'm saying nothing of the actual gameplay quality, Radilgy has a really distinctive look and coherent visual design.
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BulletMagnet
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Re: What shmups had the best art design?
Definitely - I don't like how the game plays very much, but in terms of visual design it's a sight to behold.neojma wrote:Kinda surprised to not see Metal Black already mentioned, as it's what instantly popped in my head when I saw the topic.
Quite a few of the other good ones have already been mentioned, though I might also toss the 32-bit Cotton games in there.
Re: What shmups had the best art design?
the Nazca team and Raizing
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Herr Schatten
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Re: What shmups had the best art design?
Exception: X-Multiply. Horrible, horrible pillow-shading all over the place. (Lots of creativity, though.)MathU wrote:Everything by Irem had this fantastic post-apocalyptic industrial style with extremely detailed sprites.
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Dragoforce
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Re: What shmups had the best art design?
Metal Black. Ranges from beutiful (stage 1) to bizarre (stage 5)
Re: What shmups had the best art design?
Dogyuun, Dragon Blaze
Re: What shmups had the best art design?
Chikyuu Kaihou Gun ZAS
http://www.vgmuseum.com/images/gb/01/zas.html
ZAS has excellent sprite work, and very attractive (if not particularly original) art direction. Considering the limitations of the Game Boy it's very impressive, quite possibly the best graphics produced on the system - and they still look good today.
It plays very well too, I'd go so far as to call it the best handheld shmup (thought the GG Aleste games provide some fierce competition).
Go play it.
I also really like the art design of Pixel's shmup Guxt. The fellow really knows how to design a good looking game.
http://db.tigsource.com/games/guxt
Also R-Type Dimensions.
http://www.vgmuseum.com/images/gb/01/zas.html
ZAS has excellent sprite work, and very attractive (if not particularly original) art direction. Considering the limitations of the Game Boy it's very impressive, quite possibly the best graphics produced on the system - and they still look good today.
It plays very well too, I'd go so far as to call it the best handheld shmup (thought the GG Aleste games provide some fierce competition).
Go play it.
I also really like the art design of Pixel's shmup Guxt. The fellow really knows how to design a good looking game.
http://db.tigsource.com/games/guxt
Also R-Type Dimensions.
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evil_ash_xero
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Re: What shmups had the best art design?
lgb wrote:the Nazca team and Raizing
Yeah, In The Hunt did look pretty great.
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null1024
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Re: What shmups had the best art design?
+1, I love how all the ships [SANS YOUR OWN, which is either a phallus, some weird ball of trash, or a rather plain ship] look, the BG is nicely detailed, and it's all FUNKAAAH DISSCOOO!ncp wrote:Dangun Feveron.
Also, Darius Gaiden [especially this one], RayForce, R-Type, Ikaruga, RSG, and Progear all look sweet.
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
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EinhanderZwei
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Re: What shmups had the best art design?
Here come my picks:
- Pulstar / Blazing Star
- (Do)DonPachi series
- Ikaruga
- Einhander
- Irem shmups starting from R-Type Leo
- Cho Aniki series
- Raiden 2
- Soldier Blade (I know it's actually generic, but smokin' GOOD generic!)
- MUSHA Aleste (same as Soldier Blade)
- Batsugun?
- Pulstar / Blazing Star
- (Do)DonPachi series
- Ikaruga
- Einhander
- Irem shmups starting from R-Type Leo
- Cho Aniki series

- Raiden 2
- Soldier Blade (I know it's actually generic, but smokin' GOOD generic!)
- MUSHA Aleste (same as Soldier Blade)
- Batsugun?
In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
Sega tried and failed. Nintendo didn't even try. (c) Specineff
Sega tried and failed. Nintendo didn't even try. (c) Specineff
Re: What shmups had the best art design?
Battle Garegga's machine designs. Great balance of style and brutal function, particularly the bosses. Many seem almost animalistic, the way tails, arms and decapitated heads thrash amongst bristling weapons and armor plating.

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Re: What shmups had the best art design?
Three Wonders (Chariot). I always thought that DeathSmiles took that vibe and added the goth theme to it.
Ketsui. The whole perspective of everything + the color palette. Just look at the red sky reflecting in the sea port with that battleship in stage 3.
Ketsui. The whole perspective of everything + the color palette. Just look at the red sky reflecting in the sea port with that battleship in stage 3.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Battletoad
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Re: What shmups had the best art design?
In contrary to many people here, I love all about Gunbird 2´s art. The character portraits, the nice backgrounds, the boss sprites and animations and the general cute look. Same can be said for Dragon Blaze (except for the cuteness maybe
), although I don´t know this one too well.
Parodius is brilliant, too.
And I also want to mention Bio Hazard Battle. Simply love the giant insects. Together with some of the backgrounds and music the game provides a great somewhat dark atmosphere.
Last but not least Thunder Force IV. Ship looks better than in TF III, especially with the special drones you get in the later levels. Awesome boss designs and outstanding backgrounds.

Parodius is brilliant, too.
And I also want to mention Bio Hazard Battle. Simply love the giant insects. Together with some of the backgrounds and music the game provides a great somewhat dark atmosphere.
Last but not least Thunder Force IV. Ship looks better than in TF III, especially with the special drones you get in the later levels. Awesome boss designs and outstanding backgrounds.
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Schrodinger's cat
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Re: What shmups had the best art design?
I was totally going to mention this. Everything is just so ugly, hideous, or bizarre, but it works so perfectly in that game. It's probably the only shooter that made me feel like I was in some lonely dilapidated world as a kid. To me, there's still nothing like it.Battletoad wrote:And I also want to mention Bio Hazard Battle. Simply love the giant insects. Together with some of the backgrounds and music the game provides a great somewhat dark atmosphere.
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EinhanderZwei
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Re: What shmups had the best art design?
Yeah, totally agreed. If Philosoma is the darkest, then Bio-Hazard Battle is the creepiest shooter I've playedSchrodinger's cat wrote:I was totally going to mention this. Everything is just so ugly, hideous, or bizarre, but it works so perfectly in that game. It's probably the only shooter that made me feel like I was in some lonely dilapidated world as a kid. To me, there's still nothing like it.Battletoad wrote:And I also want to mention Bio Hazard Battle. Simply love the giant insects. Together with some of the backgrounds and music the game provides a great somewhat dark atmosphere.
In an alternate universal, Soldier Blade II has already been crafted by Hudson Soft and Compile with proper tate this time around (c) PC Engine Fan X!
Sega tried and failed. Nintendo didn't even try. (c) Specineff
Sega tried and failed. Nintendo didn't even try. (c) Specineff
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Zweihander
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Re: What shmups had the best art design?
R-Type Delta, Radiant Silvergun, and Gradius V get my votes. I especially love the detail put into Gradius V's monstrous bosses.
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Dragoforce
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Re: What shmups had the best art design?
You two should not be allowed to post right after each other in the same thread. Ein, Zwei mindfuck.
Have you played the later stages? It gets really weird at stage 6 (I think) The colours get very bright and the detail level drops significantly.Rob wrote:Dogyuun
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ChurchOfSolipsism
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Re: What shmups had the best art design?
Although it's already been mentioned, Pulstar doesn'T get enough love usually. The polygon models are well integrated and the bitmap graphics look totally gorgeous.
But yeah, I'd say one of the newer Cave games (DonPachi? haha, c'mon man) like Death Smiles. Or Ikaruga.
But yeah, I'd say one of the newer Cave games (DonPachi? haha, c'mon man) like Death Smiles. Or Ikaruga.
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Sturmvogel Prime
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Re: What shmups had the best art design?
Blazing Star
Darius Gaiden: Silver Hawk
Metal Black
Thunder Force V/Thunder Force V: Perfect System
Raiden III
Triggerheart Exelica/Triggerheart Exelica Enhanced
Darius Gaiden: Silver Hawk
Metal Black
Thunder Force V/Thunder Force V: Perfect System
Raiden III
Triggerheart Exelica/Triggerheart Exelica Enhanced
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Re: What shmups had the best art design?
I personally like DDP the best (some of the coolest sprites ever), and a lot of the later Toaplan games, especially Dogyuun!!. I think Phalanx looked really cool too, but that's probably nostalgia on my part.
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Obiwanshinobi
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Re: What shmups had the best art design?
I'm going to name only a few that have yet to be mentioned:
Last Resort - so super-slick, just too cool for school, and the music in stage 2 is mesmerizing.
Twinkle Star Sprites - looks too good to be true and indeed, the framerate issues (when things get hectic) somewhat strenghten that impression.
Koutetsu Teikoku/Steel Empire/Empire of Steel - seems to be made of pure love.
Last Resort - so super-slick, just too cool for school, and the music in stage 2 is mesmerizing.
Twinkle Star Sprites - looks too good to be true and indeed, the framerate issues (when things get hectic) somewhat strenghten that impression.
Koutetsu Teikoku/Steel Empire/Empire of Steel - seems to be made of pure love.
The rear gate is closed down
The way out is cut off

The way out is cut off
