Why not simply run Windows in Boot Camp, then you don't even need a PC.LSU wrote:I've also yet to try out the whole doujin shooter scene, since I'm currently a Mac person. But one day I'll get myself a PC and dive into that too.

Why not simply run Windows in Boot Camp, then you don't even need a PC.LSU wrote:I've also yet to try out the whole doujin shooter scene, since I'm currently a Mac person. But one day I'll get myself a PC and dive into that too.
Exarion wrote:Short explanation: everyone is copying touhou.
The vagrant wrote:As everyone already knows this is because touhou worked so well.
Stop blaming Touhou for a trend that has been escalating in anime, manga and virtually all other forms of entertainment aimed at lonely Japanese nerds long before Touhou became the phenomenon it is today.touhou
Modern danmaku games require more memorisation than things like R-Type ever did, especially if you want to get good scores.The vagrant wrote:Hori memorisers
honorless wrote:Exarion wrote:Short explanation: everyone is copying touhou.The vagrant wrote:As everyone already knows this is because touhou worked so well.Stop blaming Touhou for a trend that has been escalating in anime, manga and virtually all other forms of entertainment aimed at lonely Japanese nerds long before Touhou became the phenomenon it is today.touhou
You're demonstrating your ignorance of the subject. Elixir is correct.
You should give discounts to people who bought the first version. PB does look like a huge improvement visually.THE wrote:For the people crying here:
Ask yourself, did you give Last Hope: Pink Bullets a real chance?
They existed before touhou, but touhou is the one that started the huge swarm clones we see today. It isn't the root of the loli storm, but is more the first really popular loli shmup, and thus responsible for spreading lolis into shmups. I actually like the gameplay of the series (find where the bullets won't be rather than dodge on reflex), but I don't like the flood of low-quality clones that its success brought.honorless wrote:Exarion wrote:Short explanation: everyone is copying touhou.The vagrant wrote:As everyone already knows this is because touhou worked so well.Stop blaming Touhou for a trend that has been escalating in anime, manga and virtually all other forms of entertainment aimed at lonely Japanese nerds long before Touhou became the phenomenon it is today.touhou
You're demonstrating your ignorance of the subject. Elixir is correct.
Actually, Image Fight is superbly designed with much more intent than throwing out a difficult-to-navigate bullet pattern. It's not as simple as Raiden or most other shooters of the time. Most parts of its design have set purposes. As I've said before about the Image Fight duo:Obiwanshinobi wrote:Image Fight just reminded me what I like about Raiden games: you can tell each and every enemy is out there to kill you. Because they, you know, behave like that: shoot things at your position or try to ram into you. Designing such behaviour isn't exactly rocket science, is it?
Come now, nobody is wishing bad things on Cave. People are only wishing that other developers were adding some much-needed variety. Plus, I bet many folks preferred Ibara to the usual fare. I know I did. But once again, the Cave majority drowned out the rest. It sucks too because it's hard to find fault with Cave games. The 2D visuals are excellent, the trance music superb, the controls silky smooth, the scoring system a lifetime to master, the core mechanics very fun. The problem is that they only represent 1 facet of shooters. Prime rib tastes excellent but there's no way I can eat it with slight variation for weeks on end without getting tired.The vagrant wrote:While it may be disappointing to those prefering the other styles, saying it's a bad thing Cave is still alive is bullshit. It also kinda pisses me off that when a garegga style shmup is finally made again (Ibara) most people hate it because it's not perfect or some reason I can't understand.
Thanks to our convincing, they actually did offer just that, but only for a limited time pre-release. It may be worth their while to keep it as an ongoing promotion of their product but that would be their decision to make.bloodflowers wrote:You should give discounts to people who bought the first version. PB does look like a huge improvement visually.
Well, that's true. All these diehard shooter fans require difficulty and danmaku is the most straightforward way to bring that. It's very sad that loli is also the preferred style of anime nowadays simply because I personally have no interest in it at all. If not for shows like Gundam, it'd feel like my era has already passed. But hopefully, things will cycle on through.Mad Mage wrote:Also, I think the reason we are seeing danmaku shmups and not much else, is because that's what most shmupers want.
BUT THAT'S THE POINT, the "little girls" trend was brought on by Touhou, which hasn't been good for years.Mad Mage wrote:You guys make it sound like a shmup featuring little girls ruins it. Big deal. If it's a good game, I don't care what you play as.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
You're right, the visuals are just visuals. But I'd also say whether an obstacle is a solid wall or a wall of bullets does make a subtle difference in the gameplay, as you said yourself. I don't think either approach is automatically better than the one, it really depends on how the rest of the game is designed. But personally, I prefer the solid wall, because it gives me this feeling of connection between the stage and my spaceship/fighterjet/magical loli. This connection only exists inside the player's head, I'm quite aware of that. But I don't get that feeling when I'm only dodging walls of bullets, to me it feels disconnected from stage itself, and as a consequence I can't really get into the game.ncp wrote:I never said/implied visuals didn't make a game more enjoyable. My point is, like you yourself said, these visuals don't change the gameplay, which seems to make Ghegs' post contradict itself. He says that you might as well have a blank background in Cave-style games because it has no effect on gameplay. But he doesn't consider the fact that this applies to EVERY SHMUP, while praising the visuals of traditional shmups.
This is an interesting comment, as one of the doujin games Observer linked to earlier, exception pretty much does exactly that. Yet even the simple big black boxes in the game give me that feeling of connection I mentioned. And the way the boxes work they really aren't interchangeable with bullets. It's a bit like the asteroid boss battle in Stage 5 (I think it was?) of Gradius V. Plenty of rocks flying around, all hazardous to you, but you also need to take advantage of them in order to survive the boss' attacks. That's a great example where I don't think a wall of bullets could replace, or be a better choice than the solid obstacle. Because it has been designed to really take advantage of some of the possibilites of solid obstacles that walls of bullets don't have.ncp wrote:Well, you could replace the path-obstructing obstacles with big black boxes and it'd be the same thing, too, right? Visuals are just visuals. You could replace all hitboxes of all types with colored squares in every sub-genre of shmup and it would work.
I'm not exactly sure what you're disagreeing with. My post basically says "Whole lotta danmaku around nowadays, not so much of the other types, which I like better" while your says "There'll always be more danmaku in general". Those two statements don't seem at odds with each other. Can you explain a bit?The vagrant wrote:I disagree.
Zweihander wrote:BUT THAT'S THE POINT, the "little girls" trend was brought on by Touhou, which was never good.Mad Mage wrote:You guys make it sound like a shmup featuring little girls ruins it. Big deal. If it's a good game, I don't care what you play as.
This is a Touhou clone:Exarion wrote:They existed before touhou, but touhou is the one that started the huge swarm clones we see today. It isn't the root of the loli storm, but is more the first really popular loli shmup, and thus responsible for spreading lolis into shmups. I actually like the gameplay of the series (find where the bullets won't be rather than dodge on reflex), but I don't like the flood of low-quality clones that its success brought.
Well shit you got me there, I wasn't really thinking about the defensive use of solid walls, which is kinda surprising considering I play Gradius V quite a lot. I'll admit, solid walls do change the gameplay, but when people say that the lack of walls/interactive backgrounds ruin a game, I can just never relate, because it was never really a big deal for me, which is probably why I'm more of a fan of the danmaku style (although it's not like I haven't played a decent amount of horis/"traditional" shmups). In fact, when I think about it, I pretty much prefer not to have solid walls, I like being able to move throughout the entire screen.This is an interesting comment, as one of the doujin games Observer linked to earlier, exception pretty much does exactly that. Yet even the simple big black boxes in the game give me that feeling of connection I mentioned. And the way the boxes work they really aren't interchangeable with bullets. It's a bit like the asteroid boss battle in Stage 5 (I think it was?) of Gradius V. Plenty of rocks flying around, all hazardous to you, but you also need to take advantage of them in order to survive the boss' attacks. That's a great example where I don't think a wall of bullets could replace, or be a better choice than the solid obstacle. Because it has been designed to really take advantage of some of the possibilites of solid obstacles that walls of bullets don't have.ncp wrote:Well, you could replace the path-obstructing obstacles with big black boxes and it'd be the same thing, too, right? Visuals are just visuals. You could replace all hitboxes of all types with colored squares in every sub-genre of shmup and it would work.
To be honest, I don't even remember where I was going with that. It probably made sense to me when I typed it...Also, can you elaborate on why you think a wall of bullets as an obstacle would add more depth to the game as opposed to a solid wall?
Oh, I respect Image Fight. Perhaps I didn't express myself clearly. As far as I can tell, Image Fight's selling point is the fact nothing just flies by; everything wants your blood on their hands. I don't know many games designed like that; even R-Types have lots of theoretically hostile stuff you can just ignore. My point is: a game designed much like Image Fight, where every destructible thing actively tries to kill you, could be a bloody intense and challenging game with neither bullet hell nor puny hitboxes. Seems to me like Image Fight established a subgenre waiting for a major refinement. That could be pretty refreshing.Ganelon wrote:Actually, Image Fight is superbly designed with much more intent than throwing out a difficult-to-navigate bullet pattern. It's not as simple as Raiden or most other shooters of the time. Most parts of its design have set purposes. As I've said before about the Image Fight duo:
"They're aggravating at first but rather than forcing dull memorization upon you, they focus on punishing bad practices like greedily snatching power-ups at first notice, getting lazy when an enemy passes you, losing caution in dull situations, staying directly in front of bosses, not zeroing in on enemies, abusing supposed safe spots, not using your head, and all that other good stuff you'll need to be aware of to excel at other classic shooters."
nah not new i've felt this in many vert shooter games since about 2003 especially the ones with more modern style graphics like the shikigami series/naomi ports etc some of them even make me feel a bit sick if i don't try and ignore the backroundorange wrote:i see disconnected is becoming a new buzzword
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
I'd have to agree with this. How many companies are actively developing shmups that aren't indie operations? I'd be surprised if it's profitable to even try. If I mentioned the name Cave to a 'gamer' friend they wouldn't have the slightest idea what I was talking about. I'd have to approach it like "Remember Galaga?"Skykid wrote:I'm regressing from current-gen in favour of traditional 2D gaming to such a degree already, If I became disillusioned with danmaku shmups as well I'd be really fucked.
Don't look a gift-horse in the mouth is what I say, as long as it plays well I wouldn't even care if it was rife with pornography.
Man I feel disconnected from todays buzzwordsorange wrote:i see disconnected is becoming a new buzzword
Strangely, other than one having better sprite resolution, they look the same.Elixir wrote:
This is a Touhou clone:
image
This is not a Touhou clone:
image
Just because something has characters in it, lots of bullets and lots of points, doesn't make it a Touhou clone. I would like to know where the masses of Touhou clones you're seeing actually come from.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
Reminds me of the final boss from RefleX. It pretty much unloads enough firepower to take down planets.I want a shmup boss that has a giant multi-headed dragon that barfs ninjas that turns into homing lasers.I want something that will be cool to fight, something that I can show my friends to prove my masculinity. I should feel accomplished for killing a mighty beast, or a Lovecraftian horror. Not some little girl, or some fly over compensating with a recycled bullet vortex.
A Shoot 'em Up should be a mans game.
So you've played neither of them?GrimoreLibrarian wrote:Strangely, other than one having better sprite resolution, they look the same.