Why I like shmups
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je_apostrophe
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Why I like shmups
I've recently (within the last year) gotten in to shmups.
In general I make 1CCs and high-scores my goal. I have a lot of pride in high scores on the Deathsmiles Xbox leaderboards---especially because of the no-slowdown hate. I have a lot of pride in my one or two 1CCs.
But for some games, trying to get a 1CC or high score exclusively has taken a bit of enjoyment out of it for me. For example, I bought Mushi Futari last April and have been playing it basically every day---an hour in the beginning, now just one run.
After 1CC-ing or 1-life-ing the Novice/Arrange modes in the first month, I started working on 1CC-ing Original v1.5. In the past eight months, I've been able to get up to Stage 4 with about 67mil points on a good run, but I've hit a wall right there for almost a month.
Last week, I decided to just play "Normal Play" and go through the game every time regardless. My first time, I got through in 13 continues, then 8, then 5, then 4, and then 3 this morning. I was surprised with myself at how much progress I was able to make in less than a week. Since I still have the ideal of a 1CC, I feel like I'm fairly close.
However, this got me thinking: Why do I like shmups? I think the reason is that they are setup to make your skill progression very obvious:
- If the scoring system is a good reflection of skill, a higher score means you are better.
- If you can get further on the same number of continues (perhaps 0), then you are better.
- If you can get further on fewer continues, then you are better.
It feels great to be better at something then you were before and since many shmups are "fair" and you can practice them, you _can_ get better. In addition, you can measure your relative performance by looking at other high scores and knowing others can 1CC games.
In contrast, I find multiplayer skill-based games (like FPSs) frustrating because you can only experience your relative performance.
Does anyone else feel that way?
As a related question, when do you switch games? One part of me doesn't want to put down a game until I master it and another part wants to say that once my improvement has become a trickle and the game is boring, I should be done even if I haven't mastered it.
Jay
In general I make 1CCs and high-scores my goal. I have a lot of pride in high scores on the Deathsmiles Xbox leaderboards---especially because of the no-slowdown hate. I have a lot of pride in my one or two 1CCs.
But for some games, trying to get a 1CC or high score exclusively has taken a bit of enjoyment out of it for me. For example, I bought Mushi Futari last April and have been playing it basically every day---an hour in the beginning, now just one run.
After 1CC-ing or 1-life-ing the Novice/Arrange modes in the first month, I started working on 1CC-ing Original v1.5. In the past eight months, I've been able to get up to Stage 4 with about 67mil points on a good run, but I've hit a wall right there for almost a month.
Last week, I decided to just play "Normal Play" and go through the game every time regardless. My first time, I got through in 13 continues, then 8, then 5, then 4, and then 3 this morning. I was surprised with myself at how much progress I was able to make in less than a week. Since I still have the ideal of a 1CC, I feel like I'm fairly close.
However, this got me thinking: Why do I like shmups? I think the reason is that they are setup to make your skill progression very obvious:
- If the scoring system is a good reflection of skill, a higher score means you are better.
- If you can get further on the same number of continues (perhaps 0), then you are better.
- If you can get further on fewer continues, then you are better.
It feels great to be better at something then you were before and since many shmups are "fair" and you can practice them, you _can_ get better. In addition, you can measure your relative performance by looking at other high scores and knowing others can 1CC games.
In contrast, I find multiplayer skill-based games (like FPSs) frustrating because you can only experience your relative performance.
Does anyone else feel that way?
As a related question, when do you switch games? One part of me doesn't want to put down a game until I master it and another part wants to say that once my improvement has become a trickle and the game is boring, I should be done even if I haven't mastered it.
Jay
Re: Why I like shmups
You've got the right idea with how to play shmups. I think you described why many of us like them.
It's hard to compare the satisfaction that multiplayer FPS games bring compared to shmups. Both are good in their own way. My favorite experience with multiplayer FPS games are when both teams are even, and the tide of war goes back and forth. I had this a lot playing Day of Defeat: Source.
On one hand, if I have a lot more kills than deaths, I could say that the other players are just not very good, because I don't know their exact skill level. But I could be dying a lot and know that my skill is lesser than the current players, and strive to be better. But... I think with FPS and shmups, time spent and knowledge of the game (knowing maps, bullet patterns, weapon setups) still go a long way. When both players in an FPS have time and knowledge, it becomes a battle of wit, cunning, strategy, the art of war, blah blah. Which is all good. In shmups, it is a battle against oneself and the programmer or others player's scores. FPS games have hard mode, too, which can be also rewarding, but not in the same way that 1cc'ing a shmup can be.
Simply because, shmups are more straight to the point and can deliver a lot of instant gratification at solid play.
I switch games when I feel I've accomplished what is reasonable within my grasp. If I'm at a wall, it could be that my general skill is not high enough for the sort of risk I want to accomplish. For example, I can't, for the life of me, manage to not take a death in Futari 1.5 Original mode, when I'm going for no deaths. Stage 5 is just too chock full of bullets for the type of scoring manuevers I'm trying to pull off. Destroying all of the lanterns in stage 5 is just annoyingly tough without putting myself at high risk of death. Especially with Abnormal Reco. I enjoy the challenge, but I just am not there with my skill. Maybe because of my familiarity with joystick, or maybe I haven't mastered my knowledge and execution of that portion of the game. I don't know.
I think it's best to move on especially if it becomes aggrivating and not fun, most importantly. We all need breaks, places to go for inspiration, sometimes to be able to return to a task.
Anyway, welcome to a great hobby je_apostrophe
It's hard to compare the satisfaction that multiplayer FPS games bring compared to shmups. Both are good in their own way. My favorite experience with multiplayer FPS games are when both teams are even, and the tide of war goes back and forth. I had this a lot playing Day of Defeat: Source.
On one hand, if I have a lot more kills than deaths, I could say that the other players are just not very good, because I don't know their exact skill level. But I could be dying a lot and know that my skill is lesser than the current players, and strive to be better. But... I think with FPS and shmups, time spent and knowledge of the game (knowing maps, bullet patterns, weapon setups) still go a long way. When both players in an FPS have time and knowledge, it becomes a battle of wit, cunning, strategy, the art of war, blah blah. Which is all good. In shmups, it is a battle against oneself and the programmer or others player's scores. FPS games have hard mode, too, which can be also rewarding, but not in the same way that 1cc'ing a shmup can be.
Simply because, shmups are more straight to the point and can deliver a lot of instant gratification at solid play.
I switch games when I feel I've accomplished what is reasonable within my grasp. If I'm at a wall, it could be that my general skill is not high enough for the sort of risk I want to accomplish. For example, I can't, for the life of me, manage to not take a death in Futari 1.5 Original mode, when I'm going for no deaths. Stage 5 is just too chock full of bullets for the type of scoring manuevers I'm trying to pull off. Destroying all of the lanterns in stage 5 is just annoyingly tough without putting myself at high risk of death. Especially with Abnormal Reco. I enjoy the challenge, but I just am not there with my skill. Maybe because of my familiarity with joystick, or maybe I haven't mastered my knowledge and execution of that portion of the game. I don't know.
I think it's best to move on especially if it becomes aggrivating and not fun, most importantly. We all need breaks, places to go for inspiration, sometimes to be able to return to a task.
Anyway, welcome to a great hobby je_apostrophe

STG Weekly!, 1cc's, twitch, XBL: DJ Aquazition
The in-game papers prove that being the paperboy is actually a position of the greatest importance,
ranking alongside top elected officials for notoriety. -Ed Oscuro
The in-game papers prove that being the paperboy is actually a position of the greatest importance,
ranking alongside top elected officials for notoriety. -Ed Oscuro
Re: Why I like shmups
If you're frustrated/bored, you're not learning. Put the game away for a while, play something else, and come back to it later.je_apostrophe wrote:As a related question, when do you switch games? One part of me doesn't want to put down a game until I master it and another part wants to say that once my improvement has become a trickle and the game is boring, I should be done even if I haven't mastered it.
<trap15> I only pick high quality games
<trap15> I'm just pulling shit out of my ass tbh

<trap15> I'm just pulling shit out of my ass tbh

Re: Why I like shmups
Something kind of odd I have found, if I take a break from a shmup (MushiFutari 1.5 Maniac for example) and then come back to it, I will feel sort of panic struck a little. "Man, this is pretty fast paced! Prepare for a shit run!" But more often than not I smash my highest score by a considerable amount. I'm really not sure why this happens, maybe it is just being on my toes more.
Re: Why I like shmups
Yeah what Danza said also occasionally happens to me. I stopped playing Deathsmiles for a good six months and tried a run of V1.1 and broke my score by 1bil. On the other hand, the day I finally cleared Galuda I played it for about six hours before work, hit my wall, then played one credit after work and cleared it. I think it depends on the game somewhat, and also how well you know it.
I definitely recommend jumping around from game to game a bit and maybe sticking with 2 at a time so yo don't get burned out and too frusterated. I admire people who truly stick with one game until they are finished, but that style just isn't me.
I definitely recommend jumping around from game to game a bit and maybe sticking with 2 at a time so yo don't get burned out and too frusterated. I admire people who truly stick with one game until they are finished, but that style just isn't me.
"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: Why I like shmups
Stepping out of the casual gaming realm into the world of true shmupping (meaning getting better, avoiding credit feeding and aiming for 1CCs and higher scores) is something most of us have all gone through at one point in time.
I believe getting addicted to shmups tells a lot about people. I like shmups because they sort of quench my thirst for a true challenge while allowing for a perfect hobby in times where workaholic habits have taken over our routines. No time to game? Give me a good shmup and I'm sure I'll have a blast in 30 minutes, who knows, I might even beat the game if i'm competent enough. And in my opinion the feeling of accomplishment for overcoming that seemingly impossible mission is unmatched. Once I felt it for the first time I just couldn't stop.
Though I get upset with myself sometimes, I'm aware I'm playing these games for fun. I'm with chempop here - I always play 3 to 5 shmups at the same time, so that I don't get bored or burn out on a particular title.
I believe getting addicted to shmups tells a lot about people. I like shmups because they sort of quench my thirst for a true challenge while allowing for a perfect hobby in times where workaholic habits have taken over our routines. No time to game? Give me a good shmup and I'm sure I'll have a blast in 30 minutes, who knows, I might even beat the game if i'm competent enough. And in my opinion the feeling of accomplishment for overcoming that seemingly impossible mission is unmatched. Once I felt it for the first time I just couldn't stop.
Though I get upset with myself sometimes, I'm aware I'm playing these games for fun. I'm with chempop here - I always play 3 to 5 shmups at the same time, so that I don't get bored or burn out on a particular title.
Re: Why I like shmups
Yeah, I've experienced this many times and I think it's because you're made (forced to be) more aware. Ideally, we'd be able to maintain that kind of active attention every time we play.Danza wrote:Something kind of odd I have found, if I take a break from a shmup (MushiFutari 1.5 Maniac for example) and then come back to it, I will feel sort of panic struck a little. "Man, this is pretty fast paced! Prepare for a shit run!" But more often than not I smash my highest score by a considerable amount. I'm really not sure why this happens, maybe it is just being on my toes more.
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JGcontraman
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Re: Why I like shmups
The way I would simply put it, amongst most releases per year, Shmups for the most part stand out in their own right due to the expected difficulty, significant design, and intimidation certain games of the genre have to offer.

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professor ganson
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Re: Why I like shmups
Hey Jay, I like shmups because I can blow sh?t up! No, not really. It is true, though, that I like shmups because they don't cause motion sickness. Also true: I like, like you, the way that many shmups possess a kind of depth. Good shmups regularly reward genuine commitment to the game in the sense that you learn new things and find yourself acquiring new know-how as well as new ways to exploit the scoring (e.g. Ibara!). My over-arching interest is in strategy games, and I think shmups can be interesting in the way that they require strategic thinking.
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TrevHead (TVR)
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Re: Why I like shmups
Shmups (or any VG for that matter) can be quite addictive and can give allot of pleasure. But like any addiction a person can get into the habit of playing them even though your not having fun. Its usefull to be mindfull of that so you take action when it happens. As CaptRamson said earlier just play another shmup or videogame. Although sometimes all it requires is a change in how your playing the same game as in restartitus.
If all your playing is Cave games try playing some different types of shmups that play differently to what your used to EG Ikaruga, Mars matrix, Gradius, R-type, Touhou, Rayforce, Samidare These might help you approach your Cave 1CCs in a new way. Its also handy to pick easier to beat shmups especially if your not a seasoned vet just to get some short term satisfaction. Have fun with them you dont need to climb mount everest asap, have fun climbing a few smaller mountains.
If all your playing is Cave games try playing some different types of shmups that play differently to what your used to EG Ikaruga, Mars matrix, Gradius, R-type, Touhou, Rayforce, Samidare These might help you approach your Cave 1CCs in a new way. Its also handy to pick easier to beat shmups especially if your not a seasoned vet just to get some short term satisfaction. Have fun with them you dont need to climb mount everest asap, have fun climbing a few smaller mountains.
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professor ganson
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Re: Why I like shmups
Yeah, don't get stuck on Cave games alone. If you want an interesting different sort of challenge, play something like Battle Garegga, Dragon Blaze, or Shikigami no Shiro 2, all of which are huge favorites here-- at least among those in the know. Or try something completely different from the 80s/early 90s.
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TrevHead (TVR)
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Re: Why I like shmups
Plus if you must have your cave fix try the earlier Cave games that play in MAME, as they are quite varied, for example donpachi or Dangon Fereron (just stay away from that fucking Cat!)
Dodonpachi is a good shmup for a 1st cave 1CC / 1ALL if you dont count the 2nd loop. Most ppl here dont since 2ALLing DDP is something only a handfull of ppl here have done.
Dodonpachi is a good shmup for a 1st cave 1CC / 1ALL if you dont count the 2nd loop. Most ppl here dont since 2ALLing DDP is something only a handfull of ppl here have done.
Re: Why I like shmups
Try playing Maniac a while. Or, you could get the Black Label DLC and try getting the 1CC on Original, it's a bit easier than 1.5 when played for survival. It's been said before already, but you should keep the switching to say, 2 games. If you're not in "the play mood", watch replays instead and learn some cool tricks to try out.je_apostrophe wrote:As a related question, when do you switch games? One part of me doesn't want to put down a game until I master it and another part wants to say that once my improvement has become a trickle and the game is boring, I should be done even if I haven't mastered it.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Why I like shmups
I like shmups because after I am done playing them I still dodge bullets in my head for like 30 minutes. One time after playing shmups for an hour or so I was driving home and started dodging bullets with my car. Good way to wreck.
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
Re: Why I like shmups
On the contrary, I seem to do better when I'm frustrated (all my 1ccs came like this). However, it's nothing compared to consistent, decent-quality play. My best runs ever have been the runs where I thought I would give up and take a break, though, so take that with a grain of salt.CaptainRansom wrote:If you're frustrated/bored, you're not learning. Put the game away for a while, play something else, and come back to it later.
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Re: Why I like shmups
I don't play to 1cc. That would be like finding out that I had the capability of winning the lottery every single day.
This industry has become 2 dimensional as it transcended into a 3D world.
Re: Why I like shmups
Ditto.neorichieb1971 wrote:I don't play to 1cc. That would be like finding out that I had the capability of winning the lottery every single day.
Google Translate tells me that Unlimited Mode "is for people who like festivals."
Re: Why I like shmups
Not really.neorichieb1971 wrote:I don't play to 1cc. That would be like finding out that I had the capability of winning the lottery every single day.
Re: Why I like shmups
Icaptpain wrote:Not really.neorichieb1971 wrote:I don't play to 1cc. That would be like finding out that I had the capability of winning the lottery every single day.
Google Translate tells me that Unlimited Mode "is for people who like festivals."
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Red Robin Yum
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Re: Why I like shmups
I love shmups because they have a lot more replay value than most of these 40 hour epics these days. I used to be a big RPG nut but nowadays I just don't have time for them due to work, college, etc. That was when I got into shmups a lot more than I ever did. Nothing like having a quick gaming fix that involves dodging a huge barrage of bullets 

Re: Why I like shmups
Taking a page out of my own blog...
For me, one aspect I like about many shmups is simplicity. To play, for example, StarCraft, and not feel like shit, you need a strong understanding of the game’s mechanics—units, tech trees, micro- and macromanagement, among other things. Fighting games have dozens of characters, each with their own moves, as well as various special commands and combos.
Describing how to play most shmups, on the other hand, boils down to this: You use the pad / arrow keys / stick to move your ship or character. You press a button to shoot. You press another button to bomb. Now, shoot enemies without getting shot yourself. Done. For the most part, you don’t worry about that number in the top corner unless you’re an advanced player or want extends; just move around, shoot stuff and survive.
Recently, my college’s computer science club gained a new member, who we introduced to the club, and my friend was playing League of Legends on his laptop, and I’m next to him, playing RayForce on MAME via my Saturn controller. Said newcomer was watching LoL (and presumably trying to make sense of it), and noticed my screen and scrambled to watch it in curiosity. (I think my controller may have had something to do with it.) Next thing I knew she was watching for the duration of my run, admiring my gameplay.
I’m normally a bit critical of people watching me play (“lol crazy japanese shootan gaems”) but since she was watching with a “wow, this is so cool” attitude, and commenting on how simple the game was, I didn’t mind at all; in fact, this reinforced one of my beliefs about the shmup genre: That it’s one of the last video game genres with a learning curve that doesn’t require in-game tutorials. It takes hours to be able to do something simple (or rather, something that comes off as simple to most players) in LoL, StarCraft, or BlazBlue, but how to play a shmup can be summarized in few sentences.
I’m looking forward to getting more people into the shmup genre. It brings a smile to my face to see new players.
For me, one aspect I like about many shmups is simplicity. To play, for example, StarCraft, and not feel like shit, you need a strong understanding of the game’s mechanics—units, tech trees, micro- and macromanagement, among other things. Fighting games have dozens of characters, each with their own moves, as well as various special commands and combos.
Describing how to play most shmups, on the other hand, boils down to this: You use the pad / arrow keys / stick to move your ship or character. You press a button to shoot. You press another button to bomb. Now, shoot enemies without getting shot yourself. Done. For the most part, you don’t worry about that number in the top corner unless you’re an advanced player or want extends; just move around, shoot stuff and survive.
Recently, my college’s computer science club gained a new member, who we introduced to the club, and my friend was playing League of Legends on his laptop, and I’m next to him, playing RayForce on MAME via my Saturn controller. Said newcomer was watching LoL (and presumably trying to make sense of it), and noticed my screen and scrambled to watch it in curiosity. (I think my controller may have had something to do with it.) Next thing I knew she was watching for the duration of my run, admiring my gameplay.
I’m normally a bit critical of people watching me play (“lol crazy japanese shootan gaems”) but since she was watching with a “wow, this is so cool” attitude, and commenting on how simple the game was, I didn’t mind at all; in fact, this reinforced one of my beliefs about the shmup genre: That it’s one of the last video game genres with a learning curve that doesn’t require in-game tutorials. It takes hours to be able to do something simple (or rather, something that comes off as simple to most players) in LoL, StarCraft, or BlazBlue, but how to play a shmup can be summarized in few sentences.
I’m looking forward to getting more people into the shmup genre. It brings a smile to my face to see new players.
