What will shmups be like in 10 years from now?

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
DocHauser
Posts: 532
Joined: Fri Nov 26, 2010 11:43 am
Location: Heidelberg

Re: What will shmups be like in 10 years from now?

Post by DocHauser »

harrihaffi wrote:Random damage...how about random weather?
Didn't R-Type Final have changeable weather effects on level 2? I think it depended on shooting the red or blue bit of the boss, so that the next time you played the level it would be hotter or colder as a result.

But I guess people don't like to talk about R-Type Final round these parts. :)
User avatar
Sumez
Posts: 8816
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: What will shmups be like in 10 years from now?

Post by Sumez »

Oh yeah R-Type Final had a lot of really cool stuff like that. But I think I'm the only who really liked that game. :)
User avatar
harrihaffi
Posts: 55
Joined: Mon Feb 07, 2011 3:48 pm
Location: Sweden

Re: What will shmups be like in 10 years from now?

Post by harrihaffi »

DocHauser wrote:
harrihaffi wrote:Random damage...how about random weather?
Didn't R-Type Final have changeable weather effects on level 2? I think it depended on shooting the red or blue bit of the boss, so that the next time you played the level it would be hotter or colder as a result.

But I guess people don't like to talk about R-Type Final round these parts. :)
Yet an other game that I haven't played...

MVHH
User avatar
TrevHead (TVR)
Posts: 2781
Joined: Sat Jul 11, 2009 11:36 pm
Location: UK (west yorks)

Re: What will shmups be like in 10 years from now?

Post by TrevHead (TVR) »

This is another escapist video this one is about easy games, http://www.escapistmagazine.com/videos/ ... Easy-Games

I think this vid is great and although he is aiming his speach about games that have depth rather exicution hard I think what he says still applies to shmups since as any shmupper knows although our genre is hard in a twitch / little room for error and replay way. There is allot of tactics like bullet hearding, tap dodging and other methods that shmmupers learn though expeirence IE depth in the same way the bloke means in the vid.

He also makes another point about tutorials, he says hard games are great but what makes a bad hard game and a good one is the way the game teaches the players in how to master the techniques needed to master it. Arcade games especilly shmups are really really bad in this area, in the way everything is hidden and only those players who are "pros" have any idea how they should be playing the game.
Take 1CC / scoreplay for example, most gamers dont know about it or the secrets that are in many shmups like 2nd loops or tlb. The game designers make no effort to tell the average gamer let alone give them tips in some basic suvival and scoring techniques like bullet herding or chaining that only seasoned vets know.

So if the likes of Cave really wants shmups to be as popular as fighters they need to copy from other genres (fighters have a pratice mode to learn the special moves) and teach the player how to play well by providing shmup tutorials thats better then 10 seconds long and only mentions what the button combinations are.
User avatar
Sumez
Posts: 8816
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: What will shmups be like in 10 years from now?

Post by Sumez »

True, Cave games (etc.) should be more open about their scoring systems. It's fun digging through the internet for details, but I don't think it would hurt anyone to have it out in the open.

However, shmups is a genre that's pretty accessible when it comes to simply "how to play", as long as you play for survival. I mean, anyone know how to fire a shot and dodge incoming attacks - just about every game out there has those elements, even if not anywhere as tight as what you see in true shooters. The games ARE more fun when you know about the scoring system, but for beginners, simply surviving should be first priority.

I guess what turns a lot of people off is more likely the difficulty increasing immensely already on stage 2, alienating anyone who's not used to the genre. But we don't want to alienate the experts either, do we? I think DeathSmiles's selectable rank system has the perfect solution. If you want a decent score you HAVE to play on max rank (unlike Yagawa games that pretty much require you to force the rank down), but beginners can breeze through the game on low rank and STILL have fun.
One thing that could be better in DeathSmiles is the difference in difficulty between rank 1 and 3. It's still fairly easy on rank 3 and rank 2 is pretty much pointless, but the idea itself is really good!
User avatar
TrevHead (TVR)
Posts: 2781
Joined: Sat Jul 11, 2009 11:36 pm
Location: UK (west yorks)

Re: What will shmups be like in 10 years from now?

Post by TrevHead (TVR) »

However, shmups is a genre that's pretty accessible when it comes to simply "how to play", as long as you play for survival. I mean, anyone know how to fire a shot and dodge incoming attacks - just about every game out there has those elements, even if not anywhere as tight as what you see in true shooters. The games ARE more fun when you know about the scoring system, but for beginners, simply surviving should be first priority.
I think your misunderstanding me what im talking about is teaching gamers simple techniques that most shmup fans use to play the games (ie bullet herding and how to dodge very basic bullet patterns). As you know theres no "simply playing for suvival" as even that requires a decent degree of skill stage 2 and above. Gamers when they play a shmup are thown into the deep end with little knowledge and no skill.

Whilst the techniques are available from other sources other then the game itself (ie this forum) not everybody who plays a shooter will find their way here, imo devs need to make it available inside the game.
A tutorial stage would be a great thing, something with a few simple basic bullet patterns with a ghoasted ship showing player easy ways to dodge them with a bit of text or a vioce over. Lots of other genres have tutorials ie space sims, rts, fps (although the current trend to to put it inside the main game which wont work in shmups).

Imo this would a win / win situation for the noob / casual, the devs and best of all us guys since theres less chance of the meat and potatoes of the game been "dumbed down" as its raising their skill level closer to us. I do agree on what you say about rank / easy modes but why cant we have tutorials aswell.

EDIT ill add a hats off to RSG for putting up a PDF guide for their release of DS though
User avatar
Neith
Posts: 74
Joined: Fri Apr 29, 2005 3:24 am

Re: What will shmups be like in 10 years from now?

Post by Neith »

I think they will pretty much the same as they are now, except predominately HD
User avatar
AraraSPAMWitch
Posts: 233
Joined: Sun Dec 21, 2008 5:58 am
Location: Philly
Contact:

Re: What will shmups be like in 10 years from now?

Post by AraraSPAMWitch »

dead
Image
:x GET BODIED :x
User avatar
Never_Scurred
Posts: 1800
Joined: Thu May 18, 2006 1:09 am
Location: St. Louis, MO

Re: What will shmups be like in 10 years from now?

Post by Never_Scurred »

More sexual.
"It's a joke how the Xbox platform has caught shit for years for only having shooters, but now it's taken on an entirely different meaning."-somebody on NeoGAF
Watch me make Ketsui my bitch.
User avatar
ZacharyB
Posts: 571
Joined: Tue Feb 21, 2006 6:16 am
Location: Queens NY
Contact:

Re: What will shmups be like in 10 years from now?

Post by ZacharyB »

Image
User avatar
AntiFritz
Posts: 1630
Joined: Sun Apr 03, 2011 2:34 am
Location: Australia

Re: What will shmups be like in 10 years from now?

Post by AntiFritz »

The hell did i just read.
RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
User avatar
TrevHead (TVR)
Posts: 2781
Joined: Sat Jul 11, 2009 11:36 pm
Location: UK (west yorks)

Re: What will shmups be like in 10 years from now?

Post by TrevHead (TVR) »

I dont know wtf im reading but it made me laugh

edit
did you make this yourself? its quite good, its got a feveron with loli vibe to it
User avatar
Blackbird
Posts: 1563
Joined: Fri Dec 10, 2010 3:27 am
Location: East Coast USA

Re: What will shmups be like in 10 years from now?

Post by Blackbird »

What the heck am I looking at, lol.

So, in the future, there will be shmup/dating sim hybrid genres? I guess it could work. They already dabbled with that some in Progear.
User avatar
Udderdude
Posts: 6297
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: What will shmups be like in 10 years from now?

Post by Udderdude »

I looked at the site of that comic. It looks like some sort of gigantic mindfuck, but maybe I didn't read enough of it.

That paticular comic is hilarious, though.
User avatar
dpful
Posts: 1205
Joined: Tue Feb 01, 2005 5:19 pm
Location: SLC, UT, US
Contact:

Re: What will shmups be like in 10 years from now?

Post by dpful »

In 10 years, we be making our own shmups on programs like sketch nation shooter but for reals.
PC Engine Fan X!
Posts: 9212
Joined: Wed Jan 26, 2005 10:32 pm

Re: What will shmups be like in 10 years from now?

Post by PC Engine Fan X! »

That shmup themed comic was cool. Anything more like it? Lots of visual appeal to gloss over. This shmup forum surely could use more surprise content like it (or perhaps a motion comic or animated fmv) would be ace.

PC Engine Fan X! ^_~
User avatar
moh
Posts: 1619
Joined: Tue Oct 18, 2011 9:26 pm
Location: Canada

Re: What will shmups be like in 10 years from now?

Post by moh »

TRIPLE WORD PLAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
GaijinPunch wrote:Ketsui with suction cup.
User avatar
Observer
Posts: 1516
Joined: Sat Jul 12, 2008 11:23 pm
Location: In a huge battleship

Re: What will shmups be like in 10 years from now?

Post by Observer »

That comic is exactly what a lolified Dimahoo would look like. I demand that monkey to be part of a shmup right now! :P Maybe contact the Snoops Attacks dev or something.

It needed a bit more engrish though.
Image
NOW REACHES THE FATAL ATTRACTION BE DESCRIBED AS "HELLSINKER". DECIDE DESTINATION.
User avatar
ZacharyB
Posts: 571
Joined: Tue Feb 21, 2006 6:16 am
Location: Queens NY
Contact:

Re: What will shmups be like in 10 years from now?

Post by ZacharyB »

TrevHead (TVR) wrote:I dont know wtf im reading but it made me laugh

edit
did you make this yourself? its quite good, its got a feveron with loli vibe to it
Thanks; I drew it a few months ago for a story I'm currently doing and only just realized it was a perfect fit for this thread.

And now with the recent reveal of Saidaioujou's design, it seems timely... The days of straight-up sci fi blasting are in the hands of doujin developers now.
User avatar
Jeneki
Posts: 2642
Joined: Wed Aug 12, 2009 4:56 pm
Location: Minnesota, USA

Re: What will shmups be like in 10 years from now?

Post by Jeneki »

Lesson of the day: If you're going to bump an old topic, bump it with something wtf awesome. :D
Typos caused by cat on keyboard.
User avatar
dunpeal2064
Posts: 1784
Joined: Tue Nov 23, 2010 9:14 pm
Location: CA

Re: What will shmups be like in 10 years from now?

Post by dunpeal2064 »

Jeneki wrote:Lesson of the day: If you're going to bump an old topic, bump it with something wtf awesome. :D
Amen. I didn't even know why I was clicking on this thread, but apparently it was fate.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Re: What will shmups be like in 10 years from now?

Post by moozooh »

ZacharyB for fucking president. Man, you're beyond awesome! My vocabulary doesn't have words to suit the wit and skill put into that comic, please continue making stuff like that. :D
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
Udderdude
Posts: 6297
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: What will shmups be like in 10 years from now?

Post by Udderdude »

ZacharyB wrote:Thanks; I drew it a few months ago for a story I'm currently doing and only just realized it was a perfect fit for this thread.

And now with the recent reveal of Saidaioujou's design, it seems timely... The days of straight-up sci fi blasting are in the hands of doujin developers now.
It works pretty well as a parody of all the excesses of Cave's latest stuff, and Crimzon Clover also (You thought doujins were safe? Nope).
User avatar
ZacharyB
Posts: 571
Joined: Tue Feb 21, 2006 6:16 am
Location: Queens NY
Contact:

Re: What will shmups be like in 10 years from now?

Post by ZacharyB »

Udderdude wrote:It works pretty well as a parody of all the excesses of Cave's latest stuff, and Crimzon Clover also (You thought doujins were safe? Nope).
Wow... I didn't know that even Crimson Clover had to adopt that theme.

You know, maybe it'll eventually be like the horror genre... where sex and the near-death experience go hand-in-hand.
User avatar
Observer
Posts: 1516
Joined: Sat Jul 12, 2008 11:23 pm
Location: In a huge battleship

Re: What will shmups be like in 10 years from now?

Post by Observer »

ZacharyB wrote:
Udderdude wrote:It works pretty well as a parody of all the excesses of Cave's latest stuff, and Crimzon Clover also (You thought doujins were safe? Nope).
Wow... I didn't know that even Crimson Clover had to adopt that theme.

You know, maybe it'll eventually be like the horror genre... where sex and the near-death experience go hand-in-hand.
Eh? Crimzon Clover has no lolis, it's the manliest doujin game around sans Cho Aniki doujin tributes.

But the excess Udderdude is talking about is the mental overload produced by gigantic scores all over the screen. NUMBERS EVERYWHERE. That.
Image
NOW REACHES THE FATAL ATTRACTION BE DESCRIBED AS "HELLSINKER". DECIDE DESTINATION.
User avatar
R79
Posts: 161
Joined: Thu Feb 02, 2012 5:10 pm
Location: England, East Coast.

Re: What will shmups be like in 10 years from now?

Post by R79 »

Man, I just hope some of us still have our eyesight in 20 years! I've been gaming since the late '80s, and using a PC everyday for well over a decade now... and of course, heavy bullet spray shooters are kinda demanding on the retina, don't you think? Maybe by 2020 they will be able to replace eyeballs, who knows... :idea:

"In the year 2525" :!:
Image
User avatar
FNG83
Posts: 3
Joined: Tue Jan 31, 2012 2:59 am
Location: Tokyo

Re: What will shmups be like in 10 years from now?

Post by FNG83 »

Just like everything else....First Person Shooter Shmup. All you would see is a wall of bullets and exsplosions. It will be glorious....maybe not so much.
User avatar
Jeneki
Posts: 2642
Joined: Wed Aug 12, 2009 4:56 pm
Location: Minnesota, USA

Re: What will shmups be like in 10 years from now?

Post by Jeneki »

FNG83 wrote:First Person Shooter Shmup.
Only if it's R-Type, to get a really good look at that giant orange ball. :P
Typos caused by cat on keyboard.
User avatar
Udderdude
Posts: 6297
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: What will shmups be like in 10 years from now?

Post by Udderdude »

Jeneki wrote:
FNG83 wrote:First Person Shooter Shmup.
Only if it's R-Type, to get a really good look at that giant orange ball. :P
Image

Can't see shit, captain.

(500 light years in MS paint, etc.)
User avatar
ChurchOfSolipsism
Posts: 1224
Joined: Thu Sep 25, 2008 12:12 am

Re: What will shmups be like in 10 years from now?

Post by ChurchOfSolipsism »

Udderdude wrote:
Jeneki wrote:
FNG83 wrote:First Person Shooter Shmup.
Only if it's R-Type, to get a really good look at that giant orange ball. :P
Image

Can't see shit, captain.

(500 light years in MS paint, etc.)
hahahaha
BIL wrote: Sun Jun 02, 2024 11:01 pm Imagine a spilled cup of coffee totalling your dick and balls in one shot, sounds like the setup to a Death Wish sequel.
Post Reply