"Shmups 101" Racketboy Article - IT'S UP!!!

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Re: "Shmups 101" Racketboy Article - LOTS OF INPUT NEEDED!

Post by Herr Schatten »

Fantastic article!
BulletMagnet wrote:I'm nowhere near an expert on handheld and computer (i.e. Commodore, PC-98, etc., not "modern" computers) shmups, but I get the feeling I'm giving them a bit of a short shrift...I only mention them in passing in the History segment. Can anyone name any major stuff from this front that I ought to put in here someplace? It obviously shouldn't dominate or anything, but it's a decided gap in my knowledge, and I don't want that to get in the way of objectivity.
I think you're fine there, as most of the stuff that came out on home computers (Commodore, etc.) was highly derivative of the arcade games of the time, so while a few very entertaining games were produced, few of them actually added something worthwhile to the genre. The exception to the rule were Konami's efforts on the MSX computers, but you have covered those elsewhere.
I do feel rather uncomfortable having Project X mentioned in the same sentence as Apidya and Space Manbow, though, as it's not even remotely of the same quality as those two. Mentioning it would only make sense if you wanted to draw a connection to its sequel X-2, but I think neither deserves to be in the article, to be honest. I suggest replacing crappy old Project X with better and more original stuff like Andrew Braybrook's Uridium (2), which happens to be a fantastic (and totally unique) game. Or, if you want to include some really wild offshoot from the eight-bit era of homecomputers, you could mention Raffaele Cecco's Cybernoid games, which are the only flip-screen shmups I'm aware of.

Like Rob, I've always been under the impression that Sega developed Fantasy Zone, not Sunsoft.

In the brief part where you explain that Cave paddled back from being over-the-top-hardcore and tried to get more accessible again with ESPGaluda and Mushihimesama, you could mention Mushi's 3 game modes, of which the fittingly titled Original mode is very likely intended to be a tribute to the original Toaplan style. DEL pointed that out to me, and I think it totally makes sense.

It might be worth mentioning that Gradius was named Nemesis here in Europe. Was it the same in the US? It's interesting to note that Konami, confusingly, sticked to the Nemesis name with their MSX-exclusive sequels, as well as the remake for the X68000. Also, Gradius II was called Vulcan Venture, when it was relesed here.
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Re: "Shmups 101" Racketboy Article - LOTS OF INPUT NEEDED!

Post by BulletMagnet »

Herr Schatten wrote:I suggest replacing crappy old Project X with better and more original stuff like Andrew Braybrook's Uridium (2), which happens to be a fantastic (and totally unique) game.
I'll take your word for it and make the change. :)
Like Rob, I've always been under the impression that Sega developed Fantasy Zone, not Sunsoft.
That one's still up in the air, though I'll probably end up giving both companies a mention there.
In the brief part where you explain that Cave paddled back from being over-the-top-hardcore and tried to get more accessible again with ESPGaluda and Mushihimesama, you could mention Mushi's 3 game modes, of which the fittingly titled Original mode is very likely intended to be a tribute to the original Toaplan style. DEL pointed that out to me, and I think it totally makes sense.
Not a bad idea, though I don't want to spend TOO much time focusing on any particular game's ins and outs in the History section unless it set some kind of precedent. I'll hafta play around with this a little...
It might be worth mentioning that Gradius was named Nemesis here in Europe. Was it the same in the US? It's interesting to note that Konami, confusingly, sticked to the Nemesis name with their MSX-exclusive sequels, as well as the remake for the X68000. Also, Gradius II was called Vulcan Venture, when it was relesed here.
In terms of names I'm tempted at the moment to just stick to the original Japanese titles and leave it at that, for the sake of brevity and continuity...Rob commented on this a bit earlier. Also, as far as I know, the "Nemesis" name wasn't used in the US, but if I'm wrong someone ought to correct me.
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Re: "Shmups 101" Racketboy Article - LOTS OF INPUT NEEDED!

Post by undamned »

BulletMagnet wrote:Also, as far as I know, the "Nemesis" name wasn't used in the US, but if I'm wrong someone ought to correct me.
Gameboy.
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Re: "Shmups 101" Racketboy Article - LOTS OF INPUT NEEDED!

Post by BulletMagnet »

Hm, I was always under the impression that they just threw the "Interstellar Assault" subtitle onto the GB Gradius, but a trip to HG101 reveals that IS was actually the second one, and they did indeed keep the "Nemesis" name for the first. Well spotted. :)
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

Okay, I've finally had the chance to revise this monster: most of your suggestions from before have been implemented, including two new sections, plus a bunch of rewordings and whatnot to (hopefully) increase readability and reduce redundancy. If you've got the chance please give this one more read/skim-through and let me know if there's anything else that needs changing: after this round it's on to Racketboy!
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by TrevHead (TVR) »

Great article! Ill just add my 2 cents

Sigma Star Saga on the GBA is a STG JRPG thats worth mentioning.

About euroshmups you describe the devs as 8bit devs but personally ild say their hayday was 16bit computers, especially the Amiga, imo thats what most older gamers think of when remembering that one euroshmup they enjoyed beck then.

It might be worth atleast giving a shoutout to iphone STGs and how the easy touchscreen mechanics is attracting newcommers who might of never played an traditional stg

Is it worth mentioning dodge em ups?
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by DJ Incompetent »

In Seventh-Gen section, you might wanna mention the magic of the 360's surprisingly near-infallible leaderboards system. I basically only play seriously on this console for this reason. Maybe iOS is part of this generation too. Dunno.
"Few people were quite sure what to think of Sting’s Knights in the Nightmare"
Change "were" to "weren't"

I know they're mentioned earlier, but I vote for a Bizarre Creations mention in “Minor” Notables.
Geometry Wars 1 single-handedly revitalized the twin stick formula and Geometry Wars 2 added one of the best possible leaderboard structures thanks to 3 critical items:
1. Friends leaderboards for all modes added to the mode selection menu.
2. The next score on your friends list above your top score is prominently displayed in the HUD.
3. Instantaneous Restart.
These contributions needs to be known and copied across all traditional games.

Good times on the rest.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

TrevHead (TVR) wrote:Sigma Star Saga on the GBA is a STG JRPG thats worth mentioning.
I actually did reference that one, but I put it under the "adventure" subheading...could go either way, I'd say.
About euroshmups you describe the devs as 8bit devs but personally ild say their hayday was 16bit computers, especially the Amiga, imo thats what most older gamers think of when remembering that one euroshmup they enjoyed beck then.
Sounds fair, I'll edit that.
It might be worth atleast giving a shoutout to iphone STGs and how the easy touchscreen mechanics is attracting newcommers who might of never played an traditional stg
Good catch, I definitely ought to mention the iPhone in there someplace.
Is it worth mentioning dodge em ups?
I briefly mention the term as a synonym to "bullet hell", do you think I should add more info?
In Seventh-Gen section, you might wanna mention the magic of the 360's surprisingly near-infallible leaderboards system.
That's probably a good idea, I'll add it.
Change "were" to "weren't"
I do think my grammar there is technically correct, but it is worded oddly, I'll have to fix that.
I know they're mentioned earlier, but I vote for a Bizarre Creations mention in “Minor” Notables.
I'm game for elaborating a bit on the leaderboard innovations the company made, but I think giving them their own spot next to the other developers is a step too far...anyone else want to weigh in?
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by Observer »

Excellent. The article is huge, gigantic, but great. The new additions helped a lot.

Also, I think there is one particularly important thing that is missing or I overlooked it when I read the whole thing: throughout the middle of the previous decade and today (2002-2011), the improvement in Internet connections coupled with the popularity of youtube (and that infamous "hardest boss ever" video+loads of replays and playthroughs, I've had like 10k visits on my Elemental Gearbolt videos, my playthrough of Steel Saviour got pretty popular to the point even one of the devs contacted me to thank about the passion for this game, despite suffering of "euroshmuppyness" it's one of the prettiest PC STGs around) helped A LOT more than we think to spread the word about shooters and bring them back to life or at least get a bunch of people interested.

People get really curious when they see a genre that seems so "strange" to their current standards of 3D and hand holding. Sometimes it's the brutal difficulty or imposing nature of the clusterfucks of bullets flying everywhere that suddenly makes some people "click" and start to dig info on the genre. It's not long before they realise "shit, look what I was missing!". And, as stated before in another topic, your gaming DNA is inevitably, irreversibly altered. You can go back to play your average blockbuster action adventure mishmash or epic RPG, but it'll no longer be the same, for you have tasted the forbidden fruit.

Then they find this forum, register and we scare the hell out of them (RAWR, CAEV HAET, RAWR, TOUHOU HATE, RAWR, I HATE EVERYTHING, RAWR, INVISIBLE BULLETS AND SNIPER TANKS!) until they no longer want anything to do with shooters and proceed to go back to Call of Duty or Touhou H. :P
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

Observer wrote:Also, I think there is one particularly important thing that is missing or I overlooked it when I read the whole thing: throughout the middle of the previous decade and today (2002-2011), the improvement in Internet connections coupled with the popularity of youtube...helped A LOT more than we think to spread the word about shooters and bring them back to life or at least get a bunch of people interested.
I probably ought to toss a quick mention of that in there someplace, though I don't think I'll be able to devote quite so many words to it as you have here, heh. ;)
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by TrevHead (TVR) »

I actually did reference that one, but I put it under the "adventure" subheading...could go either way, I'd say.

Ahh my bad :oops: I read the whole piece last night just before bed. Personally ild say Star Sigma belongs in the RPG catagory.

I briefly mention the term as a synonym to "bullet hell", do you think I should add more info?
What I had im mind was those indie shmups where you dont shoot, just dodge like Touhou Shoot the Bullet and Double Spoiler, plus theres that popular indie / doujin shmup where you have to blow yourself up and take as many baddies out with you as possible.

Omega's Dan! Da! Dan! might be worth mentioning as a puzzle STG http://www.youtube.com/watch?v=08prtYUKx2Y

The sugari series is another VS STG worth namedropping (localised by Rockin Android) http://www.youtube.com/watch?v=9MjMJKIa ... re=related (dunno about the latest game, I forget what its called, maybe Observer could pipe in)

As Observer states it might be worth touching on a few misconceptions the general public have with STGs, one been that a gamer musnt have a life if he is good at playing them, as its usually the oppersite as shmuppers generally play their games in short bursts, with the better players been very economical and focused with their shmupping. A great hobby for those leading busy lives

EDIT About Racing STGs theres an old popular Japanese 2D Hori racer called Seicross (plus Touhou Seicross)

Oh and im unsure if youve mentioned Buzzing (whats the other name ppl call it by?) like in Psyvaria, it seems a few stgs use it like the Castle of Shikigami, Exceed Black Package plus Touhou
Last edited by TrevHead (TVR) on Sat May 28, 2011 1:40 am, edited 1 time in total.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by Observer »

TrevHead (TVR) wrote:
I actually did reference that one, but I put it under the "adventure" subheading...could go either way, I'd say.

Ahh my bad :oops: I read the whole piece last night just before bed. Personally ild say Star Sigma belongs in the RPG catagory.

I briefly mention the term as a synonym to "bullet hell", do you think I should add more info?
What I had im mind was those indie shmups where you dont shoot, just dodge like Touhou Shoot the Bullet and Double Spoiler, plus theres that popular indie / doujin shmup where you have to blow yourself up and take as many baddies out with you as possible.

Omega's Dan! Da! Dan! might be worth mentioning as a puzzle STG http://www.youtube.com/watch?v=08prtYUKx2Y

The sugari series is another VS STG worth namedropping (localised by Rockin Android) http://www.youtube.com/watch?v=9MjMJKIa ... re=related (dunno about the latest game, I forget what its called, maybe Observer could pipe in)

As Observer states it might be worth touching on a few misconceptions the general public have with STGs, one been that a gamer musnt have a life if he is good at playing them, as its usually the oppersite as shmuppers generally play their games in short bursts, with the better players been very economical and focused with their shmupping. A great hobby for those leading busy lives
If you mean the other localised titles by Rockin' Android, you have the QUALIA series (renamed Q-lione due to copyright issues, only the first on PC, a pack with the first and second for PSN), the Gundemonium Collection, Suguri+Acceleration of Suguri+Expansion, Crescent Pale Mist (PSN only...) and Flying Red Wine Barrell (pretty sweet cell shaded shooter). The latest of the same author are Sora and the upcoming Acceleration of Suguri 2.

BulletMagnet > It's ok, I thought it had to be mentioned since half the people I talk to about STGs found them out thanks to Youtube, NicoNico dropped videos or the ocassional, random Toehoe pic. From there it was me brainwashing them, MAMElising (!?) their comps, showing them there is life after Winning Eleven (here "the" game isn't Call of Duty, it's Winning Eleven) and such.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by TrevHead (TVR) »

Ah Sora was the one I was thinking of. I didnt know another Accelleration of sugari was in the works :)
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by Stormwatch »

Elsewhere, Konami’s own former subsidiary, Treasure
Treasure was founded by former Konami people, but I don't believe it was ever a subsidiary.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by TrevHead (TVR) »

From there it was me brainwashing them, MAMElising (!?) their comps, showing them there is life after Winning Eleven (here "the" game isn't Call of Duty, it's Winning Eleven) and such.
(Ill just briefly move off topic just to tell this story)

Ive been trying get the 18 yo son of my close friend, who is just a typical console gamer to get into PC gaming including emulation as a means to broaden his gaming palate. After several attempts of trying to verbally tell him that he is missing out on alot of good shit which generally fell on deaf ears. The other day I took it upon myself to burn a couple of DVDs with some SNES roms along with Diablo 2 (which is the only game he had any intrest for since he had played the original on his dad's PS1) and installing them on his PC, since I knew he wouldnt bother learning how to do it himself.

When he actually saw the games running on his screen his attitude changed totally from a ADD kid listening to his maths teacher while I tried to teach him how to install games himself. Changing into someone who was totally into it and wanting to know everything about it. I should of just installed the games right at the begining rather than wasting my time boreing the hell out of him. Mame is next :)
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

TrevHead (TVR) wrote:Personally ild say Star Sigma belongs in the RPG catagory.
Yeah, it definitely could fit there without too much trouble, though I'm personally tempted to leave it in "adventure" just to balance the sections out a little.
What I had im mind was those indie shmups where you dont shoot, just dodge like Touhou Shoot the Bullet and Double Spoiler, plus theres that popular indie / doujin shmup where you have to blow yourself up and take as many baddies out with you as possible.
Ah, I see what you mean. Hmm...I'd like to put this in there someplace, though I'm not sure offhand where it'd fit best.
Omega's Dan! Da! Dan! might be worth mentioning as a puzzle STG
Ah, I'd forgotten about that one, will add.
The sugari series is another VS STG worth namedropping (localised by Rockin Android)
Probably not a bad choice to throw in.
As Observer states it might be worth touching on a few misconceptions the general public have with STGs, one been that a gamer musnt have a life if he is good at playing them, as its usually the oppersite as shmuppers generally play their games in short bursts, with the better players been very economical and focused with their shmupping. A great hobby for those leading busy lives
Yeah, that'd definitely be a thought that should be in there...again, it's largely a matter of finding a spot to fit everything in and still make it "flow" when you read it. I'll play around with it a bit...
About Racing STGs theres an old popular Japanese 2D Hori racer called Seicross (plus Touhou Seicross)
Will have to look into that one, thanks for the tip. :)
Oh and im unsure if youve mentioned Buzzing (whats the other name ppl call it by?) like in Psyvaria, it seems a few stgs use it like the Castle of Shikigami, Exceed Black Package plus Touhou
I kinda-sorta reference it in the "proximity-based scoring" section, but I probably ought to make it a bit more blatant.
Treasure was founded by former Konami people, but I don't believe it was ever a subsidiary.
Yeah, "subsidiary" isn't really the proper word for the situation, is it. Will change.

Thanks again for the assistance, everyone!
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by Rob »

Still have to give a massive thumbs down for no Sega.

quite a few of their earliest arcade releases (Tac/Scan, Astro Blasters)
Fantasy Zone (whether or not they deserve sole credit)
Zaxxon
quite a few multi-direction shooters
Crying
many on-rails shooters
Thunder Force VI
even that shooter mini-game (Boxcelios) in recent Ryu ga Gotoku games
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

Heh, somehow I can't help but picture that Sol Divide guy in your avatar vigorously waving a big "Sega" banner (with that exact same expression on his face, of course).

Anyways, I do mention Fantasy Zone, Zaxxon and TF6 in a handful of places, and name-drop Sega specifically in the "rail shooters" section, but I'm still not convinced enough that they quite belong in the same league as the other companies mentioned...while definitely a "shooter-friendly" bunch (their systems are repeatedly recommended in the "consoles" segment), I don't see most of their "core" shmup work (as opposed to their borderliners) as equally original, influential, or prolific compared to most/all of the rest mentioned there.

That's just me perspective though...anyone else have any points to add?
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by TrevHead (TVR) »

Speaking of Zaxxon maybe you could shoehorn Isometric shooters in, theres that neogeo one, and two doujin bullet hells that I know of Royal Edoma Engine by platine dispositif and that new Suwako's Jumping Shooting Game by UTG Software. Im sure there are other commercial Zaxxon clones including Zaxxon 2000

As for rythmn you could mention Zillion Beatz and PriZhm as the boss fights bullet patterns are timed to the music http://www.youtube.com/watch?v=9TtQo4wa1Ec
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Re: "Shmups 101" Racketboy Article - LOTS OF INPUT NEEDED!

Post by MathU »

BulletMagnet wrote:On-Rails Shooters – “Rail shooters” for short, these games, like shmups, generally allow full-screen 2-D freedom of movement but shift the camera to your character’s back, instead scrolling the screen “inward” towards a distant horizon from which enemies emerge and must be picked off. Sometimes conflated with similarly-styled “light gun” shooters like Time Crisis and House of the Dead, “true” rail shooters are played from a third-person perspective; occasional, limited use of the z-axis is perhaps the only factor definitively separating them from the rest of shmupdom. Sega in particular has exerted a great deal of influence in this area: its Space Harrier and Panzer Dragoon traditionally carry the banner for the group, alongside Nintendo’s Star Fox.
The first thing that pops into my mind when I think of "rail shooter" is exactly that: An on-rails light-gun game like House of the Dead. There is no dodging left or right, moving up or down, or further into the background; you are literally ON RAILS. This term fails utterly in describing a game like Star Fox which offers more freedom of movement than any 2D shooter. Why don't we just call 2D shooters the same then?

I think you ought to either expand on this a little or try not to present it as the one true definition, because it is certainly not. All my friends and anyone I've ever met in my local arcade refers to light-gun shooters and rail shooters as the same thing. You've done a good job so far staying objective and lenient when presenting definitions to the viewer.

A better term would be something like "3D shmup", because that's closer to what they are, and the term doesn't already perfectly describe another genre of game.
Of course, that's just an opinion.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

TrevHead (TVR) wrote:Speaking of Zaxxon maybe you could shoehorn Isometric shooters in, theres that neogeo one, and two doujin bullet hells that I know of Royal Edoma Engine by platine dispositif and that new Suwako's Jumping Shooting Game by UTG Software.
Not sure that's really a "subgenre", though, at least not any more than horizontal, vertical, etc. I touch on this a bit in the intro to that section.
As for rythmn you could mention Zillion Beatz and PriZhm as the boss fights bullet patterns are timed to the music
Will look into.
A better term would be something like "3D shmup", because that's closer to what they are, and the term doesn't already perfectly describe another genre of game.
This is a bit of a sticky wicket, now that you mention it...your objections make sense, but the only name I've ever heard for "Space Harrier-esque" shooters is "rail shooters", and I'm a bit afraid to try to establish new terms here (well, apart from "primordial shmoup", anyways ;)). If anyone has any suggestions for how to make this bit work feel free to put them out there.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by Rob »

BulletMagnet wrote:Heh, somehow I can't help but picture that Sol Divide guy in your avatar vigorously waving a big "Sega" banner (with that exact same expression on his face, of course).
Appropriate. I like the Sol Divide art because it's like a ridiculous Genesis-era cover.
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Re: "Shmups 101" Racketboy Article - REVISED! FINAL INPUT NEEDED

Post by BulletMagnet »

I hear that he and the guy from Light Crusader make a mean pair on Bridge night. ;)
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by BulletMagnet »

Just finished and posted a "mini-edit" of the article, which addresses most of the concerns voiced since the last revision: anything else you see that needs fixing, mention it ASAP, as I'd like to apply a final coat of polish and send it on to RB before much longer.
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by Observer »

I think you nailed it this time. :D I don't think more should be added. Perhaps in successive, more focused articles.

However, I hope you can pick your own accompanying screenshots/imagery/videos/whatever if they are going to be included...
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by dsheinem »

BulletMagnet wrote:Just finished and posted a "mini-edit" of the article, which addresses most of the concerns voiced since the last revision: anything else you see that needs fixing, mention it ASAP, as I'd like to apply a final coat of polish and send it on to RB before much longer.
Looking good to me ;).
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by BulletMagnet »

Observer wrote:However, I hope you can pick your own accompanying screenshots/imagery/videos/whatever if they are going to be included...
RB usually handles that end of things, but if he makes an error or something like that he's always willing to fix it if someone lets him know. :)
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by Drum »

Sega just published Zaxxon, Gremlin developed it. I realise their operations were merged but they were still seperate entities.
I think Astro Blaster deserves a mention - first game with achievements!
Under the Nichibutsu section consider adding Chouji Meikyuu Legion. Though its influence/importance is negligible it was the first game ever where you could rewind time and that's gotta count for something.
IGMO - Poorly emulated, never beaten.

Hi-score thread: http://shmups.system11.org/viewtopic.php?f=2&t=34327
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BulletMagnet
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by BulletMagnet »

Drum wrote:Sega just published Zaxxon, Gremlin developed it. I realise their operations were merged but they were still seperate entities.
I'll edit that in.
I think Astro Blaster deserves a mention - first game with achievements!
Not 100 percent sure what you mean here...apparently there were a bunch of "hidden bonuses" to obtain, is that what you mean?
Under the Nichibutsu section consider adding Chouji Meikyuu Legion. Though its influence/importance is negligible it was the first game ever where you could rewind time and that's gotta count for something.
I do remember the forum topic for that game, and tried it in MAME myself - it is neat, but as you say it never really caught on, so I'm a bit hesitant to make space for it here. Speaking of which, I think that the above-mentioned Astro Blaster had some kind of "time slow" mechanic...is that another first?

EDIT: Quick reminder to myself to possibly throw a quick reference to Naxat Soft into the TG-16 segment...
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TransatlanticFoe
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Re: "Shmups 101" Racketboy Article - RE-REVISED 5-29

Post by TransatlanticFoe »

I've not read all the responses but...
Bullet Hell – A relatively young breed of shmup whose signature means of challenging players is to cover most of the screen with relatively slow-moving unfriendly fire: precise movements and a small hitbox are essential to weaving through the mess and living to tell the tale (hence the alternate moniker of “dodge-em-up”).
It makes me feel old saying it (because to me 1995 was like yesterday :oops: ), but bullet hell isn't relatively young... it's had some 15 years now which basically puts it midway in the timeframe of shmups and what the genre has predominantly survived on since then. I know it probably sounds picky but a good portion of the article focuses (quite rightly) on its breed, so it just seems a bit out of place to suggest that it's modern. It's like calling a 40-something guy "young man" - which is okay if you're 80 and being condescending...
Third-Gen: It’s pretty common knowledge that, after the Atari’s heyday had concluded, Nintendo’s Famicom (NES) reigned supreme in its place as the industry recovered from the “video game crash” of the early 80’s; the axiom also holds true this generation when it comes to shooters (and nearly everything else, thanks to Nintendo’s merciless stranglehold on the market at the time). Though arcade accuracy was obviously still a ways off in terms of ports, and some games pushed the hardware a bit beyond its limits (beware of sprite flickering), there are still some downright impressive specimens worth checking out even if you’re not particularly into the “old-school” spirit. The closest thing to a true competitor that the NES ever had was Sega’s Master System – despite its enduring popularity in certain markets and superior technical specs in some areas, shmup-wise the MS’s pickings are rather slim in comparison.
As a Brit, a lot of what I read online tends to be very US-centred. I think the phrasing "enduring popularity" and "certain markets" is quite derisory to Europe and Australia, where the SMS held firm with the 16-bit consoles. Fundamentally I agree, as the SMS was granted slim shmup pickings - but I basically want to make my own kind of little stand against the idea that the PAL market was entirely unimportant and the SMS was a complete failure. I think Power Strike and Power Strike II are worth a mention instead of dismissing the console entirely.
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