SHMUPs and Co-op: Bests and Worsts

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
Shatterhand
Posts: 4101
Joined: Wed Jan 26, 2005 3:01 am
Location: Rio de Janeiro - Brazil
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by Shatterhand »

Some of the Konami games get a lot better with co-op because you have instant respawns instead of checkpoints.

Gradius Gaiden has already been mentioned, I had a friend with whom I played it a lot. He sucked at it though :D It was the only shmup I ever made him play properly.

I used to play a lot of Salamander on MSX with my younger sister. It was one of her favourite games.
Image
User avatar
spoot
Posts: 80
Joined: Mon Apr 18, 2011 3:20 pm
Location: Hell, also known as ND.

Re: SHMUPs and Co-op: Bests and Worsts

Post by spoot »

BareknuckleRoo wrote:How hard is it to get MAME working for online play? I'd always be up for that.
Already exists via http://www.mamehub.info/ application. Although I got pissed at the developer and forked the code before he rewrote the FE in java. :lol:
What's that spooty spoot king of the spoots stupid spoot guy doing here?
User avatar
blackoak
Posts: 1072
Joined: Sun Feb 20, 2011 12:43 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by blackoak »

Cool, I'm looking forward to trying Giga Wing 1&2 out.

Regarding MAME... most of the high level shmup players speak dismissively of dodging--its all about route memorization. I understand that and it makes the input lag on many MAME titles more bearable, since you won't have to be as "reactive" during score runs. But I've found that your standard vert in 2P is almost impossible with lag because weird dodges are often required. It really does make a difference. I can clear Dimahoo on the CPS2 on a cab, but in MAME the input lag destroys my reaction time (which is already being pushed to the limit in that game). With MAME _and_ a laggy LCD, its really sludgy. I can't imagine what netcode lag adds to that...

Also, tried 2P DDP last night. Saturn port, so I think there was far less slowdown than there should have been? Anyway, two players who know the game can definitely devastate it, because boss health depletes twice as fast. But... in Bakraid I got the sense that if an enemy was off-screen, they weren't firing, but with DDP I got the distinct sensation whenever the screen shifted a little to the left that a bullet was already there. Had many sniper-ish deaths that way. Its kind of hard to describe, but try it sometime and you'll see.
shmuplations.com - translated game developer interviews and more
support shmuplations on patreon!
User avatar
Squire Grooktook
Posts: 5997
Joined: Sat Jan 12, 2013 2:39 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Squire Grooktook »

blackoak wrote:Regarding MAME... most of the high level shmup players speak dismissively of dodging--its all about route memorization. I understand that and it makes the input lag on many MAME titles more bearable, since you won't have to be as "reactive" during score runs. But I've found that your standard vert in 2P is almost impossible with lag because weird dodges are often required. It really does make a difference. I can clear Dimahoo on the CPS2 on a cab, but in MAME the input lag destroys my reaction time (which is already being pushed to the limit in that game). With MAME _and_ a laggy LCD, its really sludgy. I can't imagine what netcode lag adds to that...
Even if your playing a game that's very high on pattern memorization and safe spotting, and low on rng and improvisation, input delay could still get you killed. Imagine running into a wall when trying to inch up to a safe spot. Not fun.

And of course most games have enough of an unpredictable element that you have to react some times, otherwise it would just be an exercise in muscle memory (see any Mega Man game).

I tried playing Darius Gaiden on netplay with a friend. It was horrible. Input lag sucked all the fun out of the experience. It was like suddenly the game had inertia.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
Sapz
Posts: 683
Joined: Fri Mar 05, 2010 9:17 pm

Re: SHMUPs and Co-op: Bests and Worsts

Post by Sapz »

My best multiplayer experience with a shmup was in ESPGaluda II. Lots of fun every time, really interesting take on a versus mode. :)

What's a co-op?
STGT '11 - #1 | STGT '12 - #1
Image
User avatar
Arvandor
Posts: 1680
Joined: Mon Dec 12, 2005 4:00 am
Location: Utah *ugh*

Re: SHMUPs and Co-op: Bests and Worsts

Post by Arvandor »

Ikaruga has provided the most amusement for me co-op, both seriously playing (trying to split up who gets what chains,) and goofy as well (trying to ram each other into walls, killing each other with suicide bullets by switching at a bad time, and especially doing any of those on accident.)

Gradius V wasn't too bad, we played a bit of that multiplayer. The GigaWings are pretty fun, as well as any simplistic game like a Psikyo title. Jamestown is really good also.

Cave games are terrible for mutliplayer. Some of the Mushimodes aren't terrible, but even then it's pretty eh.
Image
User avatar
powersoul
Posts: 255
Joined: Fri Jul 03, 2009 4:30 am
Location: Definitely not from Earth
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by powersoul »

Somewhere on the forum, I did write about a coop game for Deathsmiles. Screen position movement trolling has been mentioned, but I do note a reduced rate of fire for the options, almost down by half. As for fever mode for both players, its doable as long as one of the players can coordinate.

Yeah, its really a lot of bomb spamming, trolling and general laughter when you play with someone else.

Someone mentioned 4 player mode on a shmup? I can't wait to check out a replay on that.
This is my signature. It's so unique, nobody else has it.


Get the picture?
User avatar
Jeneki
Posts: 2641
Joined: Wed Aug 12, 2009 4:56 pm
Location: Minnesota, USA

Re: SHMUPs and Co-op: Bests and Worsts

Post by Jeneki »

powersoul wrote: Someone mentioned 4 player mode on a shmup? I can't wait to check out a replay on that.
We need a quad-ship superplay using both hands and feet.
Typos caused by cat on keyboard.
User avatar
Softdrink 117
Posts: 562
Joined: Sat Sep 15, 2012 4:15 am
Location: Los Angeles
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by Softdrink 117 »

My best experience with coop was in Muchi Muchi Pork, of all things. One of my friends isn't really that into shmups, but for some reason he has a lot of fun with that game, so we do coop runs occasionally. Screen shake makes it hilariously hard, as in all CAVE games, but we never take it seriously, and will often take turns dragging each other into boss patterns for the lulz. We also enjoy yelling at each other for stealing lard: "DAMMIT, THAT WAS MY LARD! GIVE IT BACK!

Worst has to be online play in Ikaruga. It was actually really fun because of how stupid it was, but when connection lag made me die to literally the first set of enemies in the game, I knew things could go nowhere but downhill. My partner and I took turns trolling each other with suicide bullets. Good times.
1CC List | youtube | twitch
I love Ibara.
User avatar
BuckoA51
Posts: 3387
Joined: Sat Oct 02, 2010 10:08 am
Location: Ireland
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by BuckoA51 »

My non-gaming friend and I have played hours of Warblade in co-op, I find it a very fun and relaxing gallery shooter, though I know many of you are rolling your eyes. Does Hard Corps count as a shooter ? The GF and I played that in coop recently and enjoyed it immensely, despite us both rather sucking at it.

I agree about Raiden 2 as well, my flatmate and I at uni used to go down the union bar and play that co-op quite often.
OSSC Forums - http://www.videogameperfection.com/forums
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
User avatar
EmperorIng
Posts: 5239
Joined: Mon Jun 18, 2012 3:22 am
Location: Chicago, IL

Re: SHMUPs and Co-op: Bests and Worsts

Post by EmperorIng »

Nothing beats a good bout of Darius Gaiden in co-op in front of a big-ol' TV.

Giga Wing 2's co-op also gets points for being extremely fun.
User avatar
ProcoTaito
Posts: 140
Joined: Sun Sep 18, 2011 3:57 pm
Location: Silverhawk
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by ProcoTaito »

Getting a couple Genesis Silverhawks together in G-Darius is BADASS!! :D
A Silverhawk pilot says....
I always wanted a thing called tuna sashimi!!
User avatar
Master O
Posts: 272
Joined: Sun Sep 09, 2007 4:19 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Master O »

Shatterhand wrote:Some of the Konami games get a lot better with co-op because you have instant respawns instead of checkpoints.

Gradius Gaiden has already been mentioned, I had a friend with whom I played it a lot. He sucked at it though :D It was the only shmup I ever made him play properly.

I used to play a lot of Salamander on MSX with my younger sister. It was one of her favourite games.
What about Trigon/Lightning Fighters in co-op?
User avatar
Zenzizenzic
Posts: 67
Joined: Fri Feb 08, 2013 5:36 pm

Re: SHMUPs and Co-op: Bests and Worsts

Post by Zenzizenzic »

Good read this thread :)

Was wondering, in your co-op experiences is it also about friendly competition, such as pokingly nicking pickups away from the other player or having separate score meters for each player (which in the end get added up to each other, but still allow for a bit of competing), or just purely about getting through the level while supporting each other with stuff like weapon sets which complement each other? How'd you feel that balance would work out best?
Developing a twin-stick shmup dubbed Zenzizenzic.
User avatar
Monstermug
Posts: 404
Joined: Thu Mar 31, 2011 7:58 pm
Location: London, UK

Re: SHMUPs and Co-op: Bests and Worsts

Post by Monstermug »

Daisenpu is one of the best two player games I have played. Really fun to 1cc with a mate.
User avatar
Kiken
Posts: 3983
Joined: Tue Jan 25, 2005 11:08 pm
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by Kiken »

Zenzizenzic wrote:Good read this thread :)

Was wondering, in your co-op experiences is it also about friendly competition, such as pokingly nicking pickups away from the other player or having separate score meters for each player (which in the end get added up to each other, but still allow for a bit of competing), or just purely about getting through the level while supporting each other with stuff like weapon sets which complement each other? How'd you feel that balance would work out best?
If we're talking about cooperative play, I've always been a proponent of high-level teamwork.
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by Ghegs »

Kiken wrote:
Zenzizenzic wrote:Good read this thread :)

Was wondering, in your co-op experiences is it also about friendly competition, such as pokingly nicking pickups away from the other player or having separate score meters for each player (which in the end get added up to each other, but still allow for a bit of competing), or just purely about getting through the level while supporting each other with stuff like weapon sets which complement each other? How'd you feel that balance would work out best?
If we're talking about cooperative play, I've always been a proponent of high-level teamwork.
I must've said this a dozen times over the years, but I really want to do an R-Type Dimensions co-op no-miss play one day. Such a shame about the lag the connecting player will have to suffer from.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
Zerst
Posts: 480
Joined: Mon Aug 02, 2010 5:21 pm

Re: SHMUPs and Co-op: Bests and Worsts

Post by Zerst »

Radiant Silvergun is actually a ton of fun to play co-op straight up. Your ships are both weaker, and you have to heavily coordinate who kills what, who gets the merry dogs, etc. It also forces you to plan out the derivative chains.

Though this was already mentioned a bunch, a couple years back I ran Ikaruga Deathmatch as part of a tournament I was organizing for a convention. Used the Gamecube's practice modes to set up stages 2/3/4 on Hard as a best 2 of 3.
Dimahoo is a fun game.
<trap15> C is for Bakraid
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by n0rtygames »

Bit of shamless self pimpage here, but I actually put a bit of work in to Co-op while writing Chronoblast. Basically, you can rescue each other if the other guy dies (though this will effect eligibility for TLB conditions) and your scores are combined at the end if you're doing a score attack run.

You mentioned Cave games sucking for co-op and yeah, they generally do. Aimed more towards the solo scoring experience I guess.


Jamestown is good fun though! Give that a whirl with a friend :)

Only downer for me with that game is the last time I played it, they hadn't separated their scoreboards in to solo/coop/team :(
facebook: Facebook
User avatar
Zaarock
Posts: 1881
Joined: Mon Nov 07, 2005 4:18 pm
Location: Finland

Re: SHMUPs and Co-op: Bests and Worsts

Post by Zaarock »

Zerst wrote:Radiant Silvergun is actually a ton of fun to play co-op straight up. Your ships are both weaker, and you have to heavily coordinate who kills what, who gets the merry dogs, etc. It also forces you to plan out the derivative chains.
Too bad the XBLA port has some of the worst netcode I've ever seen :? does sound fun.

Strania is a lot of fun in coop imo because of the weapon variety etc. and has really good netcode if you want to play online, vower desyncs if connections are slow though. Gotta try for a co-op clear in side vower expert some day.
User avatar
Zenzizenzic
Posts: 67
Joined: Fri Feb 08, 2013 5:36 pm

Re: SHMUPs and Co-op: Bests and Worsts

Post by Zenzizenzic »

How does Jamestown actually scale the difficulty up with multiple players? Only had to chance to play it with 2 players at the same time, and it's difficult to say if it was much harder to take down enemies, or if there were more bullets etc.
Developing a twin-stick shmup dubbed Zenzizenzic.
User avatar
Squire Grooktook
Posts: 5997
Joined: Sat Jan 12, 2013 2:39 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Squire Grooktook »

Zenzizenzic wrote:Good read this thread :)

Was wondering, in your co-op experiences is it also about friendly competition, such as pokingly nicking pickups away from the other player or having separate score meters for each player (which in the end get added up to each other, but still allow for a bit of competing), or just purely about getting through the level while supporting each other with stuff like weapon sets which complement each other? How'd you feel that balance would work out best?
Definitely team work. I love the idea of players working together and having each others back, maybe even taking bullets for each other when worst comes to worst.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
Zenzizenzic
Posts: 67
Joined: Fri Feb 08, 2013 5:36 pm

Re: SHMUPs and Co-op: Bests and Worsts

Post by Zenzizenzic »

Squire Grooktook wrote:Definitely team work. I love the idea of players working together and having each others back, maybe even taking bullets for each other when worst comes to worst.
Kiken wrote:If we're talking about cooperative play, I've always been a proponent of high-level teamwork.
Seems like co-op play is valued more compared than "same-screen-competitive" on a first glance :) I'm currently messing about with implementing a mechanic which allows for slowing down time and jumping to a target position and letting loose a shockwave which destroys bullets on arrival at that targeted position. It might play into that supportive gameplay aspect, as you'll be able to use it to save your buddy from a tight spot.
Developing a twin-stick shmup dubbed Zenzizenzic.
User avatar
blackoak
Posts: 1072
Joined: Sun Feb 20, 2011 12:43 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by blackoak »

Recently been playing Brave Blade with my co-pilot friend. Its pretty fun with two players, and it doesn't seem to have the screen shifting problem most verts have in 2P. Good music in that game too.
shmuplations.com - translated game developer interviews and more
support shmuplations on patreon!
User avatar
Squire Grooktook
Posts: 5997
Joined: Sat Jan 12, 2013 2:39 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Squire Grooktook »

I'm curious, are there any really high level super plays out there? One's where it's obvious that not only are both players skilled, but they practiced together to make sure they could make the most out of the co-op.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
Obiwanshinobi
Posts: 7470
Joined: Sun Jul 26, 2009 1:14 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Obiwanshinobi »

I wonder how many people are genuinely interested in online cooperation. Was ANY online game where cooperation is necessary to meet goals truly popular? Counter Strike maybe? (I wouldn't know how co-op it really is.) Even in MMORPGs and Diablo-likes, that favour co-op by design, many folks would rather buy advantage with real money than seek companions.

Surely if online co-op was commonly desired, more games of arcade origins would be brought to the masses this way. Gauntlet: Seven Sorrows (ill-fated for many reasons) is the only such attempt that comes to my mind right now.
Instead, 1vs1 fighters - particulary poor fit for net gaming - all seem to be online these days.
The rear gate is closed down
The way out is cut off

Image
User avatar
ChainsawGuitarSP
Posts: 937
Joined: Mon Mar 14, 2011 2:25 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by ChainsawGuitarSP »

Squire Grooktook wrote:I'm curious, are there any really high level super plays out there? One's where it's obvious that not only are both players skilled, but they practiced together to make sure they could make the most out of the co-op.
Right here. You mean you weren't already subscribed to ReplayBurners? :o
Innovations in Recreational Electronic Media
User avatar
Aquas
Posts: 1575
Joined: Thu Jan 11, 2007 1:37 am
Location: Minnesota, USA
Contact:

Re: SHMUPs and Co-op: Bests and Worsts

Post by Aquas »

I played Mushi Futari Original co-op with one of my non-shmupper buddies. He said he got a headache from playing it. The explosions were too crazy.
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
User avatar
Squire Grooktook
Posts: 5997
Joined: Sat Jan 12, 2013 2:39 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by Squire Grooktook »

ChainsawGuitarSP wrote:
Squire Grooktook wrote:I'm curious, are there any really high level super plays out there? One's where it's obvious that not only are both players skilled, but they practiced together to make sure they could make the most out of the co-op.
Right here. You mean you weren't already subscribed to ReplayBurners? :o
Many thanks.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
blackoak
Posts: 1072
Joined: Sun Feb 20, 2011 12:43 am

Re: SHMUPs and Co-op: Bests and Worsts

Post by blackoak »

Been playing a lot of Jamestown with my friends. We can get to the last form of the final boss on Judgement, but haven't beaten him yet. I would never have thought that "team memo" would be fun, but it really is. And strategizing with everyone between runs, trying new ship combos... its fascinating. The joy of good teamwork when everyone's got the level down is totally unique among shmups imo. We actually found a good use for the Bomber ship, which devastated some of the later bosses. Hasn't worked so well on the last boss so far... we've been trying Gunpowder instead. The regenerating health on the final boss, and the fact it feels like patterns only become "denser" on the real hard difficulties (use that screen space! homing bullets and raizing could teach a thing here) are my only complaints.

By the way, has anyone read this? http://www.co-optimus.com/editorial/976 ... ether.html
A really good essay on co-op shmups, perfect for this thread. These guys deserved a lot more praise than they got, but I understand why it wasn't forthcoming when you look at Steam and see that only 2.5% of players have even cleared a single stage with four players.

We're talking Gauntlet runs when we beat this, and if that ever becomes a reality I'll have to find a way to capture the stream for a possible STGW!
shmuplations.com - translated game developer interviews and more
support shmuplations on patreon!
Post Reply