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

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BulletMagnet
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Re: Racketboy "Defining Shmups" Article - LAST CALL

Post by BulletMagnet »

Gah, I'm not sure where 1989 keeps coming from - it was wrong in the Tatsujin section and it's wrong again here!

Thanks for the catch, will be fixed.
Randorama
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Re: Racketboy "Defining Shmups" Article - LAST CALL

Post by Randorama »

Has to be some freudian slip involving Zero Wing, obviously ;)
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: Racketboy "Defining Shmups" Article - LAST CALL

Post by BulletMagnet »

I think you've got it!

While you're here, anything else (besides Souky :P) that needs addressing?
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Re: Racketboy "Defining Shmups" Article - LAST CALL

Post by Randorama »

Third paragraph of "Raiden" series, typo: "three unque", should be "three unique".

Everything else is ok, according to word editor.

Idea. If you change most (if not all) semi-colons (";") to full stops and capital letter (". X"), then a lot of the sentences become very reader-friendly (20 words or less!). Don't change anything if you don't want to take (small) risks, though.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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BulletMagnet
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Re: Racketboy "Defining Shmups" Article - LAST CALL

Post by BulletMagnet »

Okay, thanks much. :)

I'll leave this here for the rest of the weekend; if nobody else has anything to add by Monday I'll apply the most recent set of corrections and send it off to Racketboy early next week.
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by BulletMagnet »

The article has finally gone live: thanks again to everyone who helped out, hope you like how it turned out!
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by MommysBestGames »

There's a new, long post on Gamasutra about the history of shmups. It's nicely detailed, and also good to have shmups mentioned on the front page of a site like that. Made me think of BulletMagnet's Racketboy article.
http://www.gamasutra.com/blogs/LukeMcMi ... _Study.php
Making an action platformer with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by Squire Grooktook »

One question, the article mentions Raystorm and Crisis having inertia. I played Raystorm, and I don't recall it having any inertia. Was it only in certain stages? Or was that prominent in Raycrisis?
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by BulletMagnet »

MommysBestGames wrote:There's a new, long post on Gamasutra about the history of shmups. It's nicely detailed, and also good to have shmups mentioned on the front page of a site like that.
Thanks for the link; it's obviously a good deal more focused and technical than my writeup but, as you say, good to see out there.
One question, the article mentions Raystorm and Crisis having inertia. I played Raystorm, and I don't recall it having any inertia. Was it only in certain stages? Or was that prominent in Raycrisis?
It's been awhile since I last played Rayforce, but there was definitely some degree of inertia in there, though as you say it's not as immediately obvious as in Crisis - watch the player's left-to-right movements carefully near the beginning of this video, you can see a slight drift in effect.
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by Squire Grooktook »

BulletMagnet wrote:
One question, the article mentions Raystorm and Crisis having inertia. I played Raystorm, and I don't recall it having any inertia. Was it only in certain stages? Or was that prominent in Raycrisis?
It's been awhile since I last played Rayforce, but there was definitely some degree of inertia in there, though as you say it's not as immediately obvious as in Crisis - watch the player's left-to-right movements carefully near the beginning of this video, you can see a slight drift in effect.
I see. I always blamed that on slight input delay on my port. Still it's subtle enough that it's hard to tell it's there (or is that an illusion from the way the camera moves? I dunno.)

I just hope you meant Raystorm up there. I refuse to believe Rayforce has inertia lol.
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.
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by TransatlanticFoe »

Raystorm drifts you slightly towards the centre of the screen, no? My Saturn's not hooked up at the moment so it's been a while since I played it. Rayforce is tight as hell.
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Re: Racketboy "Defining Shmups" Article - IT'S UP!

Post by BulletMagnet »

Squire Grooktook wrote:I just hope you meant Raystorm up there. I refuse to believe Rayforce has inertia lol.
Gah, pardon my typo. :oops:
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