"The Danmaku Game as a New Optical Art, Part I" -rhizome.org

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"The Danmaku Game as a New Optical Art, Part I" -rhizome.org

Post by janrodricks »

http://rhizome.org/editorial/2013/feb/7/danmaku1/

Wasn't sure if this should go here or in "Off Topic"...

I thought this was an interesting coincidence: I just started playing shmups again recently, just started stopping by here for the first time in many years, and just today I stumbled across this article discussing some aesthetic implications of shmups - the first I've ever come across (though I don't think I've ever actually looked for articles like this). Thought I'd post it here for any who might enjoy it.

It's only part 1 of 2, and it contains a lot of general description of shmups, but it eventually started making some points which I found interesting:

"I would submit, then, that it is neither the exceptional level of ‘swarming’ and concomitant destruction endemic to danmaku games, nor the difficulty of achieving mastery over them, that make these games qualitatively different from previous variations on the ‘shooter’ game. Rather, it is something else that has always been inextricable from electronic gameplay: namely, these games’ promise of a unique aesthetic that tests the limits of human optics within a simple agonistic framework that may or may not lose its pulling power as players become progressively immersed in the pure experience of flickering color. In the same way that George Slusser once declared cyberpunk fiction to be an “optical prose […] less a world of conflicts than of textures,”[iv] the games thrive more upon the aestheticization of bewilderment than on the commitment to a narrative that unfolds over each successive chapter or game stage."
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

Not even a word about Pinksweets. The game has some of the best looking bullet patterns I've ever seen.

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Last edited by KAI on Thu Feb 14, 2013 12:13 am, edited 1 time in total.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by EmperorIng »

It saddens me that the only examples in that article are from the Touhou Project.

EDIT: It's a good thing Pink Sweets' bullet patterns look good, because it's quite possibly the ugliest-looking Cave game ever made.
Last edited by EmperorIng on Thu Feb 14, 2013 1:17 am, edited 1 time in total.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Jeneki »

THE MADDER PINK SWEETS GETS, THE more beautiful PINK SWEETS GETS!
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Mortificator »

Though not citing Smash TV or N.A.R.C. specifically, I would point to the sentiments expressed in Simon Gottschalk’s protests as exemplary of the leftist critique of these games.
Right on the fucking money!
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by SuperSoaker360 »

KAI wrote:Not even a word about Pinksweets. The game has some of the best looking bullet patterns I've ever seen.

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Jesus-fuck those look awesome.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by PC Engine Fan X! »

Back in March of 2000, Success Corp. had just released it's Taito G-Net powered Psyvariar Medium Unit arcade shmup in game centers across Japan...it was jaw-dropping awesome to see a skilled player fight the final boss with the beautiful bullet patterns in motion. Quite something to behold, especially in person.

If Success were to develop a proper 3rd Psyvariar sequel, I'm sure it'd be quite something with the new danmaku bullet patterns & newfangled Buzz game mechanics in action to look forward to.

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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by RNGmaster »

EmperorIng wrote:It saddens me that the only examples in that article are from the Touhou Project.
Not a great number of aesthetically attractive patterns outside of Touhou imo. CAVE/Psikyo et al are more about functionality. Maybe his point is, though, that even the "functional" patterns are pretty damn appealing.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

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Vermeer must be rolling over in his grave.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by K.B. »

Shmups are for playing, not for watching.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by AntiFritz »

KAI wrote:
Vermeer must be rolling over in his grave.
What game is that in the middle? I know the other two are futari and dfk.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

Pinksweets I think.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by TrevHead (TVR) »

Image

Exceed 3rd BP has some nice looking bullet patterns
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Tyjet »

I've always regarded Mushihimesama TLB's bullet patterns to be one of the best: http://www.youtube.com/watch?feature=pl ... tyE#t=129s
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by shmuppyLove »

Psyvariar

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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Hagane »

RNGmaster wrote:Not a great number of aesthetically attractive patterns outside of Touhou imo. CAVE/Psikyo et al are more about functionality. Maybe his point is, though, that even the "functional" patterns are pretty damn appealing.
Dragon Blaze tends to have some ornate patterns in boss battles, especially in Technical Bonuses and the second loop. Gunbird 2 too.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Special World »

Please excuse me if I use some of these gorgeous pictures for an article I'm writing :O

ED: the pictures in the link aren't nearly as good!
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Observer »

The Akashicverse has some seriously insane patterns. Same for Hellsinker.

And Samidare/RefRain have great patterns as well :P
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Udderdude »

This is really pointless as it doesn't show the patterns in motion, which is just as important as how they look. D:
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

Special World wrote:Please excuse me if I use some of these gorgeous pictures for an article I'm writing :O
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Use this and spread the awesomeness of Pinsweets.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by ciox »

Article didn't impress me too much, kinda what I expected, someone posting pics of Touhou with a word salad of their own preoccupation's terms and paradigms that barely relates to the subject matter.
MushiHime Sama [Cave / AMI, 2004] relies on a persistent ‘insect world’ motif, which conveniently ties in with present-day theorists’ relating the biological “swarm” to artificial intelligence (particularly Jussi Parikka’s contention that the superorganization of the swarm is “more than the sum of its parts…without an overarching organizational principle guiding the actions of the singularities under one umbrella.”)
:lol:

So I'll just leave this here:
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Naut »

K.B. wrote:Shmups are for playing, not for watching.
Look at this man. Look at how right he is.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Special World »

Hey KAI, do you have any of those in a higher resolution? I'm sure they'd be all pixelly, but natural pixels are better than artificial blow-up pixels.

My blog's text box is 450 pixels wide, so anything higher is ideal. Not sure what I'm gonna do with them yet, but I would like to have cool photos of all sorts of shooters. And those Pink Sweets pics are definitely cool.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Jeneki »

Nah. Want to improve fast? Get a group of people all playing the same game in the same room, all watching each other and combining strategies. Shmup meets are perfect for this.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

Special World wrote:Hey KAI, do you have any of those in a higher resolution? I'm sure they'd be all pixelly, but natural pixels are better than artificial blow-up pixels
Those screenshots are in native res (240x320). If you want I can upload the same image in a higher quality.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Special World »

That would be good; better than me stretching them. Make em as big as you want.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by KAI »

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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by TrevHead (TVR) »

Tyjet wrote:I've always regarded Mushihimesama TLB's bullet patterns to be one of the best: http://www.youtube.com/watch?feature=pl ... tyE#t=129s
Totally agree on the patterens of both Mushi's. If CAVE make a 3rd game I would not be against them ZUN-ing it up alittle by adding different colour.

Infact it makes me wonder why CAVE haven't done this considering how popular ZUNs patterns are with fans and none gamers alike.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Lord Satori »

K.B. wrote:Shmups are for playing, not for watching.
Watching is just as fun as playing. Especially when you're like me, and aren't the best shump player ever.

Anyway, XOP and XOP Black have pretty cool patterns in it. They're a fresh change from the classic CAVE patterns.
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Re: "The Danmaku Game as a New Optical Art, Part I" -rhizome

Post by Squire Grooktook »

Playing is better, but SHMUPS are the most fun genre of video games to watch replays of, along with fighting games.
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