Why shmups are such a niche genre

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StoneofTriumph
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Re: Why shmups are such a niche genre

Post by StoneofTriumph »

Steven wrote: Fri Aug 01, 2025 8:21 am I don't know if this has been mentioned before, and this thread is both ancient and long so I'm not going to check, but do people want shooting games to be mainstream? Why would anyone want that? Isn't that how we get things like Cygni and Sine Mora? It's easy to use those two as the default punching bags, but I'm sure someone somewhere wants more games like those, but...
Not so much mainstream in a AAA sort of way, but big enough that more developers feel confident in taking real risks with new mechanics, level design, visual design, narrative, etc.

Because one of the benefits of having a healthy genre with a large audience is that you can start pushing the boundaries and seeing what new things you can discover without the constant fear of breaking the bank trying.

If 10% of a particular audience likes what you did with your experiment, whether or not you metaphorically starve depends on how big that pie is.
Steven
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Re: Why shmups are such a niche genre

Post by Steven »

Randorama wrote: Fri Aug 01, 2025 3:21 pm Steven, re: Cotton, I think that the "best selling shmups” list that Light1000 posted in the previous page is enlightening. I will repeat it without using quotes, to keep the post "slender":

THE (Partial) LIST

Deathsmiles 360 - 280k across all regions
Parodius Deluxe Pack PSX - 280k (JP)
Twinbee 3 FC - 238k (JP)
Rayforce Saturn - 225k (JP)
Parodius Deluxe Pack Saturn - 180k (JP)
Moero Twinbee FC - 173k (JP)
...

I imagine that these are incomplete numbers but, still, I believe that there is a lot of "cuteness" and/or anthropomorphisation in the top six, with Rayforce being a notable outlier (but the attract screen makes it clear that the pilot is a single courageous woman against an army).

I do not have any relevant sociological/ethnographic evidence at hand, but I suspect that characters of various "genders" (in the Latin sense of the word, i.e. "categories") provide more attractive avatara to more committed fans and more casual fans alike.

As I kid, I had a definite preference for shmups involving characters of some sort (e.g. Thundercade had visible motorcycle drivers, Side Arms had mechas) or at least presenting the pilots of ships and planes (e.g. Proco and Tiat from Darius, who were very visible on the original cab). R-Type has really memorable antagonists in the Bydo and the general Giger-esque design has a morbid charm. Gradius, on the other hand, always struck me as an absurdly anonymously designed series except for the Moai, and I still think Parodius covered that part better (ahem!).
I don't remember when it was, but there was a discussion maybe last year when I did some research on recent STG sales and I found that R-Type Final 2 seemed to be the best-selling modern STG release of the past few years, surpassing M2 Daioujou and everything else that I could find. At least, that's how I remember it, and my memory is terrible, so I'm sure I am forgetting something and I didn't go too far into the past. Those sales figures also don't count the copies that were given to crowdfunding backers, either, so in reality the game "sold" even more copies due to that. I remember that Granzella only had the Kickstarter open for a very short time, maybe even only a single week, so they later did a separate crowdfunding through their own website. I know a lot of people seem to hate Final 2, but I really like it and of all of the games that I've played that released for the first time in the past decade (admittedly not many because lol modern games), I've spent more time playing Final 2 than most of the others.
Randorama wrote: Fri Aug 01, 2025 3:21 pm Gradius, instead, seems to have an inflated social status on this forum due to the NES port from the 1980s, which seems to be a fond memory for people who probably still drink milk before sleeping and wear their sweater inside their trousers. And this comment comes from someone who 1-CC'ed the first two games and Salamander 1+2 in the arcade, a few decades ago.
I've always wondered about the popularity of Gradius. I didn't exist in the 80s, and I only recently started meeting people IRL who had an NES or Famicom at the time, but it always seemed weirdly popular for a game that is supposedly so poorly balanced as to essentially require a no miss beyond a certain point in order to clear. I have spent very little time with it because I've never been satisfied with the autofire selections on ACA (a simple on/off toggle, sadly), but once the M2 collection releases next week, I'm finally going to see what is going on with this game.
Randorama wrote: Fri Aug 01, 2025 3:21 pmRe: Slap Fight 2. I believe that I periodically forget about the Ichikawa-san’s cancelled plan, but anyway it was a bout of the "Walter Mitty syndrome". From time to time, I also need to lose myself in in pointless daydreaming, especially on torrid and work-loaded Friday afternoons :wink:

Whether this is a good period or not for shmups, however...we will see. I wanted to write that we are seeing too many sequels and no new ideas/series, but I will completely change my mind unapologetically and in a completely biased manner if some sequels end up happening in some miraculous way (hint: two mid-90s titleS, lock-on systemS, badass female protagonistS).
Yeah, it's weird because so many of the recent releases are just old games that never had arcade-perfect home versions before. It's still kind of mind-blowing that a seminal game like Hishouzame, which according to Namiki Manabu influenced the entirety of vertical shooting going forward after its 1987 release, never got an arcade-perfect home version until 2022, and R-Type still somehow lacks one entirely. There are still a lot of new games, but I feel like most of the attention has been paid to rereleases of old games and the new games are largely ignored. I made two threads a few years ago, one for M2 Daioujou, an old game from 20 years ago or so that people have been playing for ages and has long been old news, and one for Grand Cross, a really cool and completely new game. I think it is easy to guess which one has like 7 posts in total and which one has almost 30 pages of posts. Oh well.

The death of the new Slap Fight was really disappointing, though. Not sure what happened with that, but I think he was planning on reusing some of the concepts from that in a new game... one that also hasn't appeared yet. He made D Life and its sequel in the meantime, both of which I actually really enjoy, so I'm not going to complain too much. D Life is a weird, genre-defying game, and I love it and its sequel. Really need to get the MIDI controller for them eventually; if you go to events and Ichikawa-san is there, he always sets up his booth with the MIDI controller so people can play the game properly and it's definitely better that way.
StoneofTriumph wrote: Fri Aug 01, 2025 10:23 pm Not so much mainstream in a AAA sort of way, but big enough that more developers feel confident in taking real risks with new mechanics, level design, visual design, narrative, etc.
More Ginga Force, huh? I think people shit on that game WAY too much. It's got strange difficulty settings, persistent unlockable upgrades, no arcade mode, a story, and some very questionable balancing, all of which I am sure most people probably hate, but it also has probably the coolest and most creative stage design I've ever seen. It's the WarioWare of STGs, as the stage gimmicks are all over the place, but that's what makes it a cool game and something being a one-time gimmick isn't necessarily a bad thing. The earlier Cardinal Sins is kind of similar in that every stage gives you something different to do, but same dev, so it's to be expected that at some point he'd want to maybe take the same concept and try something experimental with it. Nobody ever talks about how cool Ginga Force's stages are and people just complain that it has upgrades and a story, which I guess are fair criticisms, but I'd like to see more games do what Ginga Force does with its stages. The upgrades and stuff are just kind of whatever.
Randorama
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Re: Why shmups are such a niche genre

Post by Randorama »

Steven, re: Gradius:

You mention gameplay so I need to make myself more explicit. The whole series had (and still has) a nostalgia-driven pull for those people who have fond memories of the 1980s, NES/Famicom and their childhood. I am relatively sure that it was the only game in the genre accessible to US/EU audiences with a NES/FC unit, so it was possibly the entry point to the genre for many "Gen X" people. Of course, one could cite R-Type, but my conjecture is that the bydo-bashing series was more popular in Europe due to various available ports. During the 1990s, the old (and now defunct) iteration of this forum had a lot of people worshipping Gradius Gaiden for its aesthetic achievements (it looked and sounded great, in my opinion). I am thus relatively sure that the "game" part of "videogame" plays a very small role in the popularity of this franchise.

Re: ports. I believe that the entire Toaplan catalogue was in a limbo for decades, regarding licensing rights. Do you know if this is correct? It might be the case that we had to wait an "eternity" for arcade-perfect versions simply because of copyright but also marketing issues. I keep getting the impression that shmups as a genre slowly started becoming "known" again around 2015 or so, but this conjecture should be tested against the number of releases per year and other relevant information. Once there was a market for "retro games", a market for shmups re-releases became a possibility, and thus companies could invest time and resources to create such ports without necessarily bankrupting.

Re: the Ginga Force comment and old vs. new games. On DOJ vs. Grand Cross, I'd say that it is "Cave vs. non-Cave". There should still be a good 50 people or so, on this forum, that would define "shmups" as "everything that Cave as released, and nothing else". It might have been the case that threads were heavily influenced by the "Cave lobby".

Anyway, people with little understanding of a subject and no awareness of their own ignorance (i.e. experiencing the Dunning-Kruger effect in some way or another) generally ask for novelty but lack the conceptual tools to understand what counts as novelty (e.g. game mechanics), beyond the audio-visual presentation. It does not help that a good deal of "modern" (i.e. 2015-current) shmups tend not to sell their brilliant innovations well, your discussion of Ginga Force being an example. Average fans of this genre seem perennially stuck in their tweens, but maybe fandom is ultimately about cultivating this maladaptive behaviour on purpose.

By the way, many shmups have plots, but personally I like those titles with slender/minimalist presentations (e.g. Rayforce) or at least skippable cutscenes. Narratives are good in books: people should read more books, because I said so.
"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).
Steven
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Re: Why shmups are such a niche genre

Post by Steven »

Randorama wrote: Sat Aug 02, 2025 6:01 am Steven, re: Gradius:

You mention gameplay so I need to make myself more explicit. The whole series had (and still has) a nostalgia-driven pull for those people who have fond memories of the 1980s, NES/Famicom and their childhood. I am relatively sure that it was the only game in the genre accessible to US/EU audiences with a NES/FC unit, so it was possibly the entry point to the genre for many "Gen X" people. Of course, one could cite R-Type, but my conjecture is that the bydo-bashing series was more popular in Europe due to various available ports. During the 1990s, the old (and now defunct) iteration of this forum had a lot of people worshipping Gradius Gaiden for its aesthetic achievements (it looked and sounded great, in my opinion). I am thus relatively sure that the "game" part of "videogame" plays a very small role in the popularity of this franchise.
A lot of people really like Thunder Force IV because of its presentation, and a lot of different people will criticize the game for excelling at those elements while having infinite score exploits and gameplay that is relatively straightforward and 100% pure memo. I'm one of those weird people who consider Thunder Force V to be the best one, so I'm not really sure what to think about that lol

I didn't grow up with Thunder Force, or any shooting games at all, and although my interest began in 2019, I only started playing semi-seriously about three years ago, so I probably have a comparatively neutral perspective regarding most of the genre, so in most cases I have no feelings either way, as there are still so many games I've never played, and there are a bunch of games that I forget exist, like Gradius Gaiden and Gradius IV. In my brain, Gradius skips directly from III to V most of the time, even though I've actually played Gaiden... once.
Randorama wrote: Sat Aug 02, 2025 6:01 amRe: ports. I believe that the entire Toaplan catalogue was in a limbo for decades, regarding licensing rights. Do you know if this is correct?
lol oops I knew I forgot something. Yeah, the licenses. I know the story behind this one, but it's pretty short and straightforward, so it's not very interesting. After Toaplan went bankrupt, the company never actually ceased to exist; it still exists right now. The owner of Toaplan kept all of the IPs after the bankruptcy and just never did anything with them until he licensed them to Tatsujin. That's the end of the story!

Now Toaplan is into gambling addiction prevention games where you play casino games that supposedly somehow don't make you addicted to gambling with Definitely-AI-Generated Discount Bayonetta™.
Spoiler
Image
Never thought that I'd ever type that sentence, but there it is.
Randorama wrote: Sat Aug 02, 2025 6:01 amRe: the Ginga Force comment and old vs. new games. On DOJ vs. Grand Cross, I'd say that it is "Cave vs. non-Cave". There should still be a good 50 people or so, on this forum, that would define "shmups" as "everything that Cave as released, and nothing else". It might have been the case that threads were heavily influenced by the "Cave lobby".

Anyway, people with little understanding of a subject and no awareness of their own ignorance (i.e. experiencing the Dunning-Kruger effect in some way or another) generally ask for novelty but lack the conceptual tools to understand what counts as novelty (e.g. game mechanics), beyond the audio-visual presentation. It does not help that a good deal of "modern" (i.e. 2015-current) shmups tend not to sell their brilliant innovations well, your discussion of Ginga Force being an example. Average fans of this genre seem perennially stuck in their tweens, but maybe fandom is ultimately about cultivating this maladaptive behaviour on purpose.

By the way, many shmups have plots, but personally I like those titles with slender/minimalist presentations (e.g. Rayforce) or at least skippable cutscenes. Narratives are good in books: people should read more books, because I said so.
I think the "CAVE is the only thing that matters" thing was really bad about 15 years ago. Not here; I didn't know this place existed 15 years ago, but I mean online in general. I didn't pay it much attention, especially because I didn't have a 360 at the time, but it sure as hell taught me that CAVE both existed and had a bunch of games on 360. It's died out a lot since then, but I still see it from time to time. I wonder if CAVE's popularity may have actually began with the 360, at least outside of Japan. I'd certainly never heard of CAVE before then, but arcades were long dead and I have always primarily been on PC with consoles as a secondary game system at best and dust collectors at worst, so I wasn't aware of what was going on on consoles anyway, so my knowledge of Japanese games was limited to basically only Sonic for a long time.

So, Ginga Force... yeah, Ginga Force has some problems, but I like the general idea of the stages a lot. It's great and I want to see more games do it. I feel like Ginga Force is underappreciated for what it does very well and instead disliked or hated for what it does awkwardly or poorly, so I think the good aspects of the game outweigh the bad.

If we hypothetically want to make STGs mainstream, or at least just not super niche like they are currently, Ginga Force-ish stage design with Cygni graphics might be a way to do it. Not the only way, but a way. People seem to want shiny graphics and stories and bloated 100-hour playtimes, and Cygni offered all of those, but judging by what I played of it, and later read in posts here and especially Jaimers' amazingly scathing review in his Cygni replay's description box, it forgot to or didn't try hard enough to be a good game along the way. At least if we combine the creativeness of Ginga Force's stages with Cygni's graphical presentation, we should have a game that has unique, varied, generally well-designed, and interesting stages to go with the requisite shininess to attract people who wouldn't otherwise play this genre and give them enough to maybe go look for more STGs once finished. Jaimers review, for those who haven't seen it:
Spoiler
Jaimers wrote:Developed by KeelWorks and published by none other than Konami, CYGNI is the first big mainstream AAA blockbuster Shoot' em Up in quite a while.
With big budget graphics, music and with former Pixar staff working on animation, the game is quite stunning.

Situation around this game feels a little like a deja-vu from when Sine Mora released back in 2012.
That game also made waves from the marketing and budget behind it, even though for all intends and purposes that game was basically a baby’s first shmup but with insane production values.
So now we have another remarkable combination of a studio making a game in a niche they know nothing about, with journalists that know nothing about that niche either, for an audience that also knows nothing. All while claiming the game truly is an innovative subversive masterpiece because shmups sure have come a long way since Space Invaders apparently.
You’re not innovating if all you’re doing is just repeating the same mistakes of the past.

Also known as the Crysis of shmups, since apparently for PC not even an RTX 4090 can run this without performance issues.

The game has two main modes; Story mode and Arcade mode.
Story mode is the usual meta progression mode with permanent upgrades that's stage-based.
While Arcade mode gives you access to all upgrades off the bat and makes you play all the stages in order.

Story mode is kinda weird.
It has 7 stages that are 10+ minutes each without checkpoints and no way to gain progression currency without actually beating a stage.
Slowly progressing through failing doesn't work and playing the game without upgrades also feels terrible. It's kinda the worse parts of both worlds. I can't imagine any hardcore player or casual liking this system.

Arcade mode is locked to Hard mode with only one life.
For some reason you can't even equip every upgrade here, you're limited to only choosing nine.
Arcade also loops indefinitely, but loops don't get harder.
Even in arcade they're finding ways to not allow you to have fun.

The soundtrack consists of a full orchestral score with immersive sound design.
While I think this type of music has its place, I don't think arcade action games are one of them.
These games are all about constant excitement and dopamine, and the music here doesn't really get me pumped to play the game and get me to hum along with the music while shooting enemies.

For level design I can only call this "Tatsujin Ou inspired".
Every section is needlessly dragged out with endless copy and paste of the same few enemies, which makes every section really overstay its welcome.
I wouldn't even say the stages are bad, just the endless dragging out really 'drags' the pacing down to a crawl and makes the game really monotonous. There is maybe like 30 minutes of design here, stretched out to 90 minutes.

The mechanics are strangely obtuse and somewhat counter-intuitive. Like some of the main mechanics are not even explained anywhere in the game and you need to find out about them by asking the devs.
You have 6 blue slots and 6 orange slots. The blue slots act as your shields while the orange slots all act as your missiles, your power level and your shottypes all at once. Shottypes do more damage on the later slots (like +10% on the 6th slot). The idea here is that you want to keep your missiles high because things are going to snowball if you keep losing power.
You get 13 hits before you die though, so you're mostly fine.

A bunch of these systems could have easily been automated, but are instead relegated to separate buttons that you constantly have to micro-manage.
Like items don't automatically refill missiles at max shields and converting shields to missiles doesn't automatically increase your shot power. You have to manually change this every time, it's a lot of annoying busywork that doesn't really add anything meaningful to the game.

The problems start at a more fundamental level though.
Movement has acceleration, so dodging is imprecise and feels bad. Tons of unbalanced and undodgeable patterns where the solution is to just throw a ton of shields at the player.
And nothing that really prevents the players from just circle strafing all the aimed patterns.
From what I hear basically everything went into graphics and everything else was almost an after-thought.

In terms of blockbuster movies, this has more in common with a lot of Marvel movie output: very flashy but without a lot of depth or purpose behind it.
That doesn't mean you can't have fun with it, but it's a very "brain off" game.
I don't know. I think that the reasons that STGs are currently niche are the exact reasons why they are such good games. I almost want to say "it's a waste of time to ponder all of the ways that one could make STGs non-niche or mainstream because all you'd have to do is to make them bad", but I feel it's a bit extreme. Maybe it's right and maybe it isn't. I like STGs the way they are and I don't think I want them to change. There's enough of all styles to appease everyone who actually likes STGs as they currently are, I think, so even if the genre just straight-up died tomorrow and new shooting games stopped being made for the rest of eternity, I somehow feel that I would still be extremely satisfied with the games that currently exist... although I'd still be disappointed about Tatsujin Extreme not existing, but you know, hypothetical situation and whatever.
Randorama
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Re: Why shmups are such a niche genre

Post by Randorama »

Steven, I am going to start quoting specific points, hoping that you do not mind.
Steven wrote: Sat Aug 02, 2025 9:45 am [...]I didn't grow up with Thunder Force, or any shooting games at all, and although my interest began in 2019, I only started playing semi-seriously about three years ago, so I probably have a comparatively neutral perspective regarding most of the genre, so in most cases I have no feelings either way[...]
Ahem. *Clears throat*. Toaplan sucks balls. Hard, very hard.

And now, please tell me that you have a neutral perspective :wink:

But with Gradius, you might want to trawl the old threads from when Gradius V came out. We had the Gradius Gaiden is the bestest game evah! threads on the old forums (1997-2004?). Beyond this, the reasons why players can like something or not might simply be an issue that can be studied with questionnaires, or similar other more precise tools. I suspect that Sengoku Strider at some point found out more information regarding Gradius and its sales/relevance in US, but I cannot seem to find the relevant topic.
lol oops I knew I forgot something. Yeah, the licenses. I know the story behind this one, but it's pretty short and straightforward, so it's not very interesting. After Toaplan went bankrupt, the company never actually ceased to exist; it still exists right now. The owner of Toaplan kept all of the IPs after the bankruptcy and just never did anything with them until he licensed them to Tatsujin. That's the end of the story!

Now Toaplan is[...]
Ah, OK, I see. I admit that I would preferred to remain ignorant about Toaplan's current...activities :wink:
I think the "CAVE is the only thing that matters" thing was really bad about 15 years ago. Not here; I didn't know this place existed 15 years ago, but I mean online in general. I didn't pay it much attention, especially because I didn't have a 360 at the time, but it sure as hell taught me that CAVE both existed and had a bunch of games on 360. It's died out a lot since then, but I still see it from time to time. I wonder if CAVE's popularity may have actually began with the 360, at least outside of Japan. I'd certainly never heard of CAVE before then, but arcades were long dead and I have always primarily been on PC with consoles as a secondary game system at best and dust collectors at worst, so I wasn't aware of what was going on on consoles anyway, so my knowledge of Japanese games was limited to basically only Sonic for a long time.


From memory, once they started porting games on PS2 the forum ended having a "Cave is the truth and nothing else matters" faction that was very active on trolling anyone else. Some people might have grown out of this cult-like, fanatical way of thinking. Probably they became tired of 1-CC'ing Ketsui or something. Nothing worth trawling, as far as I can remember.
So, Ginga Force... yeah, Ginga Force has some problems, but I like the general idea of the stages a lot. It's great and I want to see more games do it. I feel like Ginga Force is underappreciated for what it does very well and instead disliked or hated for what it does awkwardly or poorly, so I think the good aspects of the game outweigh the bad.
Well, but haven't you just defined cult-like fandom? In my experience, this description can also describe how most users on this forum have approached just about any new shmup from 2001 or so, i.e. when I started posting here. Which is typical of cult-like fandom, I believe.
If we hypothetically want to make STGs mainstream, or at least just not super niche like they are currently, Ginga Force-ish stage design with Cygni graphics might be a way to do it.[...]
Now, my simple question is: "Who is "we""? I believe that there are about 200 users who post more or less regularly in this sub-forum, another 100 or so for the High Scores/Strategies forum but not necessarily here, 100 or so on the hardware forum, and another 200 or so in the two off-topic forums. I am probably missing something else, but it's fine. The apparent 25k users that forum seems to have should mostly be bots or people who register once and then visit the forum as guests.

Who, out of these 600 people, would actually be able to "make STGs mainstream"?

If you mean "influence companies in such a way that they will design shmups like mainstream games (and thus, with big budgets)", I guess that an argument could be made by presenting a list of game mechanics and other design features on which all 600 users agree on (on this forum? Ah ah ah, yes), and present it to e.g. Masahiro Yuge-san, asking him to prepare a new shmup implementing those mechanics. Maybe the 600 users can pay in advance for the finished product.

I am not high, but the sarcasm permeating the previous paragraph may not be obvious to every reader.
I don't know. I think that the reasons that STGs are currently niche are the exact reasons why they are such good games.[...]
Personally, I believe that STGs/shmups/whatever have been niche at least since the late 1980s. However, I want to clarify one point below, before I expand further this point.
I almost want to say "it's a waste of time to ponder all of the ways that one could make STGs non-niche or mainstream because all you'd have to do is to make them bad", but I feel it's a bit extreme. Maybe it's right and maybe it isn't. I like STGs the way they are, and I don't think I want them to change. [...]
Productive, useful adults would be out there making money for their families, rather than writing rubbish on internet forums (themselves, niche-like relics of the internet's past) :wink: Personally, I'd be happy to have time and patience to play videogames, these days; at least, I feel a sense of catharsis writing stuff on the interwebs about videogames, so I pursue a goal with these shitposts.

But, back to OP, I believe that there is still this presupposition that "niche" is a word with a negative connotation. I fail to see why this is the case, honestly, and I fail to see why this thread is anything but a load of non-sense reaching disturbing levels of delusional comments from users. I will elaborate.

A niche is often defined, in business, as a "[The] A situation in which a business's products or services can succeed by being sold to a particular kind or group of people" (here). If shmups can be defined as "such a niche genre", maybe it is because they can succeed by selling to a specific group of players. Most genres that were born as arcade genres have now microscopic niches (e.g. puzzle games, I guess) or have more or less disappeared (e.g. single screen platforms outside the perennial re-iteration of Bubble Bobble and the odd Indie game).

On the other hand, Shmups strike me as being similar to other genres like Progressive Rock or Western movies/stories: they might have their moment of popularity, then shifted to smaller niches and sometimes struggled for survival but developed a rude health and a robust dose of anti-fragility.

So, I believe that shmups are such a niche genre because shmups' creators found a definite niche in which the genre could thrive, and with customers who were willing to make the genre succeed.

If we want to continue with a different topic, which might be "How improve survival chances for the genre", I am fine with it, but I will call it quits: I am into a different type of Walter Mitty delusions, these days (Ah, Slap FIght 2, sigh & sob...).
"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).
Steven
Posts: 4168
Joined: Tue May 11, 2021 5:24 am
Location: Tokyo

Re: Why shmups are such a niche genre

Post by Steven »

I'll keep it brief, but yeah, you've reached what I was ultimately hinting at, so might as well go for it without any subtlety now!
Randorama wrote: Sat Aug 02, 2025 11:45 amAhem. *Clears throat*. Toaplan sucks balls. Hard, very hard.

And now, please tell me that you have a neutral perspective :wink:
lol that's why it's a comparatively neutral perspective! There are games that I just outright hate, like most bullet hell, but I still think they are good games. Example? Daioujou: everything that is wrong with bullet hell maximized and shoved into one game. I kind of completely hate everything about this game except the music, but I still think it's a good game, just not one that I enjoy playing. I still play it anyway for some reason. I've actually somewhat started to see why someone might like it recently, too.

Toaplan made some complete shit games, though, with Tatsujin Ou being the best example. It's a terrible game. Do I like it anyway? Sure. Is there any reason to play it aside from graphics and music? Nope, not really, unless someone just wants the satisfaction of maybe clearing a game that is extremely difficult specifically because it's not a good game. At least the graphics are completely fucking insane, easily destroying most modern 2D games with little or no effort at all despite being over 30 years old, and the soundtrack is sublime. That's where the praise ends, though, realistically. I guess it gets you decent cash if you sell the PCB on ebay, so at least that's there too.
Randorama wrote: Sat Aug 02, 2025 11:45 amWho, out of these 600 people, would actually be able to "make STGs mainstream"?
Well... I think the Cygni dev who came here might have tried. The result?

Image

Yeah. I don't like using Cygni as a punching bag, like I said earlier, but it's the easiest one to remember along with Sine Mora. I guess the Sine Mora devs came here too, or something like that. Similar situation there, of course.
Randorama wrote: Sat Aug 02, 2025 11:45 amBut, back to OP, I believe that there is still this presupposition that "niche" is a word with a negative connotation.
There it is! That's the thing that I was hinting at earlier. I see this thread, and people wondering why STGs are niche, and my two immediate thoughts are "Who cares?" and "Good".

Obviously, people who sell STGs as their job care because their jobs/salaries/well-being/etc. depend on it. Aside from them, it doesn't matter at all if these games are niche, I think, and I also think that it's... not necessarily completely pointless but only kind of pointless to consider why we'd want them to be more popular. The genre and the people who make these games don't need popularity to be innovative or creative or take risks. If anything, larger publishers like EA and Activision are probably rather risk-averse anyway, hence the 6000 identical copy/paste asset flips those guys make because they sell well and they demand massive ROI on their ever-increasing development costs and therefore have to sell trillions of copies just to break even. Lol imagine if Activision and EA and Nintendo started making STGs. Actually, Nintendo making an STG with Mario's face or Pokemon plastered all over it would probably be the fastest way of making them mainstream.

Ultimately, this:
Randorama wrote: Sat Aug 02, 2025 11:45 amSo, I believe that shmups are such a niche genre because shmups' creators found a definite niche in which the genre could thrive, and with customers who were willing to make the genre succeed.

If we want to continue with a different topic, which might be "How improve survival chances for the genre", I am fine with it, but I will call it quits: I am into a different type of Walter Mitty delusions, these days (Ah, Slap FIght 2, sigh & sob...).
is really all that it comes down to. Like I said previously, I think I'd actually be okay if the genre died right now and no further new games were made, as although that would suck, I think what's here is enough for a few lifetimes already. Do we REALLY need more, especially if it isn't necessarily up to the standards of older games a lot of the time anyway? Not really, but I don't mind it either.
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Re: Why shmups are such a niche genre

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Steven wrote: Sat Aug 02, 2025 1:10 pm I'll keep it brief, but yeah, you've reached what I was ultimately hinting at, so might as well go for it without any subtlety now!
Oh well, I spent hours ruminating on topics that were floating in my head for a while, so it was not useless to ruminate on it after. My signature might explain why I find this result a good one :wink:
lol that's why it's a comparatively neutral perspective! There are games that I just outright hate, like most bullet hell, but I still think they are good games. Example? Daioujou: everything that is wrong with bullet hell maximized and shoved into one game.[...]
I do not hate any videogames in general, but DOJ was a logical step in a direction that Cave had an interest in taking due to the fans' requests ("more bullets, more complex chains, etc."). I actually believe that DOJ was relatively successful in the arcades but Ketsui was a minor failure, possibly because it was off-putting to anyone expect the ultra-loyalists of the style. I do not remember if there any old interviews with Ikeda-san discussing this matter and how it might have led to subsequent Cave games being more approachable (or, at least, with multiple modes).
Toaplan made some complete shit games, though, with Tatsujin Ou being the best example. [...]
I grew up with Toaplan and adored their games unapologetically, but as I am approaching my 45th birthday I believe that they started with some great, foundational titles (...you know which ones) and slowly petered out with attempts at changing style without having clearly set goals. Tatsujin Ou strikes me as a perfect example: beautiful and with a glorious OST, but it is "more of the same" of a style that I stopped liking when I was 14 or something, i.e. in the mid-1990s. There is a review of Batsugun on this website by the 2003 version of myself, by the way: my 2025 self still loves the game dearly, but probably would not defend the claims made in the review. Oh well, I will return on the topic at a later time.
Yeah. I don't like using Cygni as a punching bag, like I said earlier, but it's the easiest one to remember along with Sine Mora. I guess the Sine Mora devs came here too, or something like that. Similar situation there, of course.
Yes, and I believe that at some point they tried to even explain the genre to people who interacted with them, or something like that. You may find the topics in the archive parts of the forum, perhaps?
There it is! That's the thing that I was hinting at earlier. I see this thread, and people wondering why STGs are niche, and my two immediate thoughts are "Who cares?" and "Good".
There is more. It is not uncommon to create a duality between "mainstream=popular, financially healthy, good, whatever" and "niche=obscure, financially risky, bad, whatever". I would chalk it up to PR departments trying to sell whatever "mainstream" products they sell, but you make a point about "mainstream productions" below that is telling, in my view. I suspect that the creator of OP also opened the thread because not only he espoused this view, but also because he wanted shmups to be loved by the masses ("me likes shmups! All world likes shmups, so all world is like me and me is happy! Happy and normal!"), or some such nonsense. Re-reading the OP, I have this impression.

anyway:
[...]Obviously, people who sell STGs as their job care because their jobs/salaries/well-being/etc.[...]


Yes, I believe that companies still making STGs in 2025 would like to make a living from their endeavours. But again, if STGs are "niche" in the standard sense of the word, this should be a natural result: being "niche" means "knowing your market well and succeeding in selling your product".
If anything, larger publishers like EA and Activision are probably rather risk-averse anyway, [...]
I think that a brief glance at Hollywood or popular tv shows or manga or comics or mainstream music suggests that "mainstream=risk averse". I have no idea on how people can claim otherwise, because daily evidence in real life seems to confirm this simple equation. Whence my mention of the Dunning-Kruger effect and the Walter Mitty fantasies.

Some posts and posters in this thread seem to understand the current mechanics of first world entertainment backwards, as if these posters are getting paid by a PR office from OCP to regurgitate mass propaganda or something. Maybe they are just really, really ignorant and naive (and not too bright?). They live, we sleep, and so on.
[...]Like I said previously, I think I'd actually be okay if the genre died right now and no further new games were made, as although that would suck, I think what's here is enough for a few lifetimes already. Do we REALLY need more, especially if it isn't necessarily up to the standards of older games a lot of the time anyway? Not really, but I don't mind it either.
Nobody needs more of a luxury, at least from I can understand of "real life", but if programmers want to make a living by producing more shmups, it may be convenient for them to know how to succeed in their endeavours. People on this forum need to play less mainstream games, I believe, and more shmups, so they may actually have a grasp of what has made the genre reach the venerable age of (roughly) five decades in relative health. The local users voicing certain concerns may need less Koijima and dungeon crawling and more shmups 1-CC's.

On a concluding note: technically speaking, Heavy Metal is "niche", and billboard-oriented technobabble is "mainstream". Sales might tell a different story, but cultural perceptions veer in that direction, I believe.

Nevertheless, Lady Gaga discovered very early on in her career that Iron Maiden had an impeccable and everlasting bond with their fanbase (i.e. their "niche"), which also doubled as an excellent business model (too lazy to find the original interview). This is particularly interesting, because Iron Maiden reached a massive fanbase by having no radio time, no MTV slots when MTV was a thing, and by singing songs touching upon historical themes, war, SF and whatever else that was not mainstream, while having a zombie cyborg (Eddie) as a mascot. Or, by being "hardcore niche" in some curious sense of the word.

In the happy domain of videogames, we might actually have a similar situation.

Ikaruga might have not sold as much as Street Fighter VI (128k vs. 6 millions copies? SFVI sales can be found online), but had a staff of 13 people, whereas Street Fighter VI had a staff of 1849 people.
On a similar note, Fifa 21 had a staff of 4990 people, though it sold 38 million copies in the first year (also online).

Or, in borderline pointless numbers, one programmer on Ikaruga sold a copy to roughly 9840 players, whereas one programmer on Street Fighter VI sold a copy to roughly 3174 players, and one Fifa 21 programmer sold a copy to roughly 7615 players. I suspect that if we start looking closely at how many people make a shmup and how many players they can, in a sense, reach out with their work, we may suddenly have a genre that has considerable reach that modern massive productions may only dream of, unless they are all-time best sellers.

Of course, I have no idea on what the target sales on each game were, to break even, but I suspect that a game with 13 programmers might require a slightly smaller budget than a game with 4990 programmers and might turn a profit at a relatively lower threshold. Besides, resources are not free. A game like Ikaruga can be created in a big apartment; SF VI and Fifa 21 require a medium-size village (my uni campus hosts 12k people, but I am in China: building complexes can host 5k people, here).

For those who fear the notion of "shmups being so niche", anyway, there is always GTA V to soothe their souls.

Most importantly, though, I am willing to bet with anyone that I will turn all these ruminations in some publishable article in one of those pesky journals on videogames, like these dodgy lads here, and feel zero shame about it (maybe some Catholic guilt, though I am an atheist). Bets will be in zenny coins, of course, and I am willing to take long-term deadlines (e.g. by 2030 or so) :wink:
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Re: Why shmups are such a niche genre

Post by StoneofTriumph »

Steven wrote: Sat Aug 02, 2025 3:33 am More Ginga Force, huh? I think people shit on that game WAY too much. It's got strange difficulty settings, persistent unlockable upgrades, no arcade mode, a story, and some very questionable balancing, all of which I am sure most people probably hate, but it also has probably the coolest and most creative stage design I've ever seen. It's the WarioWare of STGs, as the stage gimmicks are all over the place, but that's what makes it a cool game and something being a one-time gimmick isn't necessarily a bad thing. The earlier Cardinal Sins is kind of similar in that every stage gives you something different to do, but same dev, so it's to be expected that at some point he'd want to maybe take the same concept and try something experimental with it. Nobody ever talks about how cool Ginga Force's stages are and people just complain that it has upgrades and a story, which I guess are fair criticisms, but I'd like to see more games do what Ginga Force does with its stages. The upgrades and stuff are just kind of whatever.
More Ginga Force, Grand Cross, Hydorah, Astebreed, anything that really starts to explore what's possible with level/gameplay design and control schemes outside of the arcade format. I don't care if people hated what Ginga Force did, at least it wasn't Yet Another Cave Clone. DoDonPachi already aggressively exists and I don't need another one.

One of the things I've chosen to reckon with vis a vis shmups and their appeal is the fact that many shmups that will never see the inside of a commercial cabinet keep on getting designed with an arcade mindset when the video game arcade stopped being a universal cultural touchstone 10, 15, even maybe 20 years ago. A lot of the mentality required to approach shmups is basically applicable to all made-for-arcade action games, but the '80s and '90s are gone and aren't coming back. So a lot of these games are acting like there's an audience to appeal to that doesn't exist the way that it used to, so shmups have ended up as a shrinking niche in a growing hobby.

I don't know what the answer to that is, but it probably involves shmups getting weird for a while in ways that a particular kind of veteran may not necessarily like.
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Re: Why shmups are such a niche genre

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Steven wrote: Fri Aug 01, 2025 8:21 am do people want shooting games to be mainstream?
Personally, I think that we've already essentially seen this happen through the new indie wave of twinstick roguelites, if you count twinsticks to be shmups. Of course, this is kind of an unsatisfactory answer, since it's obvious that the shmup part of these games are not the main focus and that's why they're allowed to get away with being pretty mediocre, (it's just a vehicle for the progression systems) but that in it of itself is also an answer. The mainstream will never enjoy playing shmups for the sake of playing of shmups. That's why outside of the aforementioned twinstick roguelites, the most popular shmup ever is probably Tyrian.
It's not like it would be necessarily impossible for a roguelite or a euroshmup to have good shmup gameplay, but it's practically impossible outside of niche cases like Star of Providence or Ginga Force since 99% of shmup devs who care to make a good shmup will just make an arcade game and 99% of euroshmup/roguelite devs have never played a good shmup / know that their playerbase won't actually care about how good the shmup part is.
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Re: Why shmups are such a niche genre

Post by jehu »

People want STGs to get popular without compromising the design sensibilities that animate the genre’s current diehard audience.

Hoards of unsuspecting gamers, once seduced by mainstream gaming trends, will all suddenly have their minds transformed by the joys of tighter design principles in one grand epiphany.
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Re: Why shmups are such a niche genre

Post by HELLEPHANT »

jehu wrote: Sat Aug 02, 2025 10:14 pm Hoards of unsuspecting gamers, once seduced by mainstream gaming trends, will all suddenly have their minds transformed by the joys of tighter design principles in one grand epiphany.

Either that, or they'll take to Youtube and make a 10 hour long video essay on "artificial difficulty" >_>
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Re: Why shmups are such a niche genre

Post by DietSoap »

Usually you want a genre to be popular to get more stuff made in that genre, but shmups are weird in that they're still getting an assload of really high quality new games released every year despite being niche. We have it insanely good compared to fans of most other genres. We get the quality and quantity without having the typical drawbacks of high popularity.
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Re: Why shmups are such a niche genre

Post by Sima Tuna »

DietSoap wrote: Sat Aug 02, 2025 10:33 pm Usually you want a genre to be popular to get more stuff made in that genre, but shmups are weird in that they're still getting an assload of really high quality new games released every year despite being niche. We have it insanely good compared to fans of most other genres. We get the quality and quantity without having the typical drawbacks of high popularity.
I think it's because shmups are relatively easy to program from an indie programming perspective, despite the high level of skill required to make a good shmup.
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Re: Why shmups are such a niche genre

Post by solycobre »

Times are changing. The best route i can think of is mobile ones. I discovered a lot of good ones and the touch controls give you the speed for macro and pinpoint accuracy for micro dodging. The issues i've found is a lack of a good story or original setting. Inserting "modern" features could help as well like internal currency for buying characters, liveries, even more kinds of shoot types. But there is a risk of slowly turning your game into an azure lane-like. So you have to be careful.
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Re: Why shmups are such a niche genre

Post by Steven »

I don't really have much to add, but there are a handful of things.
Randorama wrote: Sat Aug 02, 2025 4:54 pmI actually believe that DOJ was relatively successful in the arcades but Ketsui was a minor failure, possibly because it was off-putting to anyone expect the ultra-loyalists of the style. I do not remember if there any old interviews with Ikeda-san discussing this matter and how it might have led to subsequent Cave games being more approachable (or, at least, with multiple modes).
That sucks because Ketsui is by far the better game in pretty much every aspect. I actually kind of like Ketsui for some reason even though I probably shouldn't. Haven't played it much, though, just a handful of hours.
Randorama wrote: Sat Aug 02, 2025 4:54 pmFor those who fear the notion of "shmups being so niche", anyway, there is always GTA V to soothe their souls.
Now there's a game/series that I've never understood the appeal of at all. You... drive around in an open world-ish thing (yuck!) and turn prostitutes into roadkill with your car or something? Or shoot them, maybe? I don't know, and I don't get it. I also don't want to know or get it.
Light1000 wrote: Sat Aug 02, 2025 9:46 pmthe most popular shmup ever is probably Tyrian.
Shouldn't it be Space Invaders? Space Invaders has become an irreversible part of human culture. Tyrian isn't. I'd never even heard of Tyrian until like two or three years ago.
HELLEPHANT wrote: Sat Aug 02, 2025 10:28 pm
jehu wrote: Sat Aug 02, 2025 10:14 pm Hoards of unsuspecting gamers, once seduced by mainstream gaming trends, will all suddenly have their minds transformed by the joys of tighter design principles in one grand epiphany.
Either that, or they'll take to Youtube and make a 10 hour long video essay on "artificial difficulty" >_>
lol they're going to do that anyway, regardless of the fact that all difficulty in video games is artificial because it is made by humans. People really should spend more time with their dictionaries instead of whatever it is they do instead. Youtube in its current form was a mistake.
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Re: Why shmups are such a niche genre

Post by Randorama »

Steven wrote: Sun Aug 03, 2025 2:49 am I don't really have much to add, but there are a handful of things.
It was a pleasure; I will wrap up, too.
That sucks because Ketsui is by far the better game in pretty much every aspect. I actually kind of like Ketsui for some reason even though I probably shouldn't. Haven't played it much, though, just a handful of hours.
In DOJ players can carefully avoid the use of hypers, and the game is perhaps even easier than DDP. If you play some more Ketsui, you will notice that the game is uncompromising: you either learn to avoid tons of bullets without any actual lulls in the Stage flow, or you will end your credit quickly (Stage three, I guess?). I do believe that the game had a second life and enjoyed a good success with the advent of newer ports, though. I absolutely adore its design (helicopters! shoot-out to Taito's Tokyo on Stage one!) but achieved a 1-All once and acknowledged that it is too tough for me.
Now there's a game/series that I've never understood the appeal of at all. You... drive around in an open world-ish thing (yuck!) and turn prostitutes into roadkill with your car or something? Or shoot them, maybe? I don't know, and I don't get it. I also don't want to know or get it.
I believe that "players" need to complete a lot of micro-missions revolving around being a gangsta or something. I have memories of an acquaintance celebrating it because he could "play" the game while being stoned and drunk after work without "failing", and actually complete micro-missions. I can see the point, honestly, and I am sure that there might be a useful lesson to be learnt somewhere, but I'd be curious to know if the average shmupper plays while being stoned (drunk, I think that we had an hilarious thread about the topic).
[...] People really should spend more time with their dictionaries instead of whatever it is they do instead.[...]
Oh well, the thread is based on a very specific interpretation of the word niche that dictionaries seem not to report. As someone getting paid to do linguistics (and semantics/lexicography, among other sub-domains), I of course endorse individuals' rights to use words as they want. Word uses may however be culturally or conceptually "loaded", so a bit of reflection before using words casually and/or in highly idiosyncratic manners might be useful.

See you next summer for another round of mildly irrational whining, folks :wink:
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Re: Why shmups are such a niche genre

Post by Lemnear »

AGermanArtist wrote: Fri Aug 01, 2025 2:08 pm There are some very capable people on the forum I'd like to see more from. I really enjoyed Space Moth and Crisis Wing. I think Trap's working for Exa now amirite? The forum could pool resources and back its own games. I'm on good terms with a guy I used to work with who recently did art/animation for Shredder's Revenge and Toxic Crusader. I get good mate's rates with Paul Nicholson (the guy who does art/design for Aphex and me <---) and Carl Finlow and a bunch of other people like James Shinra for example who'd only be too pleased to work on a videogame. I know Finlow would for sure, he reads Edge and loves videogames. A shmup with some real dark electro vibes from someone like Finlow would be a selling point.
I'm nobody and I don't have the skills to create a game, but I at least know what I want.

If such a project ever happens, make it synesthetic; the music and what happens on screen (enemy patterns and movements) must be in sync with the music for extreme immersion in the action. Maybe even take a risk, with some songs completely sung, pieces at 142/153 BPM; in short, take risks not in the gameplay but in the audio-visual aspect [Tetris Effect for example].
It must inebriate all the senses a video game can touch (sight, hearing, and in the case of the Dualsense, touch).
Wherever it can strike, it must, even with a short but very intense story (an opening and closing cinematic is enough).
I'd also avoid the classic stereotype of an invasion of some sort—no desire for multiversal conquest by enemy armies, alien races, or robots—but a war waged by the protagonist alone to save his beloved from the main villain, who is also in love with the same woman. Cathartic, tragic, epic, with blood, tears, and explosions.

PS: But if the final boss isn't inspired by the final boss of Radiant Silvergun (but with more upbeat music), I'll get angry :lol: :x

I can't understand why the most beautiful visual representation of a boss has never been replicated in a shmup. I'd like something similar, but with a mecha. The same goes for G-Darius, the pinnacle of how a shmup should be presented. And today, this is even more true than in the past, especially since nostalgic pixel art is starting to feel trite and out of place (with the exception of re-releases or games released directly on older platforms).

Lemnear's fantasizing: https://streamable.com/9sov7w

Okay, now that I've said the bullshit of the day I can go.
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Re: Why shmups are such a niche genre

Post by Sweatlord_STG »

The reason why shmups are such a niche genre is because most people just suck. Very simple. 8)
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