Dadshmup design vs Danmaku shmup design

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Steven
Posts: 3997
Joined: Tue May 11, 2021 5:24 am
Location: Tokyo

Re: Dadshmup design vs Danmaku shmup design

Post by Steven »

You can still be very proactive in bullet hell. Ketsui and Crimzon Clover come to mind, especially if you are playing for score, in which case you have to. Mars Matrix as well, if you want to be like Japanese Wikipedia and consider that bullet hell.

I'm not sure if I would call Mars Matrix bullet hell or not, but I will say that it's an awesome game, even with the odd one-button thing.

lol I found some official Mars Matrix art that literally says bullet hell, so I guess that's officially what it is, whether one thinks so or not:
Spoiler
Image
User avatar
Sumez
Posts: 8740
Joined: Fri Feb 18, 2011 10:11 am
Location: Denmarku
Contact:

Re: Dadshmup design vs Danmaku shmup design

Post by Sumez »

Dadmaku
User avatar
Lemnear
Posts: 1086
Joined: Wed May 31, 2023 9:49 am
Contact:

Re: Dadshmup design vs Danmaku shmup design

Post by Lemnear »

Steven wrote: Thu Apr 24, 2025 10:20 am You can still be very proactive in bullet hell. Ketsui and Crimzon Clover come to mind, especially if you are playing for score, in which case you have to. Mars Matrix as well, if you want to be like Japanese Wikipedia and consider that bullet hell.

I'm not sure if I would call Mars Matrix bullet hell or not, but I will say that it's an awesome game, even with the odd one-button thing.

lol I found some official Mars Matrix art that literally says bullet hell, so I guess that's officially what it is, whether one thinks so or not:
Spoiler
Image
Yes you can, but that's the difference. In one you can, in the other you MUST, take Raiden for example (and in a certain sense also R-Type/Pulstar), if you don't immediately eliminate everything that enters the screen you will hardly get out alive.

Thinking about it, you/me/someone should make a graph, between Bullet Density (Danmaku-ness), Bullet Speed ​​(Dodge Difficulty/Old-School-ness). And place the various shmups in it. Because in the end it's more of a gradual nuance than a real genre break with the exception of some extremes.
Steven wrote: Mon Apr 21, 2025 12:32 am Bullet hell sucks because
  • Vaguely defined, tiny hurtbox that results in a lot of both "how the fuck did I die, there was nothing anywhere near me!" and "how the fuck did I not die, I should have gotten annihilated!" but is necessary to survive the enemy bullet vomit
  • Too much focus on awful, needlessly complex scoring systems that only a handful of people understand or chaining, which is boring/annoying and not fun
Can I apply the bold sentence to Elden Ring too?
Oh my god, I think the one below too

Why this hatred towards bullet-hell? Do you see that you like some of them :D like Batsugun, Mars Matrix or Crimson Clover? ù_ù
User avatar
BareKnuckleRoo
Posts: 6649
Joined: Mon Oct 03, 2011 4:01 am
Location: Southern Ontario

Re: Dadshmup design vs Danmaku shmup design

Post by BareKnuckleRoo »

I don't see why Batsugun can't be a bullet hell game. It's got a small hurtbox, bullet diarrhea, and a dumb scoring system that nobody likes (milking stage 4 boss, in this case. Boring!).
Its bullet count simply isn't dense enough to qualify. There's one or two patterns that involve navigating denser shots, but a lot of the time it relies on a lot of very unusual things like homing bullets you need to make wide movements to avoid and misdirect at times, and the hitbox is fairly large in Batsugun compared to the much smaller size in Batsugun Special. It's considered to be a precursor to bullet hell game, similar to Donpachi in that regard in that it was an in-between game before bullet hell style games started to really be established as a genre. Arguably Dodonpachi was one of first to really qualify with its tiny hitbox and very dense patterns to navigate.
Steven
Posts: 3997
Joined: Tue May 11, 2021 5:24 am
Location: Tokyo

Re: Dadshmup design vs Danmaku shmup design

Post by Steven »

Lemnear wrote: Thu Apr 24, 2025 12:47 pm
Steven wrote: Mon Apr 21, 2025 12:32 am Bullet hell sucks because
  • Vaguely defined, tiny hurtbox that results in a lot of both "how the fuck did I die, there was nothing anywhere near me!" and "how the fuck did I not die, I should have gotten annihilated!" but is necessary to survive the enemy bullet vomit
  • Too much focus on awful, needlessly complex scoring systems that only a handful of people understand or chaining, which is boring/annoying and not fun
Can I apply the bold sentence to Elden Ring too?
Oh my god, I think the one below too
I don't know, I've never played it and don't know anything about it...
Lemnear wrote: Thu Apr 24, 2025 12:47 pmWhy this hatred towards bullet-hell? Do you see that you like some of them :D like Batsugun, Mars Matrix or Crimson Clover? ù_ù
lol it's in the thing you quoted.

I don't really care for Batsugun, though. It's... acceptable, but ultimately not especially interesting compared to most of the older Toaplan games, most of which do literally everything better: stage design, enemy placement, music, graphics, scoring, pacing (sometimes)... yeah. I do totally understand liking the short run time of Batsugun's... 15 minutes? 20 minutes? However long it is. It's ultra short, but that's not a bad thing. I am pretty sure it's longer than Hishouzame loop 1 (about 15 minutes and 59 seconds, provided that you no miss no bomb and pick up all of the bombs in the game), and it's definitely longer than Hishouzame loop 2 and Slap Fight, which come in at like 12 minutes each. Compare it to the 50 minute runtime of Zero Wing and yeah.

Crimzon Clover I can't explain. I just like it for some reason. I don't even really care for the graphics or music at all, but the gameplay is good, perhaps because it's bullet hell Soukyuugurentai with a very aggressive playstyle. Speaking of Soukyuugurentai, Mars Matrix has the same attitude and style that Soukyuugurentai has. Unlike Soukyuugurentai, it's extremely difficult right from the start. It does technically have a form of chaining, which I said I don't like, but it doesn't seem to bother me with Mars Matrix.
BareKnuckleRoo wrote: Thu Apr 24, 2025 2:25 pm
I don't see why Batsugun can't be a bullet hell game. It's got a small hurtbox, bullet diarrhea, and a dumb scoring system that nobody likes (milking stage 4 boss, in this case. Boring!).
Its bullet count simply isn't dense enough to qualify. There's one or two patterns that involve navigating denser shots, but a lot of the time it relies on a lot of very unusual things like homing bullets you need to make wide movements to avoid and misdirect at times, and the hitbox is fairly large in Batsugun compared to the much smaller size in Batsugun Special. It's considered to be a precursor to bullet hell game, similar to Donpachi in that regard in that it was an in-between game before bullet hell style games started to really be established as a genre. Arguably Dodonpachi was one of first to really qualify with its tiny hitbox and very dense patterns to navigate.
Okay, so what is the exact number of bullets we need to be bullet hell?

It's a semi-rhetorical question, of course, but it's still interesting to consider. At least, I think it is. For the record, I think it is most likely not a bullet hell game, but it is much closer to what is considered bullet hell than something that isn't, so "in between" is probably the best answer, but if that wasn't a choice and I was only allowed to choose between "bullet hell" and "not", I'm choosing bullet hell.

Ultimately, I don't think it actually even matters because "bullet hell" doesn't have a formal or official definition, so...
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Dadshmup design vs Danmaku shmup design

Post by BIL »

Sumez wrote: Thu Apr 24, 2025 11:46 amDadmaku
Image + Image
User avatar
Lethe
Posts: 469
Joined: Tue Mar 03, 2020 9:49 am

Re: Dadshmup design vs Danmaku shmup design

Post by Lethe »

Lemnear wrote: Thu Apr 24, 2025 12:47 pmThinking about it, you/me/someone should make a graph, between Bullet Density (Danmaku-ness), Bullet Speed ​​(Dodge Difficulty/Old-School-ness).
You've reminded me of that aspirant shmupdev who asked IRC for feedback on the pattern he'd made. His boss stayed completely still and had limited firing angles with safespots between them, and he didn't understand what the flaw was. He was desperate to make it really hard, so people kept telling him JUST ADD MORE BULLETS and FASTER BULLETS, and he kept doing it until the screen was full of useless shit flying around at lightspeed and it didn't help at all. Does anybody know what I'm on about? It's in a thread on here. Or is this just the dementia talking again?

Anyway, I'm sure you can guess why I'm bringing this up while quoting your idea.
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

SHOESAMA PBUH / TWIDDLE COME HOME

Post by BIL »

Lethe wrote: Thu Apr 24, 2025 4:20 pmDoes anybody know what I'm on about?
Fuck yeah you know I do, that's AMAZEING SHUMP GAPELAY :cool: Will see if I can chase it up!

EDIT: Damn I'm good. ;3

ORIGINAL SIGHTING / REACTIONZ ON THE RADER Ah man, all my favourite people, including Ed who I'm now mortal enemies with, life some sad shit >w<

Anyway yes, amazing :shock:
User avatar
Lemnear
Posts: 1086
Joined: Wed May 31, 2023 9:49 am
Contact:

Re: Dadshmup design vs Danmaku shmup design

Post by Lemnear »

Steven wrote: Thu Apr 24, 2025 2:36 pm
Lemnear wrote: Thu Apr 24, 2025 12:47 pm
Steven wrote: Mon Apr 21, 2025 12:32 am Bullet hell sucks because
  • Vaguely defined, tiny hurtbox that results in a lot of both "how the fuck did I die, there was nothing anywhere near me!" and "how the fuck did I not die, I should have gotten annihilated!" but is necessary to survive the enemy bullet vomit
  • Too much focus on awful, needlessly complex scoring systems that only a handful of people understand or chaining, which is boring/annoying and not fun
Can I apply the bold sentence to Elden Ring too?
Oh my god, I think the one below too
I don't know, I've never played it and don't know anything about it...
Lemnear wrote: Thu Apr 24, 2025 12:47 pmWhy this hatred towards bullet-hell? Do you see that you like some of them :D like Batsugun, Mars Matrix or Crimson Clover? ù_ù
lol it's in the thing you quoted.

I don't really care for Batsugun, though. It's... acceptable, but ultimately not especially interesting compared to most of the older Toaplan games, most of which do literally everything better: stage design, enemy placement, music, graphics, scoring, pacing (sometimes)... yeah. I do totally understand liking the short run time of Batsugun's... 15 minutes? 20 minutes? However long it is. It's ultra short, but that's not a bad thing. I am pretty sure it's longer than Hishouzame loop 1 (about 15 minutes and 59 seconds, provided that you no miss no bomb and pick up all of the bombs in the game), and it's definitely longer than Hishouzame loop 2 and Slap Fight, which come in at like 12 minutes each. Compare it to the 50 minute runtime of Zero Wing and yeah.

Crimzon Clover I can't explain. I just like it for some reason. I don't even really care for the graphics or music at all, but the gameplay is good, perhaps because it's bullet hell Soukyuugurentai with a very aggressive playstyle. Speaking of Soukyuugurentai, Mars Matrix has the same attitude and style that Soukyuugurentai has. Unlike Soukyuugurentai, it's extremely difficult right from the start. It does technically have a form of chaining, which I said I don't like, but it doesn't seem to bother me with Mars Matrix.
yes? exactly, that's what I quoted for this I asked, despite the flaws you listed "there is something" in Crimson Clover.


Batsugun has some real bullet hell points, for example Jupiter really gives me that vibe, or Mad Steel Darkness too.
While Madzella and Ground of the Galaxy are much more Old-School.

So was my connection between "aggressive gameplay" and "old-school" correct? Do those who prefer the old-school style prefer proactive gameplay where they have the reins of the action?
While those who prefer danmaku want to "navigate the action" instead?

However, the term Bullet-Hell has been used by the developers themselves regarding some games, so it must have some meaning.
User avatar
Lemnear
Posts: 1086
Joined: Wed May 31, 2023 9:49 am
Contact:

Re: Dadshmup design vs Danmaku shmup design

Post by Lemnear »

Lethe wrote: Thu Apr 24, 2025 4:20 pm
Lemnear wrote: Thu Apr 24, 2025 12:47 pmThinking about it, you/me/someone should make a graph, between Bullet Density (Danmaku-ness), Bullet Speed ​​(Dodge Difficulty/Old-School-ness).
You've reminded me of that aspirant shmupdev who asked IRC for feedback on the pattern he'd made. His boss stayed completely still and had limited firing angles with safespots between them, and he didn't understand what the flaw was. He was desperate to make it really hard, so people kept telling him JUST ADD MORE BULLETS and FASTER BULLETS, and he kept doing it until the screen was full of useless shit flying around at lightspeed and it didn't help at all. Does anybody know what I'm on about? It's in a thread on here. Or is this just the dementia talking again?

Anyway, I'm sure you can guess why I'm bringing this up while quoting your idea.
But I didn't mean for game design, but for a classification issue :shock:
There are a group of games that are in a gray area.
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Dadshmup design vs Danmaku shmup design

Post by BIL »

Lemnear wrote: Thu Apr 24, 2025 4:44 pmBut I didn't mean for game design, but for a classification issue :shock:
There are a group of games that are in a gray area.
Yeah I agree tbh. This too:
Because in the end it's more of a gradual nuance than a real genre break with the exception of some extremes.
I was gonna say GOOD JARB like BLASTWIND EMCEE but my overall ennui for the subject dragged me down. 3;

STGs, like FTGs and beltscrollers etc, are more a format than a genre to me. Tweak parameters for desired result. That's not a slight but the highest praise, there's a rich spectrum of possibilites yet no room for the tedious direct-to-VHS horseshit that infests more console-centric genres. Wow, muh zombie survival lesbian morality simulator TPS! Put the fries in the bag asswipe
Last edited by BIL on Thu Apr 24, 2025 6:18 pm, edited 2 times in total.
User avatar
Lemnear
Posts: 1086
Joined: Wed May 31, 2023 9:49 am
Contact:

Re: SHOESAMA PBUH / TWIDDLE COME HOME

Post by Lemnear »

BIL wrote: Thu Apr 24, 2025 4:23 pm
Lethe wrote: Thu Apr 24, 2025 4:20 pmDoes anybody know what I'm on about?
Fuck yeah you know I do, that's AMAZEING SHUMP GAPELAY :cool: Will see if I can chase it up!

EDIT: Damn I'm good. ;3

ORIGINAL SIGHTING / REACTIONZ ON THE RADER Ah man, all my favourite people, including Ed who I'm now mortal enemies with, life some sad shit >w<

Anyway yes, amazing :shock:
This will be my new screensaver!

_____________________________

I don't want to say anything but Karous which is made by professional developers has the same defect :roll:
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: SHOESAMA PBUH / TWIDDLE COME HOME

Post by BIL »

Lemnear wrote: Thu Apr 24, 2025 4:51 pmI don't want to say anything but Karous which is made by professional developers has the same defect :roll:
Yeah you can make something of Karous though ;3

YOU SEE THEM SKILLZ >83 (ranking RAYBADMAN R-Gray1 in thread Image)

Also VERSATILITY :o While those lame eroshumps - STEAM HEART'S COOF COOF - call themselves fapping games, this is A LITERAL ONE that's also a functional scoring challenge! :shock: HANDS-FREE GAMEPLAY + HARDCORE INH DVD TECHINQUE Image

Just not at the same time! Well probably not. Takes all sorts, that's what my old man *coof* I mean DAD told me! FUCK YOU DAAAD, I WANNA RAWK Image (The Theme Of Danmaku Shmup Design™) Image Image Image

Oh wait that was Radirgy INH covered wasn't it. Or was it both? Hmm.
User avatar
Lethe
Posts: 469
Joined: Tue Mar 03, 2020 9:49 am

Re: Dadshmup design vs Danmaku shmup design

Post by Lethe »

Lemnear wrote: Thu Apr 24, 2025 4:44 pmBut I didn't mean for game design, but for a classification issue :shock:
There are a group of games that are in a gray area.
The abstract bit we agree on. What I'm (pedantically) getting at is that the criteria don't mean anything. You have the game with the densest and fastest bullets: it's ProtoShip. Does it have anything worthwhile in common with anything else? Fuck no, comparing it to other games makes no sense at all. So its position in the hypothetical extreme top-right of the chart tells us nothing. You've already started looking at things in terms of exact contexts, so you might as well start treating it as a format over a genre (or two blended genres), as BIL so succinctly put it.
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

I: DO IT HARD AND DO IT FAST II: DO IT SLOW AND DO IT DEEP (*'ω' *)

Post by BIL »

An interesting bit of wilful de-calibration: NMK Macross's final stage. Doesn't look very busy, but is in fact a disturbingly unsurvivable-sans-bomba car crusher. Beyond the hated dogpiles, those pincer strikers will wrench your wrist and trip your ankle and slam your face into the urinal cake before you can say KAKIZAKIIII, unless you keep your finger on that generously-stocked, instantly conflict-ending trigger. Ha! You had me all trussed up then BLAOWW! Somebody call the ambulance but not for me! Sorry kids this is getting rather graphic 3;

Trim the hit+hurtboxes, mayyybe up the ship speed just a tick, and would be Muh DREAM HAX™ for sure. Well, Dream Tweax. Dream Hack would be button-per-weapon with metered switching for that REAL HYPERDUEL FEEL, fawwwk yeah Image

As is, nothing like the preceding six stages' superb Fast Aimed Shotters™ aka Shump Ur Dad LIEK Image A loop that rides the absolute redline of NMK's "Pull a grenade in a gunfight! Do it pussy! :3" make/model, only to tumble over with a BOMBAAA resource 'em up bungee cord attached at 11th hour.

I rove it - I am ur dad after all, speaking of good rides - but it coulda used some... DANMAKU SHUMP DESIGN >83
NOT SAFE FOR DADS (■`w´■)
Image
eg Thunder Dragon 2, which nobody would ever call danmaku. Dangunmaku, maybe, but not the fuck really. IIIRC anyway! Been a while since I read a ShumpChat outside ACA or Dick Stock. Image
User avatar
Lemnear
Posts: 1086
Joined: Wed May 31, 2023 9:49 am
Contact:

Re: Dadshmup design vs Danmaku shmup design

Post by Lemnear »

Lethe wrote: Thu Apr 24, 2025 6:12 pm
Lemnear wrote: Thu Apr 24, 2025 4:44 pmBut I didn't mean for game design, but for a classification issue :shock:
There are a group of games that are in a gray area.
The abstract bit we agree on. What I'm (pedantically) getting at is that the criteria don't mean anything. You have the game with the densest and fastest bullets: it's ProtoShip. Does it have anything worthwhile in common with anything else? Fuck no, comparing it to other games makes no sense at all. So its position in the hypothetical extreme top-right of the chart tells us nothing. You've already started looking at things in terms of exact contexts, so you might as well start treating it as a format over a genre (or two blended genres), as BIL so succinctly put it.
But the graph would have only indicated the speed and quantity (approximately) of the bullets, not the quality of the titles.
A sort of chromatic scale between one extreme (Old-School) and the other (Danmaku). You can't evaluate quality like that, in addition to being subjective, there is also the TOP25 for this, more or less :lol: .
So yes, it ends up straight in the top right corner, approximately DDP is in the bottom right corner (not exactly the corner because there are danmaku with more bullets, but it's to give you an idea). Raiden/Toaplan-Style in the top left corner and things like Aleste in the bottom left corner, approximately.
User avatar
Sengoku Strider
Posts: 2494
Joined: Wed Aug 05, 2020 6:21 am

Re: Dadshmup design vs Danmaku shmup design

Post by Sengoku Strider »

Sumez wrote: Thu Apr 24, 2025 11:46 amDadmaku
Mullet Hell

Image
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

DadDonePatchy: MULLET STORM

Post by BIL »

Sengoku Strider wrote: Fri Apr 25, 2025 12:50 pm
Sumez wrote: Thu Apr 24, 2025 11:46 amDadmaku
Mullet Hell

[img:WARRIORS]
Image + Image
User avatar
Jonpachi
Posts: 1346
Joined: Thu Apr 18, 2019 5:35 pm
Location: Irvine - CA

Re: Dadshmup design vs Danmaku shmup design

Post by Jonpachi »

I’m into momshmups — games that allow for heavy point-milking opportunities. :wink:
Formerly known as 8 1/2. I return on my second credit!
User avatar
PerishedFraud ឵឵
Posts: 629
Joined: Fri Jul 19, 2019 9:36 am
Location: To escape from our Utopia

Re: Dadshmup design vs Danmaku shmup design

Post by PerishedFraud ឵឵ »

Jonpachi's momshmup specifically ;)
Image
Fun Over Victory | Shitpost Central | Shmusic Archive | Old Account | tuckfouhou@gmail.com
User avatar
Sengoku Strider
Posts: 2494
Joined: Wed Aug 05, 2020 6:21 am

Re: Dadshmup design vs Danmaku shmup design

Post by Sengoku Strider »

Image
User avatar
BEAMLORD
Posts: 223
Joined: Thu Jan 16, 2020 5:51 pm
Location: South Wales

Re: Dadshmup design vs Danmaku shmup design

Post by BEAMLORD »

OK

Image
Randorama
Posts: 3910
Joined: Tue Jan 25, 2005 10:25 pm

Re: Dadshmup design vs Danmaku shmup design

Post by Randorama »

...We all know that Gradius is a portmanteau/blend of GRAndfather's gladIUS, don't we? Konami marketed the game as a pesky & pervy game that frisky grandpas could buy for their beloved kiddos. Once the kiddos were sleeping, the grandpas could insert the NES code and unsheathe their swords in all of their glory :wink:

By the way, my father played Gradius (arcade) when he was 28, forty years ago. I tried Do DonPachi when I was 21 or 22, i.e. 23 years ago. Whatever passes as "modern danmaku shmups" these days may be games for kids in their teens or twenties.

I would therefore say that right now, the 1970s-1980s shmups are the grandparents' shmups, the 1990s-2000s the fathers' shmups (I am not a father, but some people here are parents), and 2010-2020s are the grandchildren's shmups. Game mechanics-wise, it is all about the legacy and "generations "working together" for *thinks a bit* ah yes, a "better tomorrow".

Marketing departments can contact me any time for payment due to me solving them an important marketing conundrum.
"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).
User avatar
Jonpachi
Posts: 1346
Joined: Thu Apr 18, 2019 5:35 pm
Location: Irvine - CA

Re: Dadshmup design vs Danmaku shmup design

Post by Jonpachi »

Pachi, don't preach, I'm in trouble deep
Pachi, don't preach, I've been losing sleep
But I made up my mind, I'm fightin' hibachi
I'm gonna fight hibachi!
Formerly known as 8 1/2. I return on my second credit!
User avatar
BEAMLORD
Posts: 223
Joined: Thu Jan 16, 2020 5:51 pm
Location: South Wales

Re: Dadshmup design vs Danmaku shmup design

Post by BEAMLORD »

I'm a (step)Dad of a certain age, and of course I love Gradius, it's contemporaries and forebears. But I also like to "get down with the kids" and play cutting-edge 20 year old fayre, like DOJ or Ketsui. There is room for all at Odin's shmupping hall.
User avatar
BIL
Posts: 20285
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Dadshmup design vs Danmaku shmup design

Post by BIL »

BEAMLORD wrote: Sat Apr 26, 2025 5:23 pm I'm a (step)Dad of a certain age, and of course I love Gradius, it's contemporaries and forebears. But I also like to "get down with the kids" and play cutting-edge 20 year old fayre, like DOJ or Ketsui. There is room for all at Odin's shmupping hall.
Ketsui settled down after uni and is now a Cool Dad Shump™ Image :cool: :lol:
User avatar
Daytime Waitress
Posts: 232
Joined: Fri May 17, 2024 12:07 pm

Re: Dadshmup design vs Danmaku shmup design

Post by Daytime Waitress »

Image
User avatar
Sengoku Strider
Posts: 2494
Joined: Wed Aug 05, 2020 6:21 am

Re: Dadshmup design vs Danmaku shmup design

Post by Sengoku Strider »

Daytime Waitress wrote: Sun Apr 27, 2025 5:14 am
I see you. I hear you.
User avatar
PerishedFraud ឵឵
Posts: 629
Joined: Fri Jul 19, 2019 9:36 am
Location: To escape from our Utopia

Re: Dadshmup design vs Danmaku shmup design

Post by PerishedFraud ឵឵ »

badshmup
Image
Fun Over Victory | Shitpost Central | Shmusic Archive | Old Account | tuckfouhou@gmail.com
User avatar
bobhasashotgun
Posts: 18
Joined: Sun Nov 28, 2021 2:43 am

Re: Dadshmup design vs Danmaku shmup design

Post by bobhasashotgun »

aRthritis-Type
Post Reply