Well, I guess now I know why he made that videoBigmode is dunkey - that's the publisher he owns.
It's all coming together.
Well, I guess now I know why he made that videoBigmode is dunkey - that's the publisher he owns.
Depends on the game. On Hishouzame/KTiger I could see it maybe working since the normal 1 loop clears on both game mostly come down to getting used to manual bomb usage & faster bullets, while something like EspRaDe or Ketsui takes out so many bullets that it's like you're playing a completely different game at the end of the day. The Same3! super easy mode also ends up falling in the latter category with the autobomb ( which is on almost every m2 super easy/arrange mode for better or worse)Bassa-Bassa wrote: ↑Thu May 15, 2025 9:57 pm So the question is - do these easy modes such as M2's really serve to "get people in"? As in, do people try them and when they're done, do they really try the normal game or just leave it at that?
I like a novice mode because I'm old and slow. I got back into video games about 10 years ago when I got a used 360 I was just astounded at bullet hell games, like "how the blistering fuck can anyone even play that?" mixed in with " why would you make a game that's basically impossible?" astounded. I didn't realise at first that the hitboxes were tiny, coming as I was from (most latterly) R-Type Delta and Raiden on PS1 and occasionally emulated Mega Drive and SNES shmups.Bassa-Bassa wrote: ↑Thu May 15, 2025 9:57 pm So the question is - do these easy modes such as M2's really serve to "get people in"? As in, do people try them and when they're done, do they really try the normal game or just leave it at that?
Honestly? YES, absolutely! If there was only Arcade mode, people wouldn't even try stuff like DOJ or Ketsui. But between the various Arrange and Challenge modes, that "possibility" is created, after finishing all the arrangements you are less scared of the original Arcade. Maybe are also in the trophies, both for Arrange and for other tasks, in a certain sense it entices a lot of people. Give lots of little rewards, as you move toward the big result, to keep the desire high.Bassa-Bassa wrote: ↑Thu May 15, 2025 9:57 pm So the question is - do these easy modes such as M2's really serve to "get people in"? As in, do people try them and when they're done, do they really try the normal game or just leave it at that?
Because if it's the latter -and that's what I'd believe, given that "the people" naturally want to see new set pieces with their progress, not the same ones over and over-, it doesn't seem like they haven't really got into the actual game or something made with arcade sensibilities, does it?
Definitely higher apparent difficulty. I'd say for the average person ("normie") looking into shmups, their understanding is so shallow that they probably won't even see any complexity at all, ("this is so simple / just dodge and shoot") they might not even understand what could be the difference between any of the games.Bassa-Bassa wrote: ↑Sun May 18, 2025 11:09 am I'm not sure use cases here exemplify well what Nishikado meant with "newer players", but yeah, first off we should know what's a higher barrier for them - apparent difficulty or complexity, because they're not the same thing.
Additional numbers:Light1000 wrote: ↑Thu May 15, 2025 10:19 pm I cataloged a couple of the sales numbers for non-danmaku games which got American releases: (all from vgchartz, some missing Japanese data for some reason)
Raiden IV - 120k copies (100k of that are US sales)
Raiden Fighters Aces - 90k copies (only 60k in America)
Raiden V - 30k copies
Gradius 3+4 - 80k copies (40k in the US, 30k in Europe)
Gradius 5 - 90k copies (50k in US, 40k in Europe)
R-Type Final - 190k copies (90k in US)
PS Vita Release of Darius Burst - 40k sales (Japan only)
Danmaku games largely didn't get released in America at all, but for the few that did:
Akai Katana - 60k copies (40k in US)
Castle of Shikigami III - 40k copies (only US sales listed)
and the sales of each version of Ikaruga:
American Gamecube release - 70k copies
Steam Port - 128k copies
Xbox Live Arcade port - 137k copies (https://web.archive.org/web/20120124020 ... review.php)
now compare that to Sine Mora:
PC release - 137k copies
PS4 EX release - 60k copies (30k US)
Xbox 1 EX release - 30k copies (all American)
and finally, lets look at Deathsmiles: (360)
150k US sales
50k Japan sales
60k European sales
So... I'm not really seeing a huge correlation between danmaku and less successful games.
The sales for the throwback games like Raiden and Gradius are really interesting for being as low as they are - these games have INSANE name recognition, especially back in the mid 2000s when the average player would probably have had memories of playing them in arcades, so the fact that even those can't break 200k copies but Deathsmiles can is really strange. In any case, they didn't sell enough to continue being made.
I don't think difficulty has anything to do with it as much as marketing does. The average person, as far I can see, literally just knows nothing about shmups or just remembers being told by some millennial / gen x youtuber that they're all brutal unfair quarter munchers or something. They just don't care at all.
Ikaruga and Sine Mora got endlessly praised by journalists and that only led to a (relatively) paltry 200k sales for each of them.
The closest thing to real marketing that any shmup has received recently is dunkey's star of providence video and thanks to that, it has 2,678 reviews on steam at the moment, which is ~600 more than the Ikaruga steam port, which is really fascinating. I can assume it has ~150k sales at the least. Getting a big name to promote your game does way more than actually changing the content of it, it looks like.
Probably because people got bored with the formula, which is why danmaku came into existence. But people generally found danmaku inaccessible, so it didn't help that much.From what I can tell, it looks like the drop-off in sales numbers for shmups started incredibly early, even by the beginning of 4th gen. The "it's because of danmaku" explanation really fails to justify the majority of lost popularity.
In order to show that this is true, you would need evidence that non-danmaku games sell and danmaku games flat-out don'tm.sniffles.esq wrote: ↑Thu May 22, 2025 12:13 amProbably because people got bored with the formula, which is why danmaku came into existence. But people generally found danmaku inaccessible, so it didn't help that much.From what I can tell, it looks like the drop-off in sales numbers for shmups started incredibly early, even by the beginning of 4th gen. The "it's because of danmaku" explanation really fails to justify the majority of lost popularity.
Which is -- y'know -- pretty much what he's saying...
Well first, one would have to go back and read one of the several "What exactly IS danmaku?" threads, and the endless circular and repetitive arguments contained within.In order to show that this is true, you would need evidence that non-danmaku games sell and danmaku games flat-out don't
Me trying to play Smash with anyone I know and losing a stock every 20 seconds ^SavagePencil wrote: ↑Mon May 19, 2025 1:37 am I went to school in Austin during the mid-90s and watched as the nascent fighting game community there evolved from enthusiasts to pro level. To continue catering to that audience, the games had to get more dense, faster, and way more technical. By 2000 when I graduated, putting a coin on the bezel to call dibs meant you were basically throwing it away. The audience had dwindled to almost nothing. The machines were inaccessible to anyone who wasn’t part of the cognoscenti. I shifted to SNK which was more story and character driven because the Capcom guys turned their noses up at them and thus you had a chance to actually have fun.
It took almost a decade before SF IV came out and cracked that somewhat.
So I think he has a point.
Oh my word. You haven't seen me play, have you? I can out-scrub the filthiest of casuals
I dont know about the Street Fighter comparison. I always thought, SFII killed more or less the 2D Fighing genre (for the masses) because its so restrictive even on medium skill level. For instance, if a medium skilles ryu player keeps you locked between his Gadouken and his Shoryuken. Or the Vega Vortex or the oppressive Honda (if you dont have fireballs). SFIII feels as if you could play much more freestyle and you dont have to use parry if you play normally. If someone uses it much better as you can, he would destroy you probably as well, without it.Rastan78 wrote: ↑Thu May 15, 2025 2:53 pm Yeah I think he's right, but the concept applies pretty much across arcade genres regardless of the danmaku classification. I'd say the era of increasing complexity where the casual audience got lost was the mid to late 90s.
It's not so much about raw difficulty but complexity and the number of systems and mechanics at work. In simple terms do you need a wiki to properly play?
Take a look at the jump from SF2 to SF3. SF2 if you learn to block, throw, jump and do a couple specials per character you can play. By third strike in 1999 you have parries (high/low, air and red), universal overheads, overhead normals, ex moves, multiple super arts, special taunt properties, juggle system, quick rise, target combos, unblockable setups, hit confirms, install supers etc. Most of which could be considered basic beginner skills.
I would say: dont stick with a too hard game. Play some easier at first and you will get more fun train your skills and be faster doing so.davyK wrote: ↑Sat May 24, 2025 8:06 am The 1ccs I've got have taken me many months....embarrassingly long.
Mushi probably took a year! I have >200 hrs clocked up on that. So I'm no expert believe me. For many games it's all in the head.
Age and speed matters more with high bullet speed games like bloody Raiden III and Psikyo games. I like figuring out routes but the level of memorisation for those is beyond me. Pick the game and stick at it. I find that hard to do as I'm a gaming butterfly but it's possible for most people. Save states or training mode ........ and swearing.
You do get better and getting a 1CC changes your mental attitude. Went back to Futari after clearing Mushi and suddenly the 2nd half of level 3 wasn't so terrifying any more.
Have a detox game for variety. Balatro helps me.
Get a decent arcade stick and stay with it.
Just for a historical context SF2 was a massive mainstream hit and became a cultural phenomenon not too far removed from games like Pac Man, Mario etc. It's the game that defined the 2D fighting genre and normalized things like combos and a roster of selectable characters. There was a resulting wave of 2D fighters made bc of SF2's success.Angry Hina wrote: ↑Mon May 26, 2025 10:29 amI dont know about the Street Fighter comparison. I always thought, SFII killed more or less the 2D Fighing genre (for the masses) because its so restrictive even on medium skill level. For instance, if a medium skilles ryu player keeps you locked between his Gadouken and his Shoryuken. Or the Vega Vortex or the oppressive Honda (if you dont have fireballs). SFIII feels as if you could play much more freestyle and you dont have to use parry if you play normally. If someone uses it much better as you can, he would destroy you probably as well, without it.
Of course but capcom changed much of the game and then came tekken and everyone could do cool stuff and combo a bit. I knew no one of the SNES SFII player who knew how cancel combos work. And if I look at the things in videogame mags was written, no one of these guys knew about such an essential thing. They have kept SGII alive for too long and nowadays its really extreme to see how strong fireballs where these days.Rastan78 wrote: ↑Mon May 26, 2025 12:48 pmJust for a historical context SF2 was a massive mainstream hit and became a cultural phenomenon not too far removed from games like Pac Man, Mario etc. It's the game that defined the 2D fighting genre and normalized things like combos and a roster of selectable characters. There was a resulting wave of 2D fighters made bc of SF2's success.Angry Hina wrote: ↑Mon May 26, 2025 10:29 amI dont know about the Street Fighter comparison. I always thought, SFII killed more or less the 2D Fighing genre (for the masses) because its so restrictive even on medium skill level. For instance, if a medium skilles ryu player keeps you locked between his Gadouken and his Shoryuken. Or the Vega Vortex or the oppressive Honda (if you dont have fireballs). SFIII feels as if you could play much more freestyle and you dont have to use parry if you play normally. If someone uses it much better as you can, he would destroy you probably as well, without it.
Third Strike was a game intentionally geared towards advanced players by the devs. It was barely played outside of Japan at release even though it now has a steady following.
Specifically, Tekken came late 1994, nearly 4 years after SFII came and wildly dominated the market along with spawning many, many similar type games. It's not that 3D games aren't popular, it's that 2D games became the standard norm and still are the dominant fighting genre to this day.Angry Hina wrote:Of course but capcom changed much of the game and then came tekken
Futari's autobomb sucks because it's a lazy implementation; it fires the same bomb as a normal bomb, so there's effectively no reason to learn to manually bomb. A good Novice difficulty can have autobombs only cost 1 bomb so long as the bomb is super short and far less useful than using a bomb manually (Rolling Gunner's Casual and Novice difficulties are good examples of how to do it properly).
Maybe it varied around the world, but Rastan will probably back me on even mainstream mags like EGM and GamePro being conversant on SFII mechanics, in the game's original run. Quite a bit of combo mania around then, with big spreads on re-dizzy this, or Touch Of Death that. At the time I didn't know WTF either meant. The fevered air almost certainly led to Killer Instinct, MK3's dial-a-chombos, etc etc. "The kids love it!" Weaponlord was worked on by a Capcom USA guy who'd written for GamePro, IIRC, and directly aimed at SFII+SamSho diehards... Doctor Dave, I think? Those mags weren't entirely clueless, you could tell there were at least a few staffers with a real hunger for arcade mainstays. (our own David Siller / OG Sushi X, for one. and Donn Nauert and Martin Alessi, who loved them some BLAZING LAZERS n' SPAAACE MEGAFORCEAngry Hina wrote: ↑Mon May 26, 2025 3:26 pm I knew no one of the SNES SFII player who knew how cancel combos work. And if I look at the things in videogame mags was written, no one of these guys knew about such an essential thing.
Firehawke wrote: ↑Tue May 27, 2025 1:16 am Absolutely. I remember having a GamePro issue that gave damage percents for specials across the entire original SF2 cast, along with a list of redizzy combos.
I won't speak for EGM other than to say that I'm 99% sure they were AS deep into the materials, but GamePro was insanely gung-ho about posting SF2 material back in that era. They even had a pull-out poster of Ryu scarring Sagat with the DP.