1978-1983 arcade shooter countdown.

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Rob
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Post by Rob »

#59 Vastar (1983)
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The weapon of choice is apparently a crossbow and your clay robot flails its legs around while shooting it, teetering towards disintegration with every shot. The scenery is only there to obscure the action and trick you into playing something mediocre, so don't get too excited by the screenshots. There are better scrolling shooters to come.

#58 Tranquilizer Gun (1980)
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Drive an animal crackers box all the way around the screen, jump out at an entrance and see how many animals you can sedate and drag back for $ before they justifiably kill you. Snakes are easy game, but those elephants take many shots and are faster than you might expect when they're being shot at. The trickiest part is how the animals can appear anywhere, in paths that offer no room for escape. Try it!

#57 Blue Shark (1978)
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The perfect companion for Tranquilizer Gun. You miss out on what looks like a light harpoon gun and a "realistic, three dimensional" overlay, so you're stuck with unrealistic 2D, some creatures to harpoon and a 99 second time limit. The strategy is not killing the "skindiver" (-500) since it can't breathe naturally underwater. Display of previous high score invites competition.
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Post by nimitz »

Vastar is a very special shmup in the way you have to actually aim well in order to hit anything.

I really don't think there are many other shmups (if any) that push that concept that far.

Imagine being able to only kill 50% of enemies with perfect aiming...Makes you wonder if the game was supposed to have some kind of secondary weapon that they forgot to implement.

That being said, I would be curious to see a well made shmup around that basic idea.
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Post by Ed Oscuro »

Rob wrote:The strategy is not killing the "skindiver" (-500) since it can't breathe naturally underwater.
Of course, neither can the shark if it's been tranquilized and stopped moving. Oh well: There's one less horror in the world [/barney]

14,500 on Blue Shark w/mouse, less than half that with just the keyboard.

Vastar probably would be well-remembered if it didn't have the annoying aiming issue and if they started with the interesting patterns first.
nimitz wrote:Imagine being able to only kill 50% of enemies with perfect aiming...Makes you wonder if the game was supposed to have some kind of secondary weapon that they forgot to implement.
Oh, they didn't forget...the robot has a shield he can bring up, of course I think that has to be correctly placed to block shots too which means either the game is going to throw some bullet hell at you later or it's just badly designed. Lols!
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Post by Rob »

Upped the Blue Shark score to 15,100. Inviting more competition with previous best.
Vastar is a very special shmup in the way you have to actually aim well in order to hit anything.
I didn't notice this because that makes it like many games here and you can get decent autofire. It's just that they use a singlescreen amount of enemy spam and some will scroll by. Parts of it are very similar to Scramble. Also, you played Zoar.

I don't have a complaint for shields in any of these games except for Kozmik Kroozr. At least in Vastar you want to be shooting to clear a path. When you see something making a dive at your huge sprite that you can't shoot, then go for shield. Reflexes hard earning that 59.

Interesting patterns? :shock:
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Post by Ed Oscuro »

Hey, I got an extend (free game) in Blue Shark!

22,000 points for my services saving the world by spearing seizure octopussies. And not shooting "skindivers." (Edit: Could my hiscore entry be EAH please? :)

Play after that was just 15,900, pretty meh. How to play: Go for octopi first, then hit a low-level shark immediately after if one presents itself.

I believe you can just hold down the shield in Vastar all the time, and there doesn't even seem to be an increased energy drain rate.
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Post by Rob »

Yeah, I think those fast swimmers will respawn as fast as you can harpoon. I will have to try to beat that, since I feel invited by this competition.

17,000 is the best I can do. 20,000+ is some crazy Blue Sharking.
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Post by Ed Oscuro »

I missed a few octopi at about the point the speed increases (that transition always gets me) so there's definitely room for improvement...

Also, I did some work on Exerion. It's not a bad game! Here's what I found. HiScore 72K+ at an early stage.

You can get at least around 4500 points on the first group of enemies (although that was a suicide; 3000+ seems decent and regularly attainable while 4000 is very good). It seems that this game rewards players for playing chicken with enemies, almost like an improved take on Phoenix. History.dat just says you get doubled points for not missing shots, but at least when you start out that doesn't seem true: Point values were increasing only by 100. I'm wondering if that's not all there is to it, given that I was definitely scoring higher when leading the enemy and attacking it close in and near the top of the screen. What's more, the laser gets wider when you shoot an enemy closer to you - and the bonus disappears entirely at times, apparently determined by time, so there isn't really much time to utilize the suggestion of missing a shot to prevent a bonus rollover. Almost like an early timed chaining game. I'm not sure if it counts both beams as individual shots for purposes of the point value chain; you can kill two enemies with them though. I think it maybe also rewards you for blasting them higher up on the screen and kills in quick succession. I've had 40K points by the time the first two large enemies appear onscreen (the rocket launching ones).

The inertia certainly changes how the game is played, but the big issue for me is figuring out how to blast popcorn without it shooting you diagonally. I usually lead the first group of enemies towards the right, and then get under it and start blasting. Looping it above and around back towards the left invites the leading enemies to shoot you diagonally left, and between the inertia plus very big hitbox this is a bad idea.

Fun game now that I'm starting to get the hang of it. You don't need to play very long at all to get high points.

So far the highest point record ("bonus" but I think it's an increased base score, not added to the regular point value) I've seen onscreen is 5400. Per enemy, that adds right up.

The damn orb enemies break my inertia, unfortunately. When I was playing for survival I got far enough to see some yellow donut-like enemies that behaved like the first enemies (that I could see), so I guess you could just graze the first groups of enemies, play for survival a while, then turn it back on.

Graze the big enemies for big points!
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Post by escadrille »

After all of those vector games Vastar looks like a work of art。 Technically mediocre gameplay but the comparatively pretty graphics trick my brain into thinking it is playing something good。
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Post by Ed Oscuro »

Go for Exerion if you want pretty - and don't mind inertia :o
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Post by Ed Oscuro »

146,700 in Exerion. Fuckin' ripoff - was getting nearly half the total possible bonus on single enemies, then the flying jitterbugs appeared and I couldn't target them for shit.

There's a few things I absolutely hate about the game, and the inertia is barely noticable in relation to them. I hate how bonuses only show above enemies some of the time, and how there seems to be different bonus chains for large enemies than small (although I won't mind this if that chain ramps up quicker, it's just that it starts off at 1000 when you've already been killing small enemies for a while). I really hate the asshole enemies point-blanking you or pulling out and firing one of the side-shot beams when you pass alongside it, and I hate how they can hide up along the top of the screen, and how popcorn loves to line up with your ship so it passes right through both beams of your primary fire. The worst thing, however, is button presses not registering. I can't count the times I've hit fire and nothing happened. It's usually when you've been shooting a while, but there's
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Post by Rob »

Congratulations, I didn't think anyone would play Exerion again. :shock:
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Post by Ed Oscuro »

I'm not gonna be finished until I have a score at least twice that, I think :lol:

I'd say "at least ten times that" but I'm hedging my bets, here.
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Post by doctorx0079 »

MOAR
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Post by escadrille »

What happened to this? I miss it.


Rob, please devote more time to producing countdowns and videos for my amusement at the expense of your professional and personal life. :wink:
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Post by Ed Oscuro »

DATA EAST CASSETTE SYSTEM GAMEZ

Press F10 for skill up!

Astro Fantasia:

History.dat says it's like Galaga, History.dat is retarded. What a terrible game. Sit in the middle of the screen and occasionally dodge shots. Black enemy shots are invisible until they reach the playfield; I have no idea why they let you scroll up so far, especially when you're just making enemy shots invisible longer. Can't tell a damn thing about what's happening at the boss, but I looped it. Bonuses for shooting all enemies in sequence. Watch out for suicide enemies late in a loop.

Night Star:

Yay, let's build a space station. This is one of those awesome Super American Space Shuttle As Big Rig U-Haul games, with shootings enabled! Don' be afeard of the fireballs of debris, they pass under (apparently) your ship. There is occasionally a 1000 point astronaut falling down the screen, and unless points stack for that, it's completely worthless as there's plenty of easy and dumber-than-a-brick 500 point enemies. Lots of clutter and rather rudimentary gameplay, kind of like Mission-X except you can hit things.
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Post by Rob »

Sweet, I liked it when games were tapes. An update is far overdue, so thanks to Ed for giving me a few more days to put it off. 8)
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Post by doctorx0079 »

Hey, only 56 more to go.
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Post by Ed Oscuro »

Cross-post from Digital Press's Monday Morning MAME Club!

Edit:
dis game is: JUMP COASTER
thx 2 bsidwell for confirming that I do not remotely influence anybody's life as it took until today (April 14) for anybody to notice the game's name was not mentioned!)

If Rob doesn't start posting more, there will be more of these, I assure you! (Evil laughter and pointing of dagger at Irene's throat! Oh noes!)

25,700 here; I can't believe this game is rewarding me for ignoring the girl.

The game managed to catch my attention for a few minutes, however. Collision doesn't seem entirely predictable all the time, but the bad guys' movement is predictable enough that you can navigate the stages.

The first stage is fairly easy. Wait at the bottom for the slow bozo bro. to reach your location so that you have one less to worry about near the top, or immediately head to the right and move up - it's surprisingly easy to turn on a dime and jump over the bros. because you move quicker by far. Your main challenge is to make sure they don't crowd the ladders you need to take.

The second one, eh, it's more of the same. I curse the designers for thinking it's fun to put the word "coaster" in the game and just make them one of the major sources of evil in the game, plus, the apes in them don't even seem to be doing anything with it. The rotation effect is neat and even a bit advanced for this time period, but it's just wasted on these weird things with an enigmatic look frozen on their faces. I dunno...I'm failing to convince myself it's creepy; it's just a plain stupid waste of a potentially interesting game mechanic. How do you make dodging roller coasters not fun?

An observation about the coasters: Depending where you get on ladders, you may get hit by a coaster or miss it. The designers obviously designed this in, since in most any video game - even many 3D ones - you stick to ladders in a specific way and traverse a set path, because that's what ladders are for. When you climb a ladder, do you stick all your weight on one side of the ladder in hopes somebody will open a door and knock you off? What kind of sadistic person would create a thing like that? I have an answer: Kaneko's people were out of ideas for what to do with roller coasters so they threw in this curveball. Guys, if you're not going to stick to the limitations of the maze and ladders genre, make a free-roaming game. It could easily be just as good, if not better, I'm sure. Prince of Persia: The Sands of Time has something to learn 'um about ladders, and while I've never been a great fan of games that use multiple layers without much apparent depth and hide the player, it'd arguably be a better gameplay mechanic. Alternatively, they could've just withheld the temptation to put this evil thing in altogether: all you have to do is be aware of it and it'll never bother you (on that board at least) again.

I'm sure that with enough time I could get through stage 3. The "gauntlet of doom and tears" going right to left after you reach the second level of the stage involves moving along on the rope as the bozo bro. lands from a jump, and dismounting the rope whenever the ape comes along - I don't think he's allowed to drop bananas when you're directly under him, although I haven't played long enough to be sure. They'd probably take you out immediately, that or you're meant to be running along so they pass just behind you.

MUCH WHINING & STUFF TO FOLLOW
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The bozo bros. that come out and harass you look vaguely like extras from A Clockwork Orange, a movie I haven't seen. I guess that means I shouldn't try to force the comparison, other than to say that I thought clockwork oranges and jump coasters should be fun. They could be. I was sorely disappointed.

It's funny - I had the impression that during their later years Kaneko were still aping other games, still without much originality, but at least by then they were working competently in a few niches - raised along with the competency of the industry as a whole.

I really don't miss the days when people thought (mistakenly) that successful arcade design consisted solely of aping Pac-Man's most apparent symptoms (the design of the stages and gameplay is more like Donkey Kong, though; evidence of this game's schizophrenia): borderline-atonal jingles (try falling off the top rung of the stage - augh), blasts of noise every time you so much as jiggle the joystick (the apists at Kaneko not having been clued in that in Pac-Man it's an audio cue that you're picking up pellets), and enough neon color to blind a chameleon...on acid (of course it has to be on acid).

Then, since nobody can top Pac-Man's design, toss in a funny animal or clown or some other dumb thing. I'd go all out NAVGTR style here and say "why not a flying mashup of a haircomb and a trombone in a musical F1 waterfall racing game? With cancer?" if I didn't have any sense of shame. Oh yeah, they ripped off Donkey - I mean King Kong, too, just so we could have a simian dropping junk our way. They didn't even try to come up with something new, like Nichibutsu did with the mice of Frisky Tom. If only we had the little Universal clown, the ensemble of lazy characters would be complete.

I did mention Donkey Kong earlier, and that's something else nagging me about the game: What's the dang goal of the game? So much for the much-vaunted "Japanese" "zen garden approach" to games design; they just threw in extra stuff that is actually completely useless because it wouldn't look like Donkey Kong if they didn't. I can't really tell what the garish thing begging for help along the top of the screen is - but I don't need to care, either, as the game demonstrates in one of the worst examples of behavior training (and possible subversions of the hero ethic) I've seen in a game. They started to come up with a reason to give the player an epic quest, but decided to replace it with pure greed anyway! I knew it, nobody who wears that freaky bandit outfit is likely to be thinking of others. (I'm not going to say he's got no interest in saving the girl because...phew, that was a close one!)

Now, I'm going to forget all of this and imagine that Jump Coaster is a game about climbing the scaffolding of a roller coaster to save the girl, and it was great and everybody was happy, forever and ever. Also, I kicked the bozo bros. in the face when they tried to grab my ankles as I shimmied a rope, because that's what they deserve.

Image

This story is happy end!
Last edited by Ed Oscuro on Tue Apr 14, 2009 5:19 am, edited 1 time in total.
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Post by doctorx0079 »

Rob wrote:#59 Vastar (1983)
ImageImage
The weapon of choice is apparently a crossbow and your clay robot flails its legs around while shooting it, teetering towards disintegration with every shot. The scenery is only there to obscure the action and trick you into playing something mediocre, so don't get too excited by the screenshots. There are better scrolling shooters to come.

#58 Tranquilizer Gun (1980)
Image
Drive an animal crackers box all the way around the screen, jump out at an entrance and see how many animals you can sedate and drag back for $ before they justifiably kill you. Snakes are easy game, but those elephants take many shots and are faster than you might expect when they're being shot at. The trickiest part is how the animals can appear anywhere, in paths that offer no room for escape. Try it!

#57 Blue Shark (1978)
Image --> Image
The perfect companion for Tranquilizer Gun. You miss out on what looks like a light harpoon gun and a "realistic, three dimensional" overlay, so you're stuck with unrealistic 2D, some creatures to harpoon and a 99 second time limit. The strategy is not killing the "skindiver" (-500) since it can't breathe naturally underwater. Display of previous high score invites competition.
In five days that post will be one month old. Just saying.
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Post by Ed Oscuro »

I ain't gonna review it, but apparently Konami's 1981 JUNGLER is sort of a shooter. Nibbler (or just plain ol' Snake) with shootin'.
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Post by Rob »

Doc, you're breaking the fighter17 rule!
-Second request is to not quote entire posts with multiple screenshots. f17 rule.
Only a month? Haha. Man, I thought it was about two months so I feel better. I guarantee that I'll finish this before 2010.
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Post by Rob »

Since I have been shamed into finishing things I start, here are a few more passionless middle of list entries.

#56 D-Day (1982)
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Airplanes that simply fly by or tanks and battleships that can only (instantly) kill you if you let them reach the center. They are so slow that this shouldn't happen. As things get faster and bombs start dropping, you also must contend with false nighttime. I don't know why I don't have a screenshot of that, but instead you can see what happens if you let a tank sneak up on you from miles away.

#55 Space Fury (1981)
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A choice of three power-ups at the start of a round make this game a survivor. That gives me even less of a reason to move. I appreciate it. It also has colors.

#54 Demon (1982)
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I will give them credit for creating something half-playable with vector graphics. You get to be cool looking boxy man, and your goal is to collect small objects and transport them to the ship as it moves across the screen. The more you bring back, the larger the bonus gets. You've also got a few pieces of land to use for cover. What takes away half of the playability are the transported objects' ability to kill you at any time after picking them up.

#53 Challenger (1981)
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You can switch from the bottom to the top of the screen with the press of a button, you just have to be careful not to reverse on top of a ricocheting fragment. There is lots of ricocheting crap, kind of like an Asteroids with rubber walls, no hyperspace and twice the speed. After about 4 or 5 screens, there are red UFOs that can pull you from anywhere on the screen and at any time to an automatic death.

#52 UniWar S (1980)
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Standard other than the enemies that can be dropped below the dotted line in the second and third screens. They poke up through the cracks so you have to wait until it's safe to move past them. They cheat by skipping the last stretch of their drop and bending their hat arrows in L-shapes.

#51 Cosmo (1979)
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This game is credited to TDS & Mints and it looks like the only other game to their name (just TDS) is another 'off' feeling game: Black Hole. Hard to be too critical since this is one of the earlier games on the list, but they get credit for a number of slightly different enemy types and an unusual reverse scrolling enemy formation. This also inspired Radiant Silvergun as you can clearly see from the ship design. Better, too.

#50 A.D. 2083 (1983)
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A very speedy Time Pilot wannabe without all of the time draining animations between directions. I just wound up defending a small patch of screen while enemies would spawn very close to the ship and waited for the 6 red ships to speed by even faster. Little more to this than spinning around in a circle.

#49 Aztarac (1983)
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Space tank with rotating turret set out to protect four bases a level. Only need to save one, but you'll miss out on bonus points and power ups. One button shoots and the other activates a radar for spotting the advancing enemy formations. The radar wouldn't be necessary if everything wasn't twice as large as it needs to be. But then it wouldn't have the neat radar.
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Post by Ed Oscuro »

I knew you could do it!

D-Day looks like Cabal without the fun. Also a bit of (Namco's) Navarone, wait syke
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Post by Rob »

#48 Krull (1983)
ImageImageImage
One of the first big, misguided steps at making shooting games cinematic. No two "missions" are alike! The first stage requires that you make your way through groups of boulders as they don't overlap with the weapon pieces you need to collect before getting to the shooting action. Shooting stages 2 & 3 are decent, then you're given a task so easy I can only think they intended it as a very boring cutscene. Then a final boss you don't even get to kill before hitting rewind.

#47 Tac/Scan (1982)
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Wow, they give you an entire fleet to control at once. That's something I never would've asked for. Sometimes you will find a ship floating out in space that you can have rejoin the group. They also allow you to restore 8 ships by pressing the second button. Not too wise to use those unless you're down to a few, since you will definitely be getting hit a lot unless you can find the perfect alternate formation (alternate to very wide bullet shovel). The extremely slanted second level doesn't help. The third is a boring on-rails tunnel before being looped back out to overhead space.

This is about the point where I start to enjoy the games more than I don't enjoy them.
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Post by Ed Oscuro »

how come the game is nothing like the movie huh

the 30 seconds of movie I've seen were better. >:(
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Post by Rob »

Haha, so it was based on a movie. Damn I'm good at picking up on subtle clues.
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Post by Shatterhand »

Only now I've seen that list.

Good to see Battle Cross in the lowest spot. The MSX port was also an horrible game, so I guess it was an accurate port.

But Exerion rocks dude. The game is made around the inertia, when you understand this, the game becomes extremely fun.

Borderline was one of the first games developed by the team that would later become Compile. If I'm not mistaken, the hardware the game runs is a lot similar to the MSX hardware (hence the choppy scrolling).
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Post by Rob »

Shatterhand wrote:The game is made around the inertia, when you understand this, the game becomes extremely fun.
The house is made around the asbestos, when you understand this, the house becomes extremely inhabitable. 8)
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Post by Ed Oscuro »

Somebody beat my Exerion score already

Yeah, nobody's doing it because the intertia makes for sail and fadness :(
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Post by doctorx0079 »

Ed Oscuro wrote:how come the game is nothing like the movie huh

the 30 seconds of movie I've seen were better. >:(
Whichever 30 seconds you saw, the movie goes downhill from there. That movie makes me LOL, and loll. Surely one of the most cheesy, corny movies ever made. I hesitate to say it's one of the worst, but, DAMN, the cyclops looks so fake.
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