Zach Keene wrote:R-Type Final does indeed use the term "loop" in-game to refer to how many levels of power a ship's wave cannon can charge up. That said, I can't recall seeing anyone else follow suit.
Hmm...not sure what to do with this one. I'm trying to focus on semi-universal shmup terms here (as in, I'm not including series-specific stuff like "Force Pod," or "Moai," or "Reflect Barrier"), and if "loop" isn't used this way outside of R-Type I'm not sure whether or not to include it...there are few games as it is where your charge shot can go more than one level, and in most of those games it's just called a "level," at least that I recall. Sort of in limbo here...
marril159 wrote:I've also seen these referred to as "Twiddle commands", though the term seems to be more infrequent than I thought...
Any other thoughts on this one? Also, is "macro" a synonym for "command motion," or is it technically something different?
Ganelon wrote:Just some thoughts: maybe you should mention that some slowdown is intentional (as opposed to being a hardware limitation) to help the player survive otherwise very difficult situations.
Sounds reasonable, methinks I'll amend that one.
Also, that suicide bullets are generally found in loops after the first.
I know that this is the case in Batsugun, off the top of my head, are there other games in which similar circumstances abound? I know that in Super Aleste higher difficulty levels include suicide bullets, but that's found right in the options menu, it's not really a "loop."
Nemo wrote:Felt it necessary to add since it irks me when people refer to the initial round as the first loop, which it isn't.
Hmmm, is that technically how the definition of "loop" works? Is there a specific term for the "initial trip" through a game?
llaoyllakcuf wrote:ESPGALUDA.
Heh, methinks that one would almost fit better under the second "slow down" definition.