How did the origin of danmaku shmups come about?

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PC Engine Fan X!
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How did the origin of danmaku shmups come about?

Post by PC Engine Fan X! »

The above topic says it all...and do you think there is room for improvement in the danmaku genre of shmups? ^_~

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Post by moozooh »

Yes there is. If I weren't too lazy to learn programming languages, I'd already show it, heh.

There is still a lot of potential for unique scoring systems, unique bullet patterns or methods of using them, etc.
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Post by shoe-sama »

needs more badass memorable patterns

not some boring shit that's slow easy to dodge w/o effort and looks pretty

needs to have some degree of memorization/planning
patterns that whoop your ass the first time around

Cave actually does this well, I dunno why I hate Cave lol
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Post by Hulkcore »

shoe-sama wrote:needs more badass memorable patterns

not some boring shit that's slow easy to dodge w/o effort and looks pretty

needs to have some degree of memorization/planning
patterns that whoop your ass the first time around

Cave actually does this well, I dunno why I hate Cave lol
I also think what Cave does well is keeping a mix of slow/complex, and faster/twitch patterns, sometimes at the same moment.
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shoe-sama
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Post by shoe-sama »

they can do without the fast ones and still make badass patterns

especially them bosses in ketsui

damn... lol

so cool
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Post by elfhentaifan »

shoe-sama wrote:they can do without the fast ones and still make badass patterns

especially them bosses in ketsui

damn... lol

so cool
i just watched imakichis ketsui replay in full length (for the xxxth time) and got a flash again.
It's so amazing i finally get to play ketsui this summer :D
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Post by FIL »

We need more super fast orange bullets with tiny slow sniper bullets mixed in.
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Post by PC Engine Fan X! »

Why not use the entire rainbow color spectrum to great effect with the danmaku genre...surely Cave could pull that off. The Success produced Taito G-Net version of Psyvariar Revision had a great mixture of different colored bullets, especially on the last end-stage boss showdown. ^_~

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Last edited by PC Engine Fan X! on Sun May 11, 2008 7:48 pm, edited 1 time in total.
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Post by Necronopticous »

More lolis.
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Post by it290 »

Why not use the entire rainbow color spectrum to great effect with the danmaku genre
Because it makes the game harder to play?
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Post by overkill55 »

shoe-sama wrote:they can do without the fast ones and still make badass patterns

especially them bosses in ketsui

damn... lol

so cool
I heard Viper Phase 1 does this, you should really check that game out :wink:
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Post by elfhentaifan »

Necronopticous wrote:More lolis.
but not in dodonpachi, please
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Post by GaijinPunch »

How did the origin of danmaku shmups come about?
Tsuneki Ikeda wrote:[snip] A long time ago, I hated bullet dodging. Around the time I was playing Slap Fight, I'd move around and coincidentally move unscathed through the bullets. It was then that I came to like dodging. I tend to make the player do so forcefully to an extent. Faced with the question of how to convey the fun in bullet dodging, I played around with making the hit box smaller, and the bullets fiercer.
I'd say that was the start.
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Post by Arvandor »

Tsuneki Ikeda wrote:I tend to make the player do so forcefully to an extent.
TO AN EXTENT?! I'd hate to see what his idea of all out would be.
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Post by orange »

one time someone made touhou and then games were bad for the rest of time
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Post by GaijinPunch »

Arvandor wrote:
Tsuneki Ikeda wrote:I tend to make the player do so forcefully to an extent.
TO AN EXTENT?! I'd hate to see what his idea of all out would be.
That was written a long time ago. He hadn't gone overboard yet.
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Post by -Bridget- »

orange wrote:one time someone made touhou and then games were bad for the rest of time

Im going to be quoting this one for awhile, hah.


Regardless, I know Im glad that the "Danmaku" types came to be; I get into these alot more than the more "traditional" ones.... the wacky, complicated patterns are alot more interesting than too many simple, fast, direct shots.
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Post by Sycada »

-Bridget- wrote: Regardless, I know Im glad that the "Danmaku" types came to be; I get into these alot more than the more "traditional" ones.... the wacky, complicated patterns are alot more interesting than too many simple, fast, direct shots.
Agreed. I've never hated shooters or anything but it wasn't until I stumbled upon DoDonpachi while browsing in Mame many years ago that the doors were blown off my shooter world and I saw just how awesome they could be. Now Danmaku, Cave in particular, is a mild obsession :oops:
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Post by MR_Soren »

GaijinPunch wrote:
How did the origin of danmaku shmups come about?
Tsuneki Ikeda wrote:[snip] A long time ago, I hated bullet dodging. Around the time I was playing Slap Fight, I'd move around and coincidentally move unscathed through the bullets. It was then that I came to like dodging. I tend to make the player do so forcefully to an extent. Faced with the question of how to convey the fun in bullet dodging, I played around with making the hit box smaller, and the bullets fiercer.
I'd say that was the start.

That's an interesting quote. Would this have been pre-Cave?

I like how Cave's games give you an unrelenting sense of danger and malice from your enemies. Some other games of this type feel more like, "I'm shooting pretty colors! Be careful not to touch them! *giggle*"
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Post by Mortificator »

MR_Soren wrote:That's an interesting quote. Would this have been pre-Cave?
No, it's from 2000 or thereabouts. GP translated the full interview for his site. It's pretty interesting.

Ikeda also lists Salamander as one of his favorite shooters, and I've heard it was an influence on him from a couple of other places. Salamander's about finding safe spots from bullets instead of weaving through them, but the enemies do put out a hell of a lot of fire.

Of course, Batsugun was when Ikeda really got to put his bullet-hell dodge-a-thon ideology into practice.
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Post by lgb »

FIL wrote:We need more super fast orange bullets with tiny slow sniper bullets mixed in.
Necronopticous wrote:More lolis.
See? If people would just work together, there can be some really awesome ideas.
Mortificator wrote:Salamander's about finding safe spots from bullets instead of weaving through them, but the enemies do put out a hell of a lot of fire.
This is true. I'm not surprised that Cavadius was a combination of Cave and a vertical style (like Salamander). Of course that's usually what Cave does, but Progear exists.
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Post by GaijinPunch »

For the record, I've not heard of any pre-Cave interviews with any of Cave's major staff, although they talk about their time with Toaplan. I do find it a bit odd that Ikeda rates Battle Garegga as a such a benchmark of the genre.
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