Essential SHMUPS
Essential SHMUPS
No, I don't mean a top 25. I'm happy Nullstar did the top 25 this year and can't believe the amount of effort he put into it, but I am interested in a somewhat different perspective.
If one is breaking into a new genre of music for instance, it would not be uncommon for someone to recomment 'significant works' that are representative of that genre. To me, this is a lot more important than a top 25. Fireshark for instance will never be in the top 25 but I think it is an incredibly significant work. Xevious is a significant work. Even Vulgus is a significant work!
So, restricting yourself to as few entries by the same developer as possible, while also trying to apply a conservation to the overall size of your list, what would you recommend to the novice shmup student as a list of significant works for their formative experience?
If one is breaking into a new genre of music for instance, it would not be uncommon for someone to recomment 'significant works' that are representative of that genre. To me, this is a lot more important than a top 25. Fireshark for instance will never be in the top 25 but I think it is an incredibly significant work. Xevious is a significant work. Even Vulgus is a significant work!
So, restricting yourself to as few entries by the same developer as possible, while also trying to apply a conservation to the overall size of your list, what would you recommend to the novice shmup student as a list of significant works for their formative experience?
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professor ganson
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BulletMagnet
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Hmm...off the top of my head...
R-Type (the standard for "memorizer" shmups)
Layer Section (pioneered the lock-on device)
Radiant Silvergun (color chaining, experience system, pretentious plot
)
Batsugun/DoDonPachi (different people will call one or the other the first "true" manic shmup)
Giga Wing (the original "overload" shmup)
Gradius (variable power-up bar, etc.)
Others would know more about older stuff, but on the newer front methinks those would be worth a mention...
R-Type (the standard for "memorizer" shmups)
Layer Section (pioneered the lock-on device)
Radiant Silvergun (color chaining, experience system, pretentious plot

Batsugun/DoDonPachi (different people will call one or the other the first "true" manic shmup)
Giga Wing (the original "overload" shmup)
Gradius (variable power-up bar, etc.)
Others would know more about older stuff, but on the newer front methinks those would be worth a mention...
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As far as older stuff...
1943 - Second best in the series. Its only superior is 1941.
Juno First - That three note melody while your ship materializes is reason enough. The excellent gameplay helps just a leeeeetle bit.
Time Pilot - It's just FUN.
Vulgus - I actually didn't even know about this one until the other day, but I've been playing it quite a bit. Significant because of its open-ended enemy encounters. No patterns here.
1943 - Second best in the series. Its only superior is 1941.
Juno First - That three note melody while your ship materializes is reason enough. The excellent gameplay helps just a leeeeetle bit.

Time Pilot - It's just FUN.
Vulgus - I actually didn't even know about this one until the other day, but I've been playing it quite a bit. Significant because of its open-ended enemy encounters. No patterns here.
Blow up self to involve enemies.
There's still some potential ambiguity here, making it difficult to answer. For example, we might agree that it is important to have a Gradius game on the list- probably as a core representative of a shooter with satellites/options and that kind of power-up bar. However, is the original Gradius more "essential" because it was a first of its kind and historically important, or is a later Gradius such as Gaiden or V more "essential" because it arguably realizes the Gradius concept better?
I suppose it depends on what a person's interested in- if they want to explore the genre historically and note its strengths and weaknesses, or whether they just want to play a variety of games that are strong in different ways. Generally, I think it's probably safest to default with the latter approach.
Anyway, I would consider Gradius V an essential. In a sense, it is the most encapsulated representation I've seen of a typical "horizontal" style shooter. That's a vague description in itself, and we probably all have our own little idiosyncratic ways of classification. But just consider the "mold" that a lot of early 90's shooters seemed to follow. Often, they had some sort of weapon system based around choosing certain weapons at the beginning and/or switching between them during play. The games were also typically more concerned with distance than score. In other words, the experience was more associated with just getting past a boss, seeing what the next stage looked like, just blowing stuff up, etc. than perfection of individual areas and chaining or more intriciate scoring mechanisms. The stages were also often constructed with some kind of emphasis on static terrain- you might move through and around "chunks" of an environment, rather than weave through a bullet maze that changes over time. From my experience, the type of game that brings about this essense the best and with the strongest execution in doing so is Gradius V. Granted, some people will say the game has a fair bit in common with more recent shooters- the "manic" asteroid field, the tiny hitbox, etc. But I view those as elements that were logically used to enhance that type of game rather than make it something different entirely.
Another essential would be Ikaruga. Perhaps most importantly so because of how it executes the idea of simplicity through its gameplay system (as well as its presentation). If someone thinks power-ups are what makes the genre great and you want to "prove" to them otherwise, this is the game you show them. It is also an iconic example of a shooter that encourages the player to exhibit restraint. Though this is "built in" to the game implicitly in the sense that you never have to shoot to progress, it's also represented in the chaining system: because the multiplier does not "punish" the player for failing a time constraint (such as in DoDonPachi), chaining is entirely selective and based on layered levels of player participation.
A "boss rush" oriented game might also be appropriate for the list- perhaps Radiant Silvergun? Also maybe one with checkpoints...R-Type Delta (haven't played the second half but it could be the strongest R-Type)?
And yes, I realize I did mention three of Treasure's shooters (CMoon's suggestion of restricting developers is probably based on the idea that most developers make quite similar games)- but despite some similarities in style I think they all achieve something different and notable in execution.
I suppose it depends on what a person's interested in- if they want to explore the genre historically and note its strengths and weaknesses, or whether they just want to play a variety of games that are strong in different ways. Generally, I think it's probably safest to default with the latter approach.
Anyway, I would consider Gradius V an essential. In a sense, it is the most encapsulated representation I've seen of a typical "horizontal" style shooter. That's a vague description in itself, and we probably all have our own little idiosyncratic ways of classification. But just consider the "mold" that a lot of early 90's shooters seemed to follow. Often, they had some sort of weapon system based around choosing certain weapons at the beginning and/or switching between them during play. The games were also typically more concerned with distance than score. In other words, the experience was more associated with just getting past a boss, seeing what the next stage looked like, just blowing stuff up, etc. than perfection of individual areas and chaining or more intriciate scoring mechanisms. The stages were also often constructed with some kind of emphasis on static terrain- you might move through and around "chunks" of an environment, rather than weave through a bullet maze that changes over time. From my experience, the type of game that brings about this essense the best and with the strongest execution in doing so is Gradius V. Granted, some people will say the game has a fair bit in common with more recent shooters- the "manic" asteroid field, the tiny hitbox, etc. But I view those as elements that were logically used to enhance that type of game rather than make it something different entirely.
Another essential would be Ikaruga. Perhaps most importantly so because of how it executes the idea of simplicity through its gameplay system (as well as its presentation). If someone thinks power-ups are what makes the genre great and you want to "prove" to them otherwise, this is the game you show them. It is also an iconic example of a shooter that encourages the player to exhibit restraint. Though this is "built in" to the game implicitly in the sense that you never have to shoot to progress, it's also represented in the chaining system: because the multiplier does not "punish" the player for failing a time constraint (such as in DoDonPachi), chaining is entirely selective and based on layered levels of player participation.
A "boss rush" oriented game might also be appropriate for the list- perhaps Radiant Silvergun? Also maybe one with checkpoints...R-Type Delta (haven't played the second half but it could be the strongest R-Type)?
And yes, I realize I did mention three of Treasure's shooters (CMoon's suggestion of restricting developers is probably based on the idea that most developers make quite similar games)- but despite some similarities in style I think they all achieve something different and notable in execution.
No, I completely Understand how you could end up listing three games by Treasure, in precisely the same way I would probably be stuck listing Twin Cobras AND Fireshark AND Batsugun (the three games which essentially forged the modern identity of vertical shmups).
This is opposed to the 'everything by cave' mentality (apologies Naiera) because the games are all too homogenous. It would be like someone saying they wanted to get into Jazz and replying 'just buy everything by Coltrane'...hmmm, we're looking for something more diverse.
Still, as far as Gradius V, I couldn't see that as a single representation of Gradius because although it IS great, it also is pretty different than most gradius games. I'd find myself recommending Gaiden because it seems the most refined (and fun) while keeping to all the tried and true mechanics of the old gradius games.
This is opposed to the 'everything by cave' mentality (apologies Naiera) because the games are all too homogenous. It would be like someone saying they wanted to get into Jazz and replying 'just buy everything by Coltrane'...hmmm, we're looking for something more diverse.
Still, as far as Gradius V, I couldn't see that as a single representation of Gradius because although it IS great, it also is pretty different than most gradius games. I'd find myself recommending Gaiden because it seems the most refined (and fun) while keeping to all the tried and true mechanics of the old gradius games.
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SheSaidDutch
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Re: Essential SHMUPS
It's a great question!
I'd say... let's break this down by era and importance. I'd start with:
Space Invaders (1978) - the graddaddy of shooters... it's simple, is straightforward and doesn't scroll but the feeling is there. It's a good game to understand the roots of the arcade shooter. I still play the Sega Saturn edition of Space Invaders and it's still classicly great!
Galaxian, Galaga (1979, 1981) - these are more "interesting" games to play where you not only have to dodge bullets, but ships dive bomb at you as well. There is even a concept of a "power-up" in the dual-ship for Galaga. Namco packs have these well represented on the PSX.
Xevious (1982) - A good introduction into the scrolling shooting mechansim. Here we are into a game that has almost all the elements of a modern shooter - and it's a good simple design. Once again, the Namco packs have this well represented.
1942 (1984) - Now we've got powerups and a good interaction with both air and ground type-targets. The whistle makes an effective musical instrument here
You can get this on the Capcom Generation 1 pack.
Gradius (1985) - The method of powerup is innovative (not sure if it's the first game to do it that way, but it's the most famous). There is a great feeling of control with Gradius - sort of setting the standards that the horizontal shooter would always be a little more of a slower paced war over typically frantic nature of the vertical shooter.
1943 (1987) - A step up in compexity... there is a bomb/loop button along with plenty of powerups. This was a very addicting game... You can get this on the Capcom Generation 1 pack.
R-Type (1987) - Here is the definitive "memorization" game. You need to know what's coming to do well... and it rewards people for understanding the level design well.
Twin Cobra (1987) - Now we're starting to see the modern shooter emerge. Lots of firepower, lots of enemies... aimed bullets are the name of the game here. Classic Toaplan and one of the best games out there. It has a good PCE and MD version but I'd recommend the PSX Toaplan Shooting Battle as the best home port.
Raiden (1990) - Now we've arrived! Great use of sprites on the ground as well as in the air... lots of hidden things, powerups are refined and there is just a ton of goodness in the original Raiden. This still feels contemporary today, while maintaining a classic feel.
Batsugun (1993) - The modern shooter starts to get hints of manic... bullets everwhere and things are getting hecktic. A great rush and one of the best early manics around.
Strikers 1945 (1995) - A game that really shows the heights of the "modern" era. Well designed, good balance and gameplay is classic Psikyo. Nothing truly manic here... but the manic is just starting to arrive (Batsugun was a hybrid modern-manic).
DonPachi (1996) - Now we've got what might be the most famous modern-manic. This is essentially the sequel to Batsugun and is my favoriate Cave game before things started to get too over the top.
I may add or edit more later, but those would make a good cannon of essential shooters that everyone should play. Interestingly enough, I left off my favoraite game (Radiant Silvergun). While having all the weapons from the start is interesting and while it does so many things so very well, I don't consider it an essential shooter in the way that I would consider Galaga an essential shooter. Radiant Silvergun is a sum of it's parts... each well designed, and together they form a solid shooting game with a few innovative features (the color chaining, for example).
I'd say... let's break this down by era and importance. I'd start with:
Space Invaders (1978) - the graddaddy of shooters... it's simple, is straightforward and doesn't scroll but the feeling is there. It's a good game to understand the roots of the arcade shooter. I still play the Sega Saturn edition of Space Invaders and it's still classicly great!
Galaxian, Galaga (1979, 1981) - these are more "interesting" games to play where you not only have to dodge bullets, but ships dive bomb at you as well. There is even a concept of a "power-up" in the dual-ship for Galaga. Namco packs have these well represented on the PSX.
Xevious (1982) - A good introduction into the scrolling shooting mechansim. Here we are into a game that has almost all the elements of a modern shooter - and it's a good simple design. Once again, the Namco packs have this well represented.
1942 (1984) - Now we've got powerups and a good interaction with both air and ground type-targets. The whistle makes an effective musical instrument here

Gradius (1985) - The method of powerup is innovative (not sure if it's the first game to do it that way, but it's the most famous). There is a great feeling of control with Gradius - sort of setting the standards that the horizontal shooter would always be a little more of a slower paced war over typically frantic nature of the vertical shooter.
1943 (1987) - A step up in compexity... there is a bomb/loop button along with plenty of powerups. This was a very addicting game... You can get this on the Capcom Generation 1 pack.
R-Type (1987) - Here is the definitive "memorization" game. You need to know what's coming to do well... and it rewards people for understanding the level design well.
Twin Cobra (1987) - Now we're starting to see the modern shooter emerge. Lots of firepower, lots of enemies... aimed bullets are the name of the game here. Classic Toaplan and one of the best games out there. It has a good PCE and MD version but I'd recommend the PSX Toaplan Shooting Battle as the best home port.
Raiden (1990) - Now we've arrived! Great use of sprites on the ground as well as in the air... lots of hidden things, powerups are refined and there is just a ton of goodness in the original Raiden. This still feels contemporary today, while maintaining a classic feel.
Batsugun (1993) - The modern shooter starts to get hints of manic... bullets everwhere and things are getting hecktic. A great rush and one of the best early manics around.
Strikers 1945 (1995) - A game that really shows the heights of the "modern" era. Well designed, good balance and gameplay is classic Psikyo. Nothing truly manic here... but the manic is just starting to arrive (Batsugun was a hybrid modern-manic).
DonPachi (1996) - Now we've got what might be the most famous modern-manic. This is essentially the sequel to Batsugun and is my favoriate Cave game before things started to get too over the top.
I may add or edit more later, but those would make a good cannon of essential shooters that everyone should play. Interestingly enough, I left off my favoraite game (Radiant Silvergun). While having all the weapons from the start is interesting and while it does so many things so very well, I don't consider it an essential shooter in the way that I would consider Galaga an essential shooter. Radiant Silvergun is a sum of it's parts... each well designed, and together they form a solid shooting game with a few innovative features (the color chaining, for example).
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Shatterhand
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If I had to choose... hmm..
Radiant Silvergun. I don't even like the game all that much, but I think it's essential, because it shows how "epic" the genre can get.
Gradius - For obvious reasons. Now which one would depend exactly on what we want to achieve here, like Warpzone said. As I never played V, My personal choice would be Gaiden.
R-Type - Again, for obvious reason. For this, I think R-Type 1 is always the best choice. (No, I like Delta mora than 1, but 1 still holds up pretty well, unlike Gradius)
Dodonpachi - Heck, it has been #1 for 3 consecutive years. I don't like it all that much either (I found out I am a bigger fan of Donpachi, and I prefer Batsugun over Donpachi... and I don't like Batsugun all that much either
), but I can't argue about it's influence.
Battle Garegga - It has all that made Raizing famous, so I think it's an important game. (I think Batrider is waaaaay better than this, but it's less important historically).
Zanac - Not the best Compile shmup, but one of the best... the AI stuff is something everyone should know at some time, and the chaotic gameplay should get some knowing.
Giga Wing - What's funny is that I had never played the game.... actually, I never played any game from Takumi and it's exactly why I find it important, as I feel I am missing an important part of the genre.
Defender - It's has its own sub-genre of shmups .
And I think we need an old-school vertical classic here, which should not play like Compile games. I don't know which one to pick tough... Xevious? 1942? Twin Cobra?
Now, it just came to my mind that some may think those shmups (Either ones I listed, or the ones other people listed) would be the ideal to make mainstream like shmups. I'd like to say that's NOT TRUE.
I've seen mainstreams being "converted" by different games. I've managed to make a few people interested in the genre, and those are the games that made that:
Gradius Gaiden with 1 guy
Raystorm with 1 guy
Dodonpachi with 1 guy
Sonic Wings Special with 2 different guys.
The easiest way to do that is to try different games in different days with those guys... one day one of the games will make him "click"
. It seems SWS is the best choice so far 
Radiant Silvergun. I don't even like the game all that much, but I think it's essential, because it shows how "epic" the genre can get.
Gradius - For obvious reasons. Now which one would depend exactly on what we want to achieve here, like Warpzone said. As I never played V, My personal choice would be Gaiden.
R-Type - Again, for obvious reason. For this, I think R-Type 1 is always the best choice. (No, I like Delta mora than 1, but 1 still holds up pretty well, unlike Gradius)
Dodonpachi - Heck, it has been #1 for 3 consecutive years. I don't like it all that much either (I found out I am a bigger fan of Donpachi, and I prefer Batsugun over Donpachi... and I don't like Batsugun all that much either

Battle Garegga - It has all that made Raizing famous, so I think it's an important game. (I think Batrider is waaaaay better than this, but it's less important historically).
Zanac - Not the best Compile shmup, but one of the best... the AI stuff is something everyone should know at some time, and the chaotic gameplay should get some knowing.
Giga Wing - What's funny is that I had never played the game.... actually, I never played any game from Takumi and it's exactly why I find it important, as I feel I am missing an important part of the genre.
Defender - It's has its own sub-genre of shmups .
And I think we need an old-school vertical classic here, which should not play like Compile games. I don't know which one to pick tough... Xevious? 1942? Twin Cobra?
Now, it just came to my mind that some may think those shmups (Either ones I listed, or the ones other people listed) would be the ideal to make mainstream like shmups. I'd like to say that's NOT TRUE.
I've seen mainstreams being "converted" by different games. I've managed to make a few people interested in the genre, and those are the games that made that:
Gradius Gaiden with 1 guy
Raystorm with 1 guy
Dodonpachi with 1 guy
Sonic Wings Special with 2 different guys.
The easiest way to do that is to try different games in different days with those guys... one day one of the games will make him "click"


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snap monkey
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Wow, that's a very articulate description on both counts. Ikaruga is often misunderstood, but can really be an amazing experienced if viewed with the right attitude. These two are the games that got me into the genre, and I'd wholeheartedly recommend to anyone.WarpZone wrote:Anyway, I would consider Gradius V an essential. In a sense, it is the most encapsulated representation I've seen of a typical "horizontal" style shooter. That's a vague description in itself, and we probably all have our own little idiosyncratic ways of classification. But just consider the "mold" that a lot of early 90's shooters seemed to follow. Often, they had some sort of weapon system based around choosing certain weapons at the beginning and/or switching between them during play. The games were also typically more concerned with distance than score. In other words, the experience was more associated with just getting past a boss, seeing what the next stage looked like, just blowing stuff up, etc. than perfection of individual areas and chaining or more intriciate scoring mechanisms. The stages were also often constructed with some kind of emphasis on static terrain- you might move through and around "chunks" of an environment, rather than weave through a bullet maze that changes over time. From my experience, the type of game that brings about this essense the best and with the strongest execution in doing so is Gradius V. Granted, some people will say the game has a fair bit in common with more recent shooters- the "manic" asteroid field, the tiny hitbox, etc. But I view those as elements that were logically used to enhance that type of game rather than make it something different entirely.
Another essential would be Ikaruga. Perhaps most importantly so because of how it executes the idea of simplicity through its gameplay system (as well as its presentation). If someone thinks power-ups are what makes the genre great and you want to "prove" to them otherwise, this is the game you show them. It is also an iconic example of a shooter that encourages the player to exhibit restraint. Though this is "built in" to the game implicitly in the sense that you never have to shoot to progress, it's also represented in the chaining system: because the multiplier does not "punish" the player for failing a time constraint (such as in DoDonPachi), chaining is entirely selective and based on layered levels of player participation.
R-Type 2
Graduis IV
Dodonpachi
Shienryu
Ikaruga
Mars Matrix
Gradius Gaiden
Off the top of my head, these represent some of the finest versions of their particular styles, and I think cover all the bases. (I havn't played some of the newer cave games, so I chose dodonpachi)
What are others opinions on this approach? -just listing what they feel is the final evolution to a specific style, rather than what's at the beginning or the most innovative in general.
Can think of a better example on these descriptions?
R-Type 2-------best and hardest memoriser (also thought of Pulstar and Last Resort)
Graduis IV-----best and hardest side scrolling power up-dependant-strategizer
Dodonpachi----best straight up chaining + manic (also thought of ESPrade but less gimicks)
Shienryu-------best straight up vertical dodger (was also thinking of some older shmups like truxton or twin tiger- or raizing shmups)
Ikaruga--------best complex shmup (puzzle shmup?) (also thought of radiant silvergun, maybe even guwange or some characters in the shikigami's)
Mars Matrix----best and hardest shield shmup.
Gradius Gaiden---simple horizontal dodger
Do these descriptions cover the bases?
momorisers
loss based strategizers (gradius games mostly)
chaining/manics
simple vertical dodgers
complex shmups
shield shmups
simple horizontal dodgers
Graduis IV
Dodonpachi
Shienryu
Ikaruga
Mars Matrix
Gradius Gaiden
Off the top of my head, these represent some of the finest versions of their particular styles, and I think cover all the bases. (I havn't played some of the newer cave games, so I chose dodonpachi)
What are others opinions on this approach? -just listing what they feel is the final evolution to a specific style, rather than what's at the beginning or the most innovative in general.
Can think of a better example on these descriptions?
R-Type 2-------best and hardest memoriser (also thought of Pulstar and Last Resort)
Graduis IV-----best and hardest side scrolling power up-dependant-strategizer
Dodonpachi----best straight up chaining + manic (also thought of ESPrade but less gimicks)
Shienryu-------best straight up vertical dodger (was also thinking of some older shmups like truxton or twin tiger- or raizing shmups)
Ikaruga--------best complex shmup (puzzle shmup?) (also thought of radiant silvergun, maybe even guwange or some characters in the shikigami's)
Mars Matrix----best and hardest shield shmup.
Gradius Gaiden---simple horizontal dodger
Do these descriptions cover the bases?
momorisers
loss based strategizers (gradius games mostly)
chaining/manics
simple vertical dodgers
complex shmups
shield shmups
simple horizontal dodgers
I'm a BIG Cave fan and even I can see the stupidity of that statement.Naiera wrote:Everything from Cave. It's almost only downhill afterwards.
Ikaruga review now up in PLASMA BLOSSOM
Rayforce/ Layer Section
The seminal shmup:
Pioneered Dual Plane shmupping
Pioneered Lock on Laser in Dual Plane shmupping
Perfect Balance
Rank system perfectly implemented not requiring suicides
Zuntata soundtrack that is perhaps the premier OST in all of shmupdom
Does not engage in underhanded tactics such as requiring memorization, disappearing bullets or cheap deaths.
Rewards skill by introducing new enemy bullet patterns and increasing enemy bullet speed for expert players.
As accessible to the novice as the veteran shmupper.
The seminal shmup:
Pioneered Dual Plane shmupping
Pioneered Lock on Laser in Dual Plane shmupping
Perfect Balance
Rank system perfectly implemented not requiring suicides
Zuntata soundtrack that is perhaps the premier OST in all of shmupdom
Does not engage in underhanded tactics such as requiring memorization, disappearing bullets or cheap deaths.
Rewards skill by introducing new enemy bullet patterns and increasing enemy bullet speed for expert players.
As accessible to the novice as the veteran shmupper.
Raiden - Father of all modern vertical shooters!
1945 Strikers II - pioneered the manic shooter genre & pre-rendered animated graphics for the Bosses.
R-Type - Introduced the Shield/pod System, intense level memorisation & check points.
R-Type II - Combined great graphics, music & memorization patterns that surpassed its predecessor.
Thunder Force III - One of the 1st to use awesome primary weapons of mass destruction combined with none stop action & no check points
Carrier Air Wing - Great example of real life weapons & enemies in a shooter.
RayForce - Pioneered the lock-on laser system
DoDonPachi - Father of all Manic shooters with the most destructive primary & secondary fire power known in the shoot em up genre.
Gaiares - Introduced the use of story line & Anime Cut scenes in a shmup to build up the atmosphere of the game.
Gradius – Pioneered the linear power up weapons system.
And finally:
Choaniki: Sei Naru Protein Densetsu for the PS-2
Remake of Maisya / NCS's classic shooter from the PC-Engine, Funny Gay game, featuring two naked muscle men Adon and Samson as the main characters, and a bunch of muscle men as bosses.
The player's objective is to guide a legendary glob of protein to holy lands through groups of enemies that are aiming for the protein in order to get the ultimate physique.
I bought this game
Reason why I bought it: cuz the two guys on the cover told me to...
Do I regret it?
NOWAY..its a shmup!!!!
Seriously How Could You not Get it?
This game goes down in the annals of gaming history as the gayest shooting game ever.
Not many games can take that title. So enjoy.
Then fire up Dead or Alive 2, don't worry you'll be ok.
1945 Strikers II - pioneered the manic shooter genre & pre-rendered animated graphics for the Bosses.
R-Type - Introduced the Shield/pod System, intense level memorisation & check points.
R-Type II - Combined great graphics, music & memorization patterns that surpassed its predecessor.
Thunder Force III - One of the 1st to use awesome primary weapons of mass destruction combined with none stop action & no check points
Carrier Air Wing - Great example of real life weapons & enemies in a shooter.
RayForce - Pioneered the lock-on laser system
DoDonPachi - Father of all Manic shooters with the most destructive primary & secondary fire power known in the shoot em up genre.
Gaiares - Introduced the use of story line & Anime Cut scenes in a shmup to build up the atmosphere of the game.
Gradius – Pioneered the linear power up weapons system.
And finally:
Choaniki: Sei Naru Protein Densetsu for the PS-2
Remake of Maisya / NCS's classic shooter from the PC-Engine, Funny Gay game, featuring two naked muscle men Adon and Samson as the main characters, and a bunch of muscle men as bosses.
The player's objective is to guide a legendary glob of protein to holy lands through groups of enemies that are aiming for the protein in order to get the ultimate physique.
I bought this game
Reason why I bought it: cuz the two guys on the cover told me to...
Do I regret it?
NOWAY..its a shmup!!!!
Seriously How Could You not Get it?
This game goes down in the annals of gaming history as the gayest shooting game ever.
Not many games can take that title. So enjoy.
Then fire up Dead or Alive 2, don't worry you'll be ok.
I would also list Tyrian. The folks who reviewed the thing here didnt give it enough props. I tend not to like most cheesy anime stories (which tend to revolve around the teenage tendency to have a "personal fable" and other such immature storytelling devices - just about the only modern console games I play now are shmups just to avoid these 13 year old hero of the universe crap stories in every other console game). Tyrian was alot more gritty and had some decent golden age scifi storytelling reminiscent (though obviously not as good as) stuff like Forever War or the Dispossessed. The Power Up system (a buy/upgrade system with multiple hardpoints) is EASILY more sophisticated (and fun!) than 99.9% of all other shmups. Also, it had tcp/ip coop forever ago (eat that modern consoles). The game also had a similar seemless level selection mechanism to Star Fox (though better). Its a bit of a pain to get working right on XP but its worth it. The game is a gem.
Horis:
Gradius II Gofer - Unlike the original, it isn't incredibly cheap at times (volcano) and you aren't 100% SOL if you die (unless you're towards the end of the game). Its a great hori and really presents a classy look at horis.
R-Type - Shows off the memorization fest shmups. IMO its better than all of its sequels...
Thunder Force III - IMO the best of the series, and it shows off a hori without a retarded rank/die and you're screwed system.
Gokujyo Parodius - Just because its fun and is probably the best cute 'em up out there.
Border Down - Show how far horis can go by pushing the envelope on score/rank.
Verts:
Sky Shark - Classy original blast 'em up shmupping. Hell, it was my REAL (I don't really count King's Knight) introduction to shmups!
Strikers 1945 - A classic, and a damn solid shmup to show off how far verts came.
Batsugun - Show 'em what hell is...
Blast Wind - ... and then let them win a little. There's no better way to get someone into shmups than by letting them think they're naturally skilled at 'em.
Mars Matrix - What a bullet hell really is + some creative gameplay.
Gradius II Gofer - Unlike the original, it isn't incredibly cheap at times (volcano) and you aren't 100% SOL if you die (unless you're towards the end of the game). Its a great hori and really presents a classy look at horis.
R-Type - Shows off the memorization fest shmups. IMO its better than all of its sequels...
Thunder Force III - IMO the best of the series, and it shows off a hori without a retarded rank/die and you're screwed system.
Gokujyo Parodius - Just because its fun and is probably the best cute 'em up out there.
Border Down - Show how far horis can go by pushing the envelope on score/rank.
Verts:
Sky Shark - Classy original blast 'em up shmupping. Hell, it was my REAL (I don't really count King's Knight) introduction to shmups!
Strikers 1945 - A classic, and a damn solid shmup to show off how far verts came.
Batsugun - Show 'em what hell is...
Blast Wind - ... and then let them win a little. There's no better way to get someone into shmups than by letting them think they're naturally skilled at 'em.
Mars Matrix - What a bullet hell really is + some creative gameplay.
RABBLE RABBLE RABBLE!!!!!!
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professor ganson
- Posts: 5163
- Joined: Mon Feb 21, 2005 3:59 am
- Location: OHIO
This is the first time I've noticed Scramble mentioned at this site. I guess it didn't make the lasting impression of some of the more familiar games of that time, though I remember enjoying it in the arcades.Bishamon wrote:Yes! I spent many hours in the arcade playing Scramble.Lyle wrote:I think Scramble deserved to be mentioned here. Perhaps the first hori scroller, or one of the first. A second major step after Defender.
Wasn't part of the task in Scramble to blow up fuel reserves in order to refuel? That made a lot of sense.
I love the original Scramble. The port of it in Konami Arcade Advanced rocks! Yup! You blow up fuel to get more fuel. Super Cobra has this play mechanic too.professor ganson wrote:This is the first time I've noticed Scramble mentioned at this site. I guess it didn't make the lasting impression of some of the more familiar games of that time, though I remember enjoying it in the arcades.Bishamon wrote:Yes! I spent many hours in the arcade playing Scramble.Lyle wrote:I think Scramble deserved to be mentioned here. Perhaps the first hori scroller, or one of the first. A second major step after Defender.
Wasn't part of the task in Scramble to blow up fuel reserves in order to refuel? That made a lot of sense.
There of course is a good way to really do this, but it would take a lot of work.
First off, I think it would require a decision be made on what 'areas' need to be represented, such as:
-proto-shmup (IE, single axis shooter)
-early 80's shmup
-horizontal memorization shmup
-horizontal 'twitch' shmup
-vertical 'aimed bullet' shmup
-vertical 'manic' shmup
-representations of various power-up systems
-representations of various scoring systems
-representations of various weapon systems (lock on/absorb&reflect)
Once catagories are established, it would not be hard to do a poll for each one (what is your favorite proto-shmup?) and built a sort of shmup 101 list.
What other catagories should be up here?
EDIT: Another set of catagories would simply be listing all the major shmup developers and a favorite from each one. There are hundreds of verts, expecting two or three games to represent them might be difficult, so making sure each major developer had one of their best games listed would broaden an 'essential shmup' list in a way that I think makes sense.
First off, I think it would require a decision be made on what 'areas' need to be represented, such as:
-proto-shmup (IE, single axis shooter)
-early 80's shmup
-horizontal memorization shmup
-horizontal 'twitch' shmup
-vertical 'aimed bullet' shmup
-vertical 'manic' shmup
-representations of various power-up systems
-representations of various scoring systems
-representations of various weapon systems (lock on/absorb&reflect)
Once catagories are established, it would not be hard to do a poll for each one (what is your favorite proto-shmup?) and built a sort of shmup 101 list.
What other catagories should be up here?
EDIT: Another set of catagories would simply be listing all the major shmup developers and a favorite from each one. There are hundreds of verts, expecting two or three games to represent them might be difficult, so making sure each major developer had one of their best games listed would broaden an 'essential shmup' list in a way that I think makes sense.
SHMUP sale page.Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!