Which Shmups have attempted RPG Mechanics?

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6es_clinton
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Which Shmups have attempted RPG Mechanics?

Post by 6es_clinton »

Hey Guys & Gals,

My previous post about Sky Force and its progression model also made me curious about which shmups - past or present - have attempted to integrate RPG mechanics into their play?

To define what I mean when I say RPG mechanics:
  • Experience Points
  • Character Levels that open up new abilities or bonuses
  • Character Development: Skill Trees & Skill Advancement
  • Exploration or Non-linear level design
  • Loot / Itemization
  • Party System: other ships with different attributes fight alongside your ship
Very interested to know about any shooters that have attempted one or more of these things. Even more interested to know about the ones that have failed spectacularly.

Thanks for your help!
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Kollision
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Re: Which Shmups have attempted RPG Mechanics?

Post by Kollision »

NES Fuzzical Fighter is the most RPGish hybrid I can think of.
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Blackbird
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Re: Which Shmups have attempted RPG Mechanics?

Post by Blackbird »

I think UN Squadron/Area 88 incorporates an RPG-like mechanism where you earn money every mission and use it to buy special weapons/ammunition.

The Guardian Legend is essentially a 2D action adventure game much like The Legend of Zelda with scrolling shooter levels in it.
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Re: Which Shmups have attempted RPG Mechanics?

Post by chempop »

Off the very top of my head,

Games with shops:
Gun Nac
Tyrian
Fantasy Zone
Trouble Witches

Games with Experience Point:
Radiant Silvergun
Batsugun

I'm sure others can add tons to these lists.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Ghegs »

Sigma Star Saga on GBA.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Aisha »

Stellavanity has experience points and character levels, stat allocation, and items that can be equipped after being bought or found. The stage progression can also be non-linear. A lot of these things can be disabled for a more arcade-like experience, though.

Black Art features parties, items that can be equipped or used after being bought, and status effects. There are probably more things that I can't think of; I haven't played it much.
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Re: Which Shmups have attempted RPG Mechanics?

Post by LordHypnos »

Mars Matrix has experience points that level up your shot
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Re: Which Shmups have attempted RPG Mechanics?

Post by 50Hz »

Ginga Force has a pretty huge shop for the story mode.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Nana »

Cosmotank on the original GB is a pretty interesting shmup/RPG hybrid. Its execution suffers a bit from hardware limitations, but it has:
  • first person dungeon crawling
  • random encounters with first person perspective gunfights
  • pocky and rocky style exploration while shooting
  • experience points and leveling up
  • item collecting
  • proper scrolling shooter sections
  • areas inaccessible until other conditions are met/you've upgraded your ship with certain equipment
It's a really fascinating game that's worth looking into just to see how it was executed. I think it has a lot of potential to be remade significantly better.
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Re: Which Shmups have attempted RPG Mechanics?

Post by amdiggywhut »

Does Jamestown fit the bill here? Never played it but it thought it had a shop system. Was planning to get it for PS4 eventually.
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pegboy
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Re: Which Shmups have attempted RPG Mechanics?

Post by pegboy »

Here's a few that haven't been mentioned:
Raptor: Call of the Shadows (PC)
Gun.Smoke (NES)
Darius Twin (SNES)
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Re: Which Shmups have attempted RPG Mechanics?

Post by ciox »

Success shmups have levelling stuff usually
Sanvein - power up your shot by playing all the selectable mini levels before challenging bosses, otherwise you are too weak
Psyvariar - level up to again power up your shot, your level is compared to the level of the area you select to determine how much damage you do (you better bring a high level ship to a high level area)
Guardian Force - not sure but you can level up weapons, can't remember if it was RPG-like or not
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Re: Which Shmups have attempted RPG Mechanics

Post by Nick420 »

Donpachin! Sorta fits.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Lordgalvar-II »

"In RPG, you level up character. In STG, character level you!

What a message board!"
--attributed to Y. Smirnoff

All shooting games are roleplaying games. You build your skills, collect equipment that matches your skill set (arcade sticks, etc), buy from cursed sellers, explore obscure websites for strategy, and constantly fight the same enemies.
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Re: Which Shmups have attempted RPG Mechanics?

Post by LordHypnos »

Lordgalvar-II wrote: All shooting games are roleplaying games. You build your skills, collect equipment that matches your skill set (arcade sticks, etc), buy from cursed sellers, explore obscure websites for strategy, and constantly fight the same enemies.
Guys! Real life is an RPG!!! :shock:
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Eno
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Re: Which Shmups have attempted RPG Mechanics?

Post by Eno »

This thread.

I found it because I was looking for the title of this specific game.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Squire Grooktook »

amdiggywhut wrote:Does Jamestown fit the bill here? Never played it but it thought it had a shop system. Was planning to get it for PS4 eventually.
Jamestowns shop is more for unlocking features like mission mode and extra difficulties than it is unlocking things you use in actual gameplay. Only exception being the extra ships you can unlock in it.
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Re: Which Shmups have attempted RPG Mechanics?

Post by BulletMagnet »

LordHypnos wrote:Guys! Real life is an RPG!!! :shock:
One in need of some major balance tweaks. Way too much grinding and fetch-questing.
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Re: Which Shmups have attempted RPG Mechanics?

Post by 6es_clinton »

Appreciate the avalanche of replies, guys. Thank you. A bunch of games I have never heard of and will need to hunt down. I suppose I can get emulators for more than a few in that list.

And thanks for linking that other thread, Eno. Will check it out soon!
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Re: Which Shmups have attempted RPG Mechanics?

Post by MathU »

Various Western shooters attempt this with usually not-too-balanced results but Karous is one of the few games that I think really pulled it off well. Linley Henzell made a couple freeware shooters in a very similar vein to it called Garden of Colored Lights and White Butterfly.

There's also the Cotton series where you collect items from enemies to power up your main weapon. Mystic Riders does something similar too.
Of course, that's just an opinion.
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Re: Which Shmups have attempted RPG Mechanics?

Post by Ruldra »

Undeadline. After each level you have a few points to spend in strength, magic, dexterity or agility.
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Re: Which Shmups have attempted RPG Mechanics?

Post by ACSeraph »

Surprised no one has mentioned Caladrius.

You have 3 different magic weapons. Any time you deal damage with them you gain experience points and when you level up you gain a skill point. At the end of the stage you can use your accumulated skill points to level up your magic weapons any way you choose. It's pretty pure RPG progression in an otherwise traditional shmup.

I also recently played a Famicom game called Super Star Force where you travel across time in order to change the future. The stages are all traditional vertical scrolling stages, but you gain time points for killing enemies that will open up paths to the past or the future. If you change something in the past it will have an impact on the future, so you don't progress from one stage to the next, rather, you go back and forth. There are shops you can enter, and also dungeons where your character walks on foot Zelda style. It's a pretty ambitious game for Famicom actually, but unfortunately while the STG portion of the game and the general concept are quite good, the actual dungeon crawling plays pretty badly.

Also on NES you have The Guardian Legend, which is a similar hybrid shmup/adventure game, but GL seems to focus more on it's adventure sections while Star Force focuses more on the shooting.
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Re: Which Shmups have attempted RPG Mechanics?

Post by PC Engine Fan X! »

Capcom's Forgotten Worlds PCB, the classic PC Engine Super CD-Rom² shmup of Winds of Thunder/Lords of Thunder & PCE Magical Chase all have shops to visit to buy various power-up/upgrades.

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Re: Which Shmups have attempted RPG Mechanics?

Post by Kiken »

PC Engine Fan X! wrote:Capcom's Forgotten Worlds PCB, the classic PC Engine Super CD-Rom² shmup of Winds of Thunder/Lords of Thunder & PCE Magical Chase all have shops to visit to buy various power-up/upgrades.

PC Engine Fan X! ^_~
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Guess there's also Sol Divide with it's meter building for magic strength.
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Re: Which Shmups have attempted RPG Mechanics?

Post by BareKnuckleRoo »

chempop wrote:Games with Experience Point:
Radiant Silvergun
Batsugun
Guardian Legend also applies here. Your points are actually tied to your max health, every time you reach a certain score you get a max HP increase (in addition to being able to find max HP+ items), so you can technically grind for health if you want... though there's a fatal bug where the game crashes if you counterstop it so scoring too high can actually be bad! To do that though takes way more grinding than you'd ever need by playing the game normally.
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Re: Which Shmups have attempted RPG Mechanics?

Post by IseeThings »

chempop wrote:Off the very top of my head,

Games with shops:
Gun Nac
Tyrian
Fantasy Zone
Trouble Witches

Games with Experience Point:
Radiant Silvergun
Batsugun

I'm sure others can add tons to these lists.
Some of the Afega engine gams have 'shops' between levels (Guardian Storm, Fire Hawk)
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Re: Which Shmups have attempted RPG Mechanics?

Post by LordHypnos »

I should mention that, while it's not something that happens during gameplay, and it's tacked on the DC version, Mars Matrix also has a shop. Your points become dollars (or whatever). The only real interesting things you can buy, though, are the score attack mode (practice mode, essentially), and the Strategy videos. Other than that, there's the gallery (which is kinda cool), lives (up to 7), and continues (up to Freeplay). You don't actually have to use either. There's also some options for ship speed, shield meter recharge time, and combo time (for chaining), which only work in the Elite Modes (Elite Mode B is almost the same as the Arcade mode, while A is an arrange mode).
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