Shmup Theory

2D Shooters Invade
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Para
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Shmup Theory

Post by Para »

I want to start an intelligent discussion about Shmups as a whole and I would like valuble input from "experts" and Shmup enthusiasts. I know it seems like a broad topic (no, not a topic for women) but I am mainly referring to the differences between a bad, average and amazing Shmup.

I have quite a few Shmups on virtually every platform and I have spent hundreds of hours playing them (mainly Raiden) but I am far from an expert on the topic.

Like I previously mentioned, I would like input on the general aspects of the genre that can make or break a game.

From personal experience, what do you like or dislike about specific Shmups? What would you change about your favorite Shmup? What sets X Shmup apart from the rest? Answers to questions like this are what I am looking for.

It is pretty much established that things such as amazing music, a good/fast pace, nice graphics, interesting level design, a variety of interesting enemies and over the top boss fights are a plus, so a lot of things go without saying. Generic responses like "good graphics" or "powerups" aren't exactly what I am looking for.

Do you prefer horizontal or vertical scrolling? Is a story line important to anyone? Level select and multiple paths and secrets/hidden areas are important features and aspects of a Shmup that is often overlooked in my opinion.

If you were to design a Shmup or give advice to someone designing one what would you like to emphasize? The music and graphics can "easily" be taken care of but I am more so worried about the actual game play elements.

/discuss
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Bikeage
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Re: Shmup Theory

Post by Bikeage »

Crazy power ups and a rockin soundtrack are my two most essential requirements, followed by explosions and skulls. I get a soft spot for cute 'em ups after a few beers.

Whatever theory your getting at leads back to Galaga.
Breetai
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Re: Shmup Theory

Post by Breetai »

Hmmmm....

I love shoot 'em ups, but am also by no means an expert. As for my favourites, I could say I like stuff like Radiant Silvergun the best, but that is not true. I hardly ever play that. I find myself always going back to games like the Gradius series (including Salamander and Parodius games), R-Type (original, Super and III), DonPachi series and Soldier series on the PCE/TG-16 (Blazing Lasers (I'm including it), Super Star Soldier, Final Soldier, Soldier Blade). I also like the Aleste series (I guess Blazing Lasers should technically be here).

I have a lot of other shooters, but for some reason it is usually these ones I always go back to. My absolute most played shooter? Either Blazing Lasers, Final Soldier, Soldier Blade, R-Type, Gradius or Life Force (narrowed it down a bit!).

What is the same in all these games? They have fairly quick gameplay, very accurate controls, they look good, but not so good that I'm distracted by the graphics (like R-Type Final, Gradius V, Soldner X, etc.), have fun powerups, and are all very easy to just pick up and play for 5-10 minutes (DoDonPachi did not make the list because it has to load up!). The story does not matter at all here. Not even multiple paths or hidden items. Also, none of these games are really that difficult in the opening few levels (there go the Thunder Force games...). They ALL have catchy music as well.

Give me a fun shooter than I can pick up and play and get somewhere in and that looks good (16-bit graphics or up), all in about 5-10 minutes, and I'm happy.

The PC Engine is an amazing system for this reason. I just realized that every game I mentioned as my favourites, other than DonPachi games, are on HuCard.
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hashiriya1
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Re: Shmup Theory

Post by hashiriya1 »

I live for a curtain of pink, blue, and lavender bullets. I want to weave through any space I can find between bullets that my hitbox can survive. Intricate, creative bullet patterns are what make a shmup great for me. Tapping the joystick to move the ship a 1/16 of an inch to dodge a bullet while watching oncoming bullets in my peripheral to prepare for the next stick tap; this process is repeated so many times just in a span of seconds and this manic bliss is what gives me a gamegasm. This is what I want in a current-gen shmup.

Story is important to me with newer shmups. A long time ago you can get away with making a shmup with no story, but now it seems mandatory. I don't want some half-assed story either, I want one that makes sense as to why I am blasting fools. Mushihimesama series has a fairly decent story if you really follow it. It is about betrayal, revenge, etc.

I can't really give any advice to a shmup dev because it is not my place, and I really don't have any complaints with the direction new shmups are going. I would just request more horis be made. You don't see too many horis nowadays compared to back in the day. Other than that, I would simply give the cliche line: "Keep up the good work". Especially to the guys at G.rev, Cave, and Gulti.
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aeon
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Re: Shmup Theory

Post by aeon »

The shmups I always return to tend to be of the 16bit variety, and I think that has alot to do with nostalgia. I always have time for Super Star Soldier, Parodius, Bio-Hazard Battle and Axelay for instance. I enjoy newer shmups too, but nothing beats the oldies in my book.

When I play a shmup, especially newer ones, it really boils down to bullet patterns for me. If there aren't 'comfortable' bullet patterns--and I think you know what I mean by that--it ruins the experience. Also, I really prefer a non-hectic pacing, R-Type being a good example of this. R-Type is a hectic game, don't get me wrong, but the ship moves at such an easy clip it really helps me just enjoy the game.

I'm also a fan of bulkier ships- I dunno, it just feels like there is substance to them.
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Hobie-wan
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Re: Shmup Theory

Post by Hobie-wan »

The most important thing is good control. It that's terrible, none of the rest of the game matters. I love Compile shmups because the controls are always spot on. When you die there's never any "oh come on!" or "crap I meant to do X" moments.
lisalover1
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Re: Shmup Theory

Post by lisalover1 »

I think a little innovation goes a long way for SHMUPs in particular. If you look at some of the best games in the genre, most of them just get the basics right, but what they add to the genre isn't too much. Ikaruga is just a clever weapon selector, and Radiant Silvergun just has a unique control scheme with several weapons.
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saturnfan
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Re: Shmup Theory

Post by saturnfan »

One aspect of shmups that is largely left out of most games (at least the ones I have played) is multiple paths. The Darius series, and particularly Darius Gaiden remains my favorite shmup of all time because of its amazing array of multiple paths to take, dramatically increasing replayability.

I would really like to see more shmups do that.
ggg
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Re: Shmup Theory

Post by ggg »

i think the most important thing in a shmups is a score multiplier, a chain system, something that give you the possibility to take big risks for big advantages in scoring.
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HiddenCharacter
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Re: Shmup Theory

Post by HiddenCharacter »

I had to register JUST because I wanted to put in my two cents.

While I do love all shooters, there are a few things that make the game appeal to my taste.

I prefer:
Vertical Shooters, Bullet Hell Flavor
Complex scoring system
A "Focus Fire" system
A nice mix of 2D and 3D

But of all things I mentioned, there is one thing that I really gets me super excited about a shooter:

The player has to be a space ship.

I know what some of you are thinking, "the gameplay matters," and I totally agree. But there's something about being a person flying (or walking in the case of Guwange) shooting spaceship-like bullets that bothers me. I don't know what it is, I just feel like I have more incentive to dodge bullets in a spaceship.
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