I think there is a misconception that 1cc'ing a shmup requires the highest caliber of play, or that it is "The perfect run", when in fact I would argue that a 1cc is indeed the middle ground. Its like beating Mario legit, no warp pipes, but far from a speedrun.isiolia wrote: Seems more that SHMUPs just more often don't integrate a middle ground themselves. If your standard for counting a Mario game as beaten were a 100% completion speedrun, you'd wind up knowing it inside and out too, appreciate it more, all that.
Again, to mention Dodonpachi, a shooter that helped develop the bullet hell and scoring sub genre that is in question. If your goal is to 1cc the first loop of the game, you are allotted 6 lives and 37 bombs to do so, and those bombs completely clear the screen and make you invincible. The first two stages are not too difficult, and you can essentially skip any difficult sections from there. Its arguable that a Dodonpachi 1cc is actually quite easy to accomplish with a bit of practice.
Compare this to a Dodonpachi 2-ALL, with a good score. This requires years, even decades of practice to accomplish. THIS is what I would compare to a high level speedrun.
I have a decent handful of 1ccs under my belt, and I have mastered none of these games. I simply understand them on a basic level, and practiced them a little bit.
I just can't see how playing a shmup with complete lack of consequence, and no possibility of death, could even be compared to a Mario 1 clear, when that game can actually end, you can fail. You had to learn, you had to accomplish something. Credit-feeding even the hardest shmup is easier than beating Mario 1, even with warp pipes.
