I enjoy killing lots of enemies and having upgrades to choose from, while not dying from one enemy bullet. This is what euroshumps are for me. I'm not saying they need to be easy, Hydorah being a good example of a hard shmup.
For me, japanese shumps are more about "git gud" to rank high in score. Not very fun.
/monocle engaged
It took me a while to realize that the reason for the rampant shit taste in this thread (save for a few posts) was because I was posting on the RPGCodex, where Tyrian, Raptor, and Chicken Invaders are considered the epitome of shoot 'em up game design (the shmup equivalents of Dragon Age: Origins and Oblivion to RPGs), quicksaving around every corner is considered the norm, and e-penii are measured by upgrades and levels instead of score and skill.
Fret not, not everyone can understand the joy of Arcade Gaming at first, or the underrated design brilliance of the Japanese Arcade Grandmasters. It is a path of determination and self-improvement one must walk on their own, for it requires intense practice and self-restraint to achieve the fabled 1-continue-clear for your game of choice. You may think that it's laughable to NOT use continues given their infinite nature and the perceived bullshit nature of Arcade Gaming, but the truth is that a 1cc is what most 90's era arcade games were essentially designed around. One of the reasons being that your score resets or is frozen when you use a continue, and the other being that creditfeeding robs any game of its intended challenge. It's about the same as savescumming your way through Max Payne. There is nothing preventing you from doing so and the game only autosaving during chapter starts does instill savescumming as a habit, but anyone would call you a kusoplayer if they saw your kusoplay of quicksaving with a 733Mhz frequency. Heck, Postal 2 even mocks you if you save too often.
There are a lot of different shoot 'em up subgenres, but because the "uuuuugh, WEEABOO" alert kicks in whenever a Codexer sees more than six bullets on screen, I'll try to keep the examples to more CASAUL-friendly and not as bullet-intensive for the retards who believe the absence of stage hazards in favor of enemy positioning and bullet streams as means of attacks to dodge doesn't constitute actual stage design.
KAMUI
The first game from the Tale of ALLTYNEX trilogy, and also a spiritual successor of RayForce (or by extent Soukyugurentai). The core of its gameplay centers around the lock-on system. Whereas RayForce could only lock-on to ships whenever you hovered the small crosshair in front of your ship over them and Soukyugurentai could only lock on to enemies within range of the ship, in Kamui you can lock-on to enemies across the entire screen, as long as they are flying beneath you. This is also what the scoring system is centered around. The power of your lock-on is tied to an energy bar which depletes whenever you activate your lock-on attack. The higher the energy bar is whenever you activate your lock-on the more ships you can lock-on to and the more damage you can deal, while also increasing the score multiplier which applies to each ship destroyed. Meaning that you can only get the maximum score if you don't spam the lock-on button and only use it when the energy bar is completely full, meaning you have to hold off on killing enemies if you want to get the most score, but spamming the lock-on only sends out a weak strike which can only destroy one or two ships at a time.
On top of that, you have your regular shot, but also the Thunder Blade. The Thunder Blade is a massive beam which CANCELS any bullet it hits, making it a lifesaver for getting out of sticky situations while dealing shittons of damage, but it must be used carefully. Using your Thunder Blade doesn
't consume energy, but rather it quickly overheats your energy bar, temporarily reducing the maximum energy level your energy bar can reach. The energy for your lock-on regenerates faster than it can cool down after using the Thunder Blade, meaning you can't use your lock-on at maximum power or for maximum score as long as the heat persists, so careful energy management is required. Using the Thunder Blade too much might get you out of sticky patterns, but it will gimp your lock-on and reduce scoring opportunities, and having your lock-on gimped might prove disadvantageous if you're facing ground enemies or ships flying beneath you which can't be reached with your normal shot while they can shoot you from any position.
Aside from the bullet canceling beam, Kamui also proves a little forgiving (some say TOO forgiving) by giving you a shield which can absorb 4 bullets (plus one if you count your hull) per LIFE (and you have two extra, coming down to around fifteen-twenty hits per run you can tank), on top of some shield pick-ups which allow you to tank one more. It's probably because of this that there are no extends tied to scoring, meaning scoring isn't essential for gaining more lives, but why wouldn't you try to get a better score anyways? The stages are well designed and so are the bosses, as getting the most points requires you to destroy their parts with your lock-on when they are changing height levels. The
music is kick ass, and also has a MIDI version for nostalgiafags given that KAMUI is an old doujin game. The difficulty is forgiving enough that anyone should be able to beat it with some practice.
RefleX
You'd think that if Ikaruga's popularity resulted from an innovative gameplay mechanic whose workings were obvious from the surface and made it stand out from its peers, that the same would count for RefleX, but it's not like anyone pays attention to doujin games anyways.
Enter RefleX, the sequel to Kamui, featuring entirely different gameplay to boot. The main draw of the game is its reflecting shield mechanic, which renders you invincible to bullets as long as your shield is active and reflect bullets BACK to the enemy. The scoring is also centered around reflecting bullets and beams on top of keeping up a chain. The more enemies you can destroy with a single reflected bullet or homing beam, the higher your score multiplier gets. Your score multiplier drops really quickly when you aren't killing things, but you can at least prevent the combo from going to zero by continuously killing things with your normal shot whenever possible.
The amount of bullets you can reflect is tied to your energy bar. The more you reflect, the more it gets depleted. It can be recharged by not being used, but can be recharged faster by not shooting at all. This creates an interesting dynamic of shifting between offense and defense as you can't keep up your shield indefinitely, but you also can't shoot while your shield is activated. Meaning if you use it too much the amount of enemies on screen might overwhelm you if your shield is depleted, as not every single bullet type can be reflected, but all of them can be canceled (the shield won't protect you from colliding with other ships and missiles, however).
What's also great is its presentation, further aided by its
excellent music. It's way more dramatic than Kamui or any other shmup where you fly in a straight line while killing waves of enemies interspersed by boss fights, RefleX is one of the better examples of telling a story through a shmup without (completely) resorting to cutscenes. Especially the last stage is quite brilliant, as I hesitate to spoil it. It's not some massive plot twist, but you'll know what I mean once you see it. It's also why you should probably play Kamui before RefleX as there's many references to Kamui in RefleX which you might miss out on otherwise. Here you can tank about seven hits before your ship is destroyed, but your ship gets repaired halfway through and one more time before the last stage. If you try hard enough, you can do it.
ALLTYNEX Second
WOAH SHIT SON, THREE DEE
Compared to the other two ALLTYNEX games (RefleX and Kamui), Second is a much tighter and refined experience. It doesn't have the presentation of RefleX or the originality of Kamui, but what it has is balls-to-the-walls aggression. The ALLTYNEX AI destroyed about 90% of humanity, so the human resistance slapped as much weapons as possible on your ship and sent you on a suicide mission to destroy the core. If you're wondering why the third game in the series is called ALLTYNEX SECOND, it's because this is actually a remake of the original ALLTYNEX game for the FM Towns and is actually a prequel to both Kamui and RefleX.
Your ship has your usual spread shot, but it has also a close-range sword attack that strikes nearby enemies and slashes away nearby bullets, it has homing missiles, and it has a massive Buster Beam which pushes back all bullets on screen whenever its fired while firing a massive beam that deals massive damage, all of which is tied to your energy bar. Using the Buster Beam and homing missile consumes energy, and your energy bar can charge several levels up to five. With each level the power (and more importantly) the width of your main shot is increased. The energy bar slowly regenerates, but it can also be filled up by energy chips dropped by killing enemies, which automatically home in towards you when you aren't using your swords.
The scoring system is also one of my favourites, as it requires you that you use all your weapons to your disposal, and this time around you do get extra lives for each seven million points you get. There's two main methods to scoring. Killing enemies with your sword or Buster Beam applies the current combo multiplier to the enemy's score value, and even if your combo is at 1x, killing an enemy with sword/Buster will always net you a x2 multiplier. The other is chaining popcorn enemies. If you kill several enemies in quick succession, an additional point bonus will be applied for each kill that increases with each kill up to an extra 25600 pts for each enemy. Each time you kill an enemy during the chain, your combo multiplier increases by one, but it doesn't apply to enemies killed during a chain. A chain drops very quickly, so if a second passes without killing anything, your chain is reset to 0, but your combo multiplier remains. Your combo multiplier also slowly decreases by one over time.
Popcorn enemies can be easily killed with your main shot and homing missiles, whereas larger enemies will go down within a few melee strikes. This creates an interesting dynamic where you first raise your multiplier by chaining as much popcorn enemies as possible while keeping up that chain, and then cashing your multiplier in by killing larger enemies with your sword/buster as they have a larger base point value. This is further enforced by the fact that your main shot is worse at killing large enemies than your sword/Buster, which is especially notable for bosses as you really have to get close and strike them with your blades to actually damage them. Your swords cancel bullets whenever they swing so you won't get raped from up close, but there is a small delay between the swings of your swords which may allow bullets to creep in, so caution is advised.
Your main shot is used for destroying zakos and maintaing your chain, homing missiles are used to keep up your chain by destroying enemies outside of your range, melee attacks are for dealing massive damage and the Buster Beam is for bullet canceling and destroying enemies at range for the multiplier bonus. The weapons are all quite well balanced out, and over-use of homing missiles and the Buster is punished on harder difficulties where they consume much more energy at the expense of your main shot.
It's also noticeably harder than the other ALLTYNEX games. Your only main means of defense is a protective shield which absorbs one additional hit per life, your swords which can slash away bullets at the expense of moving slowly, and the Buster which pushes back all bullets whenever activated. The close-range nature of the game might cause you to often crash into things or get killed by beams or bullets which just spawned (you can't cancel beams), and the game doesn't give you a guaranteed amount of extra lives as you're expected to score to last longer. But to me, this is my favourite in the ALLTYNEX trilogy. Later bosses can get quite devious as well, and there's a lot more score routes involved here. I think it just hits that hotspot where you just want to creditfeed it every now and then because of how fun the base mechanics are. As usual,
the music kicks ass.