DJOGamer PT
Arcane
Because OTXO is a Shoot 'em up...
And it's a really fucking good one.
And it's a really fucking good one.
I wouldn't say so, but that's the starting point.Oh...
So this is a thread specifically for spacecraft vertical/horizontal scrolling Shoot 'em ups, not for the genre in general (no wonder this thread is so small, given how wide the genre is)
Alright, my bad.
I'll remove the post from the premises
Still a better thread title would help
so you're saying I should post about mmos and gacha games in RPG threads?Oh...
So this is a thread specifically for spacecraft vertical/horizontal scrolling Shoot 'em ups, not for the genre in general (no wonder this thread is so small, given how wide the genre is)
Alright, my bad.
I'll remove the post from the premises
Still a better thread title would help
No. Run and gun for me. They play too differently to shmups.Yeah, do Contra-likes qualify though?
Yeah but when the gameMy understanding of Shoot 'em ups, is that they all share these aspects: 2D, ranged combat against multiple threats, big focus on reaction times to both hit enemies and dogde their projectile
Fixed Screen, Side Scroller, Isometric, Twin-stick, On Rails, Run 'n' Gun, whatever...
If they have the above 3 pillars, then imo they're just different subgenres of Shoot 'em Up.
You're being too generous by saying "for me" as if implying it's a subjective thing. Look at any 80s or 90s "top 10 shmups" or whatever (And I mean, written in the 80s and 90s, not /about/ the 80s and 90s). Do you see Contra in it? Nope. Not because contra doesn't deserve to be in a top (it does) but because it's not.. a shmup. It's a Run and Gun, it's an actual genre in itself and includes legends like Metal Slug. No one ever called those games shmups back in the day.No. Run and gun for me. They play too differently to shmups.Yeah, do Contra-likes qualify though?
And muscle memory in pattern recognition. What people call "reflexes" is just the brain getting used to patterns, and wiring eyes and hand for them.You use 'reaction times' in shmups? Pfft, noob. Everyone knows it's all about memorization and routing.
In my Dodonpachi clear the most important things to beat it were:Of course, I play Garegga-likes, which are more about resources than literal routes, and the accumulation of technically-not-random randomness, so I am just memeing, but it is quite true that if you think it's just about reflexes, well, you're playing the genre wrong. But if you know how various enemies and patterns work in general, you can play a lot of games without having to specifically memorize too much.
And actually, ironically, the more reflexes matter, the less useful they are, because at some point the bullets will be too fast for anything other than memorization to work.
Then OTXO is indeed a shmup because because it only has 2 of those aspects and I could even argue it only has 1Yeah but when the gameMy understanding of Shoot 'em ups, is that they all share these aspects: 2D, ranged combat against multiple threats, big focus on reaction times to both hit enemies and dogde their projectile
Fixed Screen, Side Scroller, Isometric, Twin-stick, On Rails, Run 'n' Gun, whatever...
If they have the above 3 pillars, then imo they're just different subgenres of Shoot 'em Up.
can you really say it's a shmup just because it has projectile based combat? None of these things are necessarily bad and one or two elements can be very enjoyable in a shmup, but all of them present at once is really stretching the genre definition.
- is outside of the arcade format (no continues, lives, or some such, and allows saving beyond suspend and resume),
- has numbers go up game rules (XP, character levels, loot, and other kinds of permanent power ups),
- has free scrolling and large open levels
- and no kind of time pressure whatsoever,
stgdu0000588.zip here http://www.esc-j.net/stg/stgdu/upload.phpNice, it seems based on Gaiden. Do you have a DL link?
I like Gradius games, but never got serious about beat them. It seems like they are too punishing on death, so you have to no miss them.stgdu0000588.zip here http://www.esc-j.net/stg/stgdu/upload.phpNice, it seems based on Gaiden. Do you have a DL link?
This isn't strictly true, as at least on the first loop, the games that have them were designed and tested* with checkpoint starts i.e. recoveries. There was an interview with a Toaplan dev where he gave a very strong opinion on checkpoints. He basically said that checkpoints are part of the core of how shumps should be designed and played, and that shmups without checkpoints were a mark of amateur, unserious design. Ofc. I disagree, but he argued the point well on the basis of player learning and player experience (basically, you end up playing the hard sections more often with less fire power, forcing you to actually learn them and come up with tactics for them).3 lives and not 1
Good points. I have to go sometime into one of these games. I´m reasonable skilled now at danmakus but very bad at horis.This isn't strictly true, as at least on the first loop, the games that have them were designed and tested* with checkpoint starts i.e. recoveries. There was an interview with a Toaplan dev where he gave a very strong opinion on checkpoints. He basically said that checkpoints are part of the core of how shumps should be designed and played, and that shmups without checkpoints were a mark of amateur, unserious design. Ofc. I disagree, but he argued the point well on the basis of player learning and player experience (basically, you end up playing the hard sections more often with less fire power, forcing you to actually learn them and come up with tactics for them).3 lives and not 1
What got me into checkpoints was Same! Same! Same!'s more forgiving Megadrive version (even when played on Hard, though I recommend Normal to begin with). There was a particular checkpoint in stage 8 that usually ended my run until I memorized a pretty crazy recovery. I never did get the 1CC on it, but I had a few near misses, including a very frustrating one where I got to the final boss with a huge stock of bombs and lives (as I didn't die on stage 8, and that stage gifts you many resources), and then died cause I was being stingy with the bombs (why? why???) and I didn't ever practice that recovery and nerves set in and there went my run.
I also find that recoveries are a bit like bombs in the sense that there are recoveries you really should practice, and then there are recoveries that you really don't have to because it's so rare to die in those spots, and if you do you might as well just restart out of shame. But learning a few crucial recoveries can be the difference between a restart and a winning run.
*the caveat here is that sometimes in late stage testing ("location" testing) players found the game too easy so they just ramped up the difficulty by increasing bullet speed or number thus making some recoveries nigh impossible even on the first loop.
Good question. Maybe Einhander (it was made by ex-Konami)Best starting point I guess is Gradius 1?