material on shmups! I found a valid subgenus with a interesting twist. Logically, the time goes on, and games that appear need to be different, novel, innovative as possible, in some respects, is the graphic, sound or gameplay to mention something. Otherwise, as in any other genre, the games go unnoticed by the common denominator of gamers. As the shmups especially not escape this issue. Some ignorant [or more than that I] would say something like "are all the same!", But nothing is further from the truth. The shooters have not stopped evolving, improving and changing their technical characteristics as well as its gameplay. We went through fixed shooters like Galaga , scrolling shooters like Xevious , Gradius and R-Type and other subgenres that define the perspective used, and freedom of movement. But
another division of subgenres that intersects with the former also partly determines the style and game mechanics and therefore the type of strategy used. At first the shooters almost entirely characterized by a design that made our ship maneuvers should focus on more methodical, precise, sometimes avoiding collision with the stage [characteristic games R-Type, eg ], and usually horizontal scrolling shooters. Also in this game design is often discovered the movement and attack patterns to scroll through of each level. This type of shmups are often known as "methodical." Instead another subgenre that came later [and I think the best technical skills helped it] and has become more popular over time, is characterized especially by a monstrous amount of bullets or shots that usually cover the entire screen. This implies that the way to play this game focuses more on coordination between our control and vision, as our ship must navigate much smaller spaces and paths less predictable and more complex. Briefly, the most important thing is to dodge the bullets of the enemies. Such games are called manic shooters "or Japanese" Danmaku "which means something like a curtain of bullets. Some games that are considered manic shooters are Batsugun , DoDonPachi and GigaWing . In fact, Batsugun , the latest release of the former Toaplan in 1993 before its bankruptcy, is considered by many influential and the first of this subgenre. In some cases it is difficult to determine what type of game is like the case of Ikaruga that visually looks to be a manic shooter, but his way of playing a methodical shooter makes [the margin of its other features], since it requires a coordinated control to avoid volleys of enemy bullets.
Moreover, for a manic shooter may be playable, it takes some help to dodge bullets like curtains, which has a technical background to something that characterizes especially the shmups. Imagine that the slightest contact with any part of the ship fly it into pieces, which is often true in the methodical shooters. That would be very likely in a game of the characteristics of a manic shooter, causing the defeat of the player over and over again, leading to despair, crazy and make you feel like destroying command on the ground, and thus bringing the game more spectacular failure. Then, how they managed to succeed? In shooters, as in many other genres, there is something called Hitbox , which determines the actual area of \u200b\u200bcollision of two objects. So what if the two objects Hitbox is smaller than the visible size of them? Happen that often these objects seem to tread on hand, but in reality to the game are not colliding. Well this is the way they work the manic shooters. Our ship, and also sometimes the bullets are Hitbox smaller than its real size, so many bullets seem to touch, and without But our ship will not explode.
In general, all manic shooters are noted for their large showy graphics, but each adds manic shooter odd condiment for a change the game. For example DoDonPachi implements a special system called Get Point System score, plus other bonuses, and also allows a choice between three classes of ships with different characteristics of attack. Batsugun can accumulate experience points that may enhance the weapons of our ship. Battle Garegga And according to our performance in the game and what we do with our ship the game's difficulty will increase if for example we promote our ship and shoot lots of bullets, or decrease when you lose a life. Since
danmaku exploit more powerful hardware, home ports in general this type of game have been made almost exclusively for the latest generation consoles like Sega Saturn, GameCube or Dreamcast.
For now, here ends the series on shmups. Soon more items! Related