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Yes, indeed--we've reached another weekend! Hope everybody is doing okay out there, between the heat and the smoke and everything going on with the world. I also hope you all had a chance to play a game or two!

Feel free to talk about any topics you'd like in this thread! Games or not, shmups or not, the floor is open.

It's been a busy week in my neck of the woods, but I've been revisiting the OG R-Type and... wow, I'm rusty! I worry that my memory isn't what it used to be.

How's everybody doing?

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submitted 57 minutes ago by [M] to c/shmups@lemmus.org
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STG Weekly #217: Sagaia (www.youtube.com)
submitted 17 hours ago by [M] to c/shmups@lemmus.org
 
 

(Invidious link)

From the video description:

Guests Bofner and Prickly Angler join this episode to talk Sagaia. The Sega Master System and MegaDrive ports of Taito's Darius II. We view a 1 credit clear of each game and discuss the power of these ports.

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Still digging through old magazines and Retro Gamer keeps serving up interesting features.

Published in 2014 in Retro Gamer Annual Volume 1, the list contains "some of the most brutal games ever made."

With shoot-'em-ups being extra challenging, you'd expect a few on the list.

Which shmups made the cut?

Defender (Difficulty 9) is referred to as "insanely difficult."

Ikaruga shows up twice in the list, the first time to note how the difficulty spikes throughout the game.

Queen Larsa from Mushihimesama Futari is listed in the Hardest Bosses category.

There is special "Bullet Hell" subsection!

ROBOTRON: 2084 (DIFFICULTY: 8)

Robotron is the second Eugene Jarvis shoot-em-up to make our feature, and it’s not hard to understand why. It distils the genre into its purest form and remains one of the finest


and toughest


twitch shooters of all time. Everything about Robotron is beautifully balanced, introducing a steady stream of suitably different enemies that require both skill and knowledge to defeat.

There are no power-ups, no special abilities


it’s just you, those two intimidating joysticks and a seemingly never ending supply of enemies to deal with. You'll get a brief couple of seconds at the start of each round to get your bearings, but you’re then thrown into a chaotic war zone that will test your skills to their limits. Add in the brilliant risk/reward system in the form of stragglers who can be saved for cumulative points, and Robotron remains one of those rare games


a tough experience that always drags you back for one more go.

I haven't played this one, but it can be played in browser. It looks like fun.

SLAP FIGHT (DIFFICULTY:9)

Toaplan certainly knows how to make tough shooters. Slap Fight is mainly memorable because of its insane ultimate power-up that turns your tiny fighter into an insane armada of death. Most mortals never get to experience the sheer power it offers, as they'll never survive long enough to witness it.

Slap Fight is insanely hard for a multitude of reasons. The enemies are frequent and painfully accurate, while ships will constantly sneak up and snipe you whenever possible. It’s the lack of reach that really makes Slap Fight tough though. Your base bullets only hit halfway up the screen meaning you're constantly dicing with death whenever you try to take down enemies. A truly tough challenge.

I'm really glad this is listed here. I have read in more than one place (and heard it mentioned on podcasts and YouTube videos) that this is an easy game. It requires so much memorization and placement to get through to the end. I haven't even seen the 3rd boss I think!

HELL FIRE (DIFFICULTY 9)

Toaplan’s shooter is aptly named, as it’s an absolute bitch to play. The real beauty of Hell Fire lies in its clever game mechanics, which evolve around a cleverly designed firing system. Your ship can fire forwards, behind, diagonally and up and down, giving you a tremendous amount of reach. The trick here of course is that you can only fire in one of the directions at a time, which turns Toaplan’s game into a deadly juggling act where you desperately try to fend off waves of sneaky enemies that attack you from all sides. The Mega Drive version makes things slightly easier by equipping your ship with an additional power-up that spews fourth a deadly plasma bolt, but ultimately it remains an extremely punishing shooter that separates the men from the boys.

This is a favourite. I'm awful at it, but it doesn't matter. That first track puts me in a good mood.

VIEWPOINT (DIFFICULTY 10)

When we were asking readers about tough shooters, Viewpoint came up again and again. First released in arcades in 1992, it's notable for being isometric, featuring rendered visuals and for being bloody hard. Simply surviving the first level for many will be an achievement in itself.

One of the more interesting aspects of Sammy's shooter is that the environments are just as dangerous as the enemies and bosses. You'll often find yourself dodging fast-moving barriers or shooting gates in order to disable them as you battle across Viewpoint's varied stages, and it becomes a reflex test as you weave through bullets, hazards and enemies.

Also playable online, this one looks like great fun.

IKARUGA (DIFFICULTY 9)

Ikaruga is a tough game at the best of times, but it becomes almost impossible if you try playing it properly. Like many classic shoot-’em-ups, Ikaruga not only features great game mechanics, but also a highly polished scoring system. Polarity is the big thing about Treasure’s spiritual successor to Radiant Silvergun and it’s beautifully presented here.

The developer had already experimented with the concept of flipping between different polarities in Silhouette Mirage, but it’s far more intelligently presented in Ikaruga. Your ship is black on one side and white on the other. The white portion of your ship can absorb white bullets but will get instantly destroyed by black ones, while the reverse is true for its black underside. The kicker here though is that enemies are destroyed more quickly by their reverse colours and that you need to shoot three enemies of the same colour to increase your multiplier. As a result you’re continually switching sides, doing everything you can to keep your multiplier up, while avoiding an endless barrage of bullets. Brutal, but oh so brilliant.

This is the game I've been waiting to play for ages. I think I'll just buy it digitally because I doubt I'll ever find a physical copy for a reasonable price.

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(Cover art by MammonStar761)

Whew, another week is over! Glad to see you all!

Feel free to use this thread to talk about anything and everything you feel like talking about!

I spent the last week pulling some overtime, so I didn't get to play much of anything :( . Hoping for a slower week next week.

Hope y'all are doing well!

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submitted 4 days ago* (last edited 4 days ago) by [M] to c/shmups@lemmus.org
 
 

Developer homepage (on Neocities!): https://retrocademedia.neocities.org/

Publisher: https://www.flynnsarcades.com/viral-reload-ex/

Steam: https://store.steampowered.com/app/2096020/Viral_Reload_EX/

Switch: https://www.nintendo.com/us/store/products/viral-reload-ex-switch/?srsltid=AfmBOoq6Raig-bMOc7z_HpN0ACQC34Ayuq2iNDnfPsOW57Fa_kRMNI5Z

Itch (older "Classic" version): https://retrocademedia.itch.io/viral-reload

Soundtrack: https://floopy.bandcamp.com/album/viral-reload-ost

Leader boards: https://rwr.es/vrex/ (I'm BBB)


Viral Reload EX is a shoot-em-up with a dash mechanic where you shrink down to fight infections at a microscopic scale! Can you defeat the evil Kyle Kaboom?

Features:

  • 1-2 player
  • Arcade, Story, Boss Rush, etc.
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Link to Itch.io page: https://suppon.itch.io/spolous-ii

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It's a free DLC for the PC versions of R-Type Final 2/3.

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submitted 6 days ago* (last edited 6 days ago) by [M] to c/shmups@lemmus.org
 
 

Released in arcades on this day 40 years ago (21 July 1986):

Toaplan's Slap Fight (aka A.L.C.O.N.)

Taking place in the year 2059 in another galaxy, mankind has colonized an alien planet called Theon after evacuating a previously colonized planet Orac. Five years ago, the colony on Orac was attacked by alien invaders and the war was so intense, the colonists were forced to leave. However, Theon is now under attack by the same alien fleet, but the humans are ready. The player assumes the role of an Allied League of Cosmic Nations (ALCON) fighter pilot in the SW475 star fighter to stop the invaders from taking over Theon.

I only played Slap Fight for the first time this year. My initial reaction wasn't great, I judged too quickly; this is one of the more addictive Toaplan shooters. The power-up system and hidden items, and the secrets make this game very interesting. I've seen this referred to as an easy game, but I still find it frantic especially when you combine the giant hitbox, enemies that can snipe you from all angles, and keeoing track of your upgrades.

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submitted 6 days ago by [M] to c/shmups@lemmus.org
 
 

Steam Pilots is likely officially dead for the foreseeable future :(

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I spend some of my free time looking through old magazines on The Internet Archive. Retro Gamer, being British, is one that I did not have the opportunity to read. It is still published today.

Every few years they publish their 100 Games To Play Before You Die special. This tradition began in 2004 and is based on reader votes.

In 2004, a few shoot-'em-ups (and friends) wound up on the list (see Issue 8 and Issue 9):

  • [92] Delta (1987)
  • [49] Galaxian (1979)
  • [32] R-Type (1987)
  • [06] Space Invaders (1978)

In 2025, they published their 7th Edition of this list.

Which shmups made the cut?

Only 4 shmups (in the broad sense of the definition) are on this list, none ranking higher than 41 (booo!). Can you guess which shmups the readers of Retro Gamer think you need to play before you kick it?

See the shmups...

[99] Defender (1981)

Eugene Jarvis Gets Nostalgic

With Defender I wanted to do a game that broke new ground, to create the ultimate experience I craved as a gamer. The expanded universe of multiple scrolling screens provided both depth of gameplay, plus It was a real adrenaline rush to fly around the planet at insane speeds, rescuing and protecting the astronauts on the ground from the enemy assault. The elements of trajectory and collision, life and death, are very basic, challenging player's instincts in an intuitive way. A key element of the design, in addition to the violence, explosions, and killer graphics, was presenting the player with multiple goals and threats at all times. So not only do you have to engage the twitch centres of your brain but also a higher level of decision making. This created the Total Brain Rush (TBR) that players craved!

I remember when we launched the game people didn't know what to make of it because it had so many buttons. But I think that’s what added to its long term appeal... In the hands of a Defender virtuoso the game can be amazing to experience. In the hands of a novice it is a nightmare of complexity!

[84] Rez (2001)

How SEGA Made Its Iconic Shooter

How did you decide on Rez‘s abstract wireframe look?

Jake Kazdal: I was out clubbing in Tokyo and on the wall a VJ was playing one of the early Winamp plug-ins, with the wireframe mesh being distorted by the music and pulsing different shapes and colours. I was awestruck, so I took video of it with my friend’s camera, and showed it to [Shuji] Utsumi-San (now the CEO of Q Entertainment, but then head of Sega R&D) and Mizuguchi-san the next Monday, and it stuck. The wireframe look was born! We had been through many major look changes, so I wasn’t sure this one was going to stick, either, but the team quickly took a liking to it.

Rez's boss battles were epic multi-stage encounters. How were these designed?

Osamu Kodera: The boss encounters were the result of a collaboration of the boss artist and myself. First he would create a simple storyboard, sort of like a four-frame comic strip.

[48] Robotron 2084 (1982)

How many Xbox Live Arcade games pinched their twin-stick controls from Robotron? Quite a few, but with good reason


Eugene Jarvis and Larry DeMar created one of the finest twitch shoot-'em-up experiences known to mankind.

[41] R-Type (1987)

Kazuma Kujo On Creating One Of The Arcade's Most Iconic Shooters

How did R-Type's distinctive design originate?

We thought it would be hard to invoke a big scale atmosphere with a biological expression. This is why we settled on the biomechanical design. I also think by implanting machines into living things, the game became interesting.

Where did the inspiration for the bosses come from?

With regard to the design of Dobkeratops, the original model was actually one that our lead designer had since joining IREM, and was used without any changes. With the bosses we made a lot of effort to create unique characters


something that nobody had ever conceived, attacked or seen before.

What can you tell us about the iconic Stage 3 boss?

The ship was originally intended to be the final boss, and was designed as the ‘moving base’ of Bydo. We were keen to have players destroy the surface of this giant ship but at the same time we also wanted all players to enjoy this unique character, so the decision was made to bring it forward to Stage 3. I think Stage 5's boss, Bellmate, is the most interesting. It appears with so many masses of cells around it, which fly toward the player's ship one after another, and its attack pattern is unique. The player has to charge their shot to destroy it, and I also like the rhythm of its attack.

How did you balance R-Type?

Because the game was originally developed for the arcade, we made the balance of the difficulty considering the players' achievement


based on how far somebody could get on a single credit [100 yen]. We also paid close attention to the changes that occur between each stage. The colours and themes change rapidly rather than gradually.

Tell us about the R-9 Fighter's design.

In the beginning we considered a robot that could transform into a combat plane, but as the game developed, this idea gradually changed into the 'Force' and disappeared. At the early stage of the R-9's planning, we wanted the ship to shoot up and down as well as front to back. Initially, the ship could turn around and shoot backwards as it transformed into the robot, but the concept didn't work very well. It was then we realised that we could solve the problem using the 'Force'.

What was the 'Force' inspired by?

The 'Force' was inspired by the ball rolling Dung Beetle. Initially, it could be added to the top and underbelly of the ship


not just back and front, but we found the concept difficult to use, so we removed it. We were seeing so many shoot-'em-ups appearing from other publishers, we wanted to incorporate a unique power-up system into our game. We spent a lot of time refining the specifications of the ship and the look of the enemies at the beginning of the game.

Why do you think R-Type remains so popular?

Some of the functions must've felt fresh. The control over the 'Force' might look difficult but it becomes interesting once you get used to using it. Maybe the fun of learning the formation of the attacks, the game’s setting, creature designs, and so on helped. I think the reason why this game is appealing is because its uniqueness never gets old.

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(Invidious link)

From the description:

Yo Shmupers, it’s Vinu! Today I’m sharing my Top 7 Shoot ’Em Ups for Beginners, a selection of shmups that are great if you’re new to the genre, or if you want something more approachable to get started.

Of course, this isn’t the only way to begin, and plenty of great games didn’t make the list, so feel free to share your own recommendations in the comments!

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submitted 1 week ago* (last edited 1 week ago) by [M] to c/shmups@lemmus.org
 
 

banner art for Geppy-X

I played the demo. I'm feeling it might not be my thing. It is definitely a neat game with a lot of character, and humour.

Selected Reviews...


Robert Allen (Tech-Gaming)

Full review

Largely, it’s a competent horizontal-shooter that’s closer to late-’90s arcade STGs than modern bullet hell. The remaster smooths the rough edges with rewind functionality, rapid-fire options, quick save, a CRT filter mode, and achievements.

Geppy-X’s combination of being reverent to a fault, but skirting needless additions is what makes this remaster work. By focusing on preservation over reinvention, the remaster ensures that Geppy-X remains exactly what it always was: a wonderfully earnest love letter to 1970s super robot anime.

70s-style Robot Anime Geppy-X wasn’t just a shooter with anime cutscenes. It's an entire super robot series that was packed onto four PlayStation discs. A quarter-century on, the gameplay is mostly solid, but it’s the animation, voice-work, and hilarious extras that make this a recommendation for fans of classic mecha anime.

72%


Chef Fitaurus


Ollie barder (Forbes)

Full review

‘Geppy-X’ Switch Review: Brimming With Super Robot Nostalgia

Overall, this Geppy-X release makes a once-rare PlayStation mecha game accessible to new players, especially with its all-new localization. The game is still fun to play, if a bit simple and easy for a shooter, but the sheer passion and super robot-infused nerdiness still make this worth getting.

7/10

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Yes! More physical releases!

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What's in the update?

  1. Added a new player ship.
  2. Added two types of decals that you can add to your ship.
  3. Added new selectable background graphics to “Pilot & War Record,” along with new items to the “Shop.”
  4. Improved and fixed various performance issues.
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I've never played this one before, but it looks good in screenshots. I might have to look into it a bit deeper.

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Given that all four of these games have previously been widely available elsewhere, including on Steam and as part of Evercade's Toaplan Arcade Collections (Zero Wing is on Toaplan Arcade Collection 1, Batsugun & Vimana are on Toaplan Arcade Collection 3, and Dogyuun is on Toaplan Arcade Collection 4), we predict this one will likely prove to be a much harder sell than some of the other collections Polymega has released in the past.

Maybe. But still, good idea mixing it up for the collection.

Batsugun is the better Toaplan game, so it can carry the other 3. Dogyuun is gorgeous, Zero Wing has the meme factor, and Vimana is seen as the weakest entry. Buy it for Batsugun and get a few extras. Shmup players have dropped cash for less.

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Another week of shmupping in the books! Glad you've made it! As always, feel free to use this thread to talk about anything and everything you want!

Anybody watching Summer Games Done Quick? I've been checking in here and there over the past week, and it's been neat to see what the speedrunners are up to.

Have a great weekend!

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(invidious link)

This description comes from the folks at Retronauts:

What's this? A horizontally-scrolling sci-fi shooting game, originally developed and distributed for MSX2 by Hertz in 1989; players blast across several stages in order to liberate their planet, with pit stops along the way that allow them to change ships and/or change or augment the "Hyde" options that adorn the ship and contribute additional defense or firepower, and performance-based branches in the basic story.

Why should I care? You're looking for a shooting game that demonstrates the highest level of performance seen on MSX2, rivalled only by Konami's output, as well as one that's fun in the conventional shoot-and-dodge fashion and isn't encumbered by half-baked RPG elements. (You might also want to hear the first commercial tunes by composer Keisho Yonao, who'd later find acclaim across a great many commercial and doujin games including Mad Stalker, the Asuka 120% series and Strania: The Stella Machina.)

Language barrier? The crucial real-time text is presented in English, but the story/event scenes are in Japanese.

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UPDATED: New post by Automation West: https://automaton-media.com/en/news/ikaruga-creator-announces-his-cancelled-shooter-ubusuna-is-set-for-revival-with-funding-talks-underway/


Original Link: https://dengekionline.com/article/202607/80858

It has been revealed on Hiroshi Inouchi's personal website that his STG (shoot 'em up) game "UBUSUNA" is moving towards resuming production after receiving funding.

(My apologies for the machine translation here, but I can't find an English source, and I thought this was too important to not post.)

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I've seen a lot of "best of" lists, and they almost all come down to a three-way brawl between DDP DOJ, Mushi, and Crimson Clover.

What I'm curious about is the list of games to avoid. I've already run into one or two.

I accidentally bought Red Raptor thinking it was Red Death because I wanted all of the Project Starship games. Red Raptor is... not good. At least not so far in the half hour I put into it. It feels like somebody made a euroshmup by hearing one poorly described and from screenshots, but without playing or watching one in motion. Also, Q-Yo Blaster. I got it after reading AzorMX's "Greatest Switch Shmups" article on it. Sounded like fun, but... I can't recommend it at all. It looks like an old Flash game, in the worst way. Like it's built with old, low-res Clipart taped onto somebody's freshman Computer Science project.

So, having that experience, what other games do you strongly recommend avoiding?

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(Invidious link)

From the description:

Yo Shmupers, it’s Vinu! Today we’re talking about XeGrader plus, a new arcade shooter with light exploration and puzzle elements, created by Tokihiro Naito, one of the key people behind UndeadLine and the creator of Hydlide.

A pleasant summer surprise, with short stages, scoring, secrets to discover, and that real arcade flavor we love.

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Looks quiet here. (startrek.website)
submitted 2 weeks ago* (last edited 2 weeks ago) by to c/shmups@lemmus.org
 
 

Howdy. I hope things pick up around here. I'd like to stay off Reddit, but there's not a lot of other places to talk about niche games these days!

Hope to find some new folks to discuss some great games!

I've been taking heavy advantage of the Switch e-shop summer sale to grab a ton of stuff for pennies on the dollar.

Edit: Since someone asked, list of all of the stuff I grabbed in the sale. Andro Dunos 2, Hazelnut Hex, Dimension Drive, Drains, Jet Lancer, Graze Counter GM, Under Defeat, GunVein, Ikaruga, DoDonPachi SaiDaiOuJou, Radiant Silvergun, R°Type Delta HD Boosted, R°Type Dimensions EX, Red Raptor, Red Death, Project Starship, Project Starship X, Risk System, Sherlock Holmes and the Devil's Daughter, Eschatos, Waifu Uncovered, ZPF, Overdriven Evolution, Grood, Sophstar, Q-Yo Blaster, Freedom Finger, Devil Engine Complete Edition, Shinorubi, Blazing Chrome, Remote Life, Terra Flame, Star Gagnant, Null Drifter, Toaplan Arcade Collection Vol 1, Toaplan Arcade Collection Vol 2.

Everything but DDP SDOJ and Devil Engine were at least 50% off, most under $5.

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