Comparison ofShoot'em Ups with System to Use Enemy Bullets for...

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Comparison of Shoot'em Ups with System to Use Enemy Bullets for Advantage Keiko Sakurai

Transcript of Comparison ofShoot'em Ups with System to Use Enemy Bullets for...

Comparison of

Shoot'em Ups with System to Use Enemy Bullets for Advantage

Keiko Sakurai

What are Shoot'em Ups All of the games that are going to be compared are vertical scrolling third person shooting game.Within the genre of shoot'em ups, the three I am going to list are in the genre called "bullet hell," where they contain these types of characteristics:

Overwhelming number of enemy bullets; players must memorize enemy patterns to dodge getting hitThe enemy bullets are shot with a certain algorithm multiple times, creating a pattern on screen.The hit box for player characters are much smaller than their appearanceThe player speed is often times controllable to allow precise movements

The main element of entertainment in this kind of game is "dodging."However, in this comparison we will discuss three kinds of "bullet hell" shoot'em ups that have incorporated a system to "hit enemy bullets" instead of dodging and still maintained the intensity of the gameplay.

Typical bullet hell shoot'em up (Dodonpachi) Ridiculous bullet hell shoot'em up (Mushihimesama)

Giga Wing (1993 AC/Dreamcast)Created by Takumi Corporation, Published by Capcom

Giga Wing has two very different system from other types of shoot' em ups.Reflect Force and its unique point system.

Reflect Force The reflect force is activated by holding down the attack button. It sets up a shield around the player that reflects enemy bullets. It may be only used in certain time intervals, so it is generally used to dodge bullets that are almost impossible to dodge. Enemies destroyed with reflected bullets drop a medal that multiplies the total score by the amout it is collected.

Point System Usually shooting games' scores range from ten thousands to millions. However in this game, due to the system of medals multiplying the scores constantly, the scores range from hundred million to trillions.

Things to Note One of the first games created that incorporated system of "running into enemy bullets" rather than just dodging them. Since shoot'em ups generally require skill and lots of practice to memorize enemy bullets, it has been having difficulty acquiring new audiences. This game posed one possible solution by allowing the player to not just dodge bullets but use it as attack.The problem was that, since they allowed the players to become invincible against bullets, they had to increase the intensity of the bullets being projected as well to keep the game challenging.Using Reflect Force.

Notice the star medallions falling from the destroyed enemies.

Title Screen

Psyvariar (2000 AC/PS2)Created by Success, Published by Taito

Psyvariar's controls are very orthodox, with one lever and two buttons (shot and bomb)However, it incorporates the "BUZZ System" that dramatically changes the gameplay and player movment.

BUZZ System This system allows the player to power up by chipping player character with the enemy bullet. By coming in close contact with enemy bullets, a spark effect is generated and the character levels up. This happens very often, and depending on the number of enemy bullets around the player it may occur every few seconds, eventually counting up levels such as 500 and beyond. When the player levels up a certain amount, the player machine transforms and shoots more powerful bullets. Also, every time the player levels up there is an electric shield that is generated and the player becomes invincible for approximately 1.5 seconds. When the player is invincible, it deals a great amount of damage to the enemy by running into them. By constantly chipping enemy bullets and leveling up, generating the shield, it is possible to sometimes sit on top of the boss and deal a great amount of damage to it.

Rolling SystemT his system greatly enhances the BUZZ system. By pressing up and down or left and right quickly, the player machine rolls vertically. The effects of rolling are as follows:

The player shots become verticalThe hit box becomes smallerPlayer speed increasesBUZZ hit box increases

By rolling at the right timing, the player could increase the area for checking the BUZZ system and chip more enemy bullets at once.Electrical shield generated when leveling up

Cover Art

Psyvariar Contd.

Stage Selection After each stage cleared, the player may choose the difficulty of the next stage. If the player machine have reached a certain level, the player may choose the hard mode.

Things to Note Psyvariar's system changed the usual idea of "running away from bullets because it is dangerous" to "running into bullets although it is dangerous." Of couse, when the player machine actually collides with enemy bullets it will get destroyed. However, this game rewards ones that take risk with destructive power. It provided another element of entertainment other than just "dodging."

More level up screen shot. From Psyvariar 2.

Ikaruga(2001 AC/DC/GC)Created by Treasure, Published by Treasure (/Atari Japan)

karuga's controls are a not too different from the other two games. There is the lever to move the machine, a button for shooting and to switch element. This game incorporates an Element system that allows the player to absorb certain enemy bullets that are composed of the same Element.

Element System There are two elements in the game: white and black. All the players, bullets, and enemies are composed of either one of the two colors; however, the player may choose to switch its element any time by pressing a button. When the player comes in contact with an enemy bullet that is composed of the same element as their own, the player may absorb it and release its energy by pressing the bomb button. However, when the player comes in contact with an enemy bullet composed of the opposing color, the player machine is destroyed. Depending on the current player element, the bullets that the player fire changes its color accordingly. When shooting an enemy of the opposing color, the damage inflicted is doubled. However when shooting an enemy of the similar color, the damage is halved.

Returning Shots When the enemy machine is destroyed, it scatters bullets on screen roughly in the direction ofthe player. Since it is random and very difficult to dodge, the player should change its element so they could absorb it in time. It is important to think carefully when to destroy certain enemies due to this system.

Bomb / Release of Power By pressing the shot button and switch button at the same time, the player could release homing missiles that deal a great amount of damage. The amount of missiles shot depend on the amound of enemy bullets absorbed.

The player is currently invincible to white bullets

Cover Art

Ikaruga (Contd.)Chain Combo By destroying an enemy of a certain element three times in a row, the player is able to create a combo. Player may shoot an enemy of the opposing color and still maintain the combo after each three enemies destroyed. This combo adds bonus points to the total score. In turn, this game does not increment score by just defeating the enemy.

Dot Eater In this game, it is possible to clear the game without destroying any enemy. It is a set play style called Dot Eat.

Things to Note Due to its unique system, this game is very different from other bullet hell shoot'em ups. Rather than practicing to move just precisely away from bullets, this game requires the players to destroy enemies in a certain order and switch color accordingly. To put it short, although the number of bullets shot by enemies are enough to be counted as a bullet hell game, the element system allows the player to not really have to "dodge" bullets. This game introduced a different type of entertainment in bullet curtain games, but at the same time somewhat discarded the fun and risk of purely dodging bullets.

Epic design

Releasing homing missiles

Comparison These three shoot'em ups all present a system where a player is encouraged to approach enemy bullets rather than just dodging them. By approaching them, the players receive some kind of way to turn that into a method of attack. It is true that the enjoyment of dodging bullets is getting a bit old, and players are looking for games with more features to enhance the game experience; running into enemy bullets is one solution. However, the way each game demonstrated that element were extremely different from each other.

Giga Wing's system encouraged the player to play the game in two very opposite styles. One defensive, dodging bullets like any other bullet hell games. The other, very offensive, where player is encouraged to jump into enemy bullets and reflect to attack enemy machines. Although it did a decent job maintaining the old, fun aspects of dodging bullets, I feel that the Reflect Force system is too much of a positive feedback loop. It allows the player to become invincible and deal a great amount of damage for no cost. Although it may be only used in certain intervals, I feel that it might be too powerful (especially when used defensively) and weaken the game experience. However, it definitely allowed more "light gamers" who don't throw in hours and hours of practice to start playing this kind of game.

Psyvariar's system was the one I felt most appealing to classic bullet hell fans. It kept the intensity and the risk of purely dodging enemy bullets, but changed the way characters had to be controlled drastically. However, it (probably) requires a lot of good hand-eye coordination and practice to beat the game. I actually have the 2nd game on Dreamcast, but barely have gotten through few stages. It might be very intimidating for players new to bullet hell games.

Giga Wing's Reflect Force allows for both defense and attackin a straight-forward way

Psyvariar's system seems to require lots of good hand-eye coordination, but it seems like its results are really rewarding

Comparison Ikaruga's system somewhat threw out the enjoyment of dodging bullets by the pixel; instead, it added the enjoyment of thoughtfully switching between the two modes and defeating the enemy in a certain pattern rather than just mindlessly blowing them up. It requires much more memorization and, although it does require some skills, probably less than generic bullet curtain games. It is rewarding to practice this game because memorization is the most important factor in clearing this game.

In conclusion, each of these games posed a different solution to the issue that bullet hell shoot'em ups getting old. With each solution, they managed to grab attention of different types of gamers: Giga Wing acquired people who are interested in bullet hell but are intimidated, Psyvariar acquired people who were fans of bullet curtains and looking for more danger, and Ikaruga acquired people who were looking for more strategical element in shooting games but with less precise movement required. Each one is a good solution, and by extending these systems, I feel that bullet hell games could extend its possibilities. It is saddening that not much of these kind of games have been released lately.

Ikaruga encouraged for more tactical way of playing and intensive memorization. It allowed for players with different type of interest to get involved in shoot'em ups.