A shoot 'em up (or shmup for short) is a computer and video game genre where the player controls a vehicle or character and fights large numbers of enemies with shooting attacks, usually of a highly stylized nature. In Japan, where the genre remains most vital, they are known simply as "shooting games" (STGs for short). During the peak of their popularity, they were commonly called simple shooters, but as games broke into three dimensions, this term came to be more inclusive.

Saturday, September 29, 2007

Progear no Arashi : Day #7

New High Score: 7.833.550 - Stage 4 - Bolt/Nail

Edit: Know what? I like the day format. Makes for some more exciting posts.

Been busy lately going out to social events such as professional mixers and LoveFest in SF today. After having gone for nearly two days without playing, I made a 400K increase to my score on the first run today. It was as though my hands longed for the touch of my joystick (yeah, I know you liked that imagery), and I just felt more calm playing. Before, I would feel a sense of panic whenever I was facing a pattern I usually died at. Today, it was like ho-hum, I just dodged that.

One improvement I'd like to note is that I'm no longer consistently dying at the first boss since that last pattern that used to give me so much trouble is actually more manageable now. Something about feeling more relaxed, which makes it easier to maneuver the stick in a more precise way. Funny thing is, I still die anyway on some subsequent runs, but I'm less consistent at it. But you know what, I may have jinxed myself by mentioning it anyway.

Strange thing was, that after the first run, I had nothing but shitty runs after that (no pun intended). Maybe I was trying hard to score well on the early levels again, so the game punished me for trying to act cocky coming off my latest score increase. Or maybe subconsciously, I thought that the 400K was enough of a jump for today, since I'm now in the mood to watch some movies. Until next time.

Thursday, September 27, 2007

NO CONTINUES?

I know the title of my blog seems to indicate that you should never, I say, EVER continue whenever you play an arcade shooter. Of course you shouldn't! At least if you want it to count. You should only be playing on one credit, only. The score you end that credit on is YOUR score! That simple number is your accumulated accomplishment, and given if the game had a fair scoring system, it's something that you should be proud of. It's like leaving behind your own legacy. When you continue, that score resets, but you're given more lives. But still, that score you've put in no longer exists. The games that suck don't reset the scores after you continue, because that would make having a score pointless.

EOJ, a very skilled player over on his blog at Danmaku Dreams, recently posted a very interesting tidbit on Japanese Pro players. They do continue! But only for practice:

So what's so bad with continuing in an arcade game? Nothing really. The top players and the mediocre players alike continue to practice the later levels of games in one sitting. It maximizes your time, and in Japan, most people have little time to waste. So it only makes sense.

Of course, once a Japanese player gets good enough, they won't need to continue to practice later levels as much, and that's when they start score-attacking, and posting scores. So they continue in order to practice, but always submit scores acheived on 1 credit (as you all should!). Sounds like a time-effective way to improve your strats and reach a good score, doesn't it? Especially if the game doesn't have a home port with a practice mode to practice on at home.
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I'm the type of guy who feels like slapping someone's wrist whenever they're reaching over to add more credits to continue, so reading this was interesting to me. I see it this way because from where I come from, I've heard and read from too many people who badmouth shooting games as these short, easy-as-pie games you can beat in twenty minutes that offer no replay value whatsoever. Whatever. These people lose all of their lives in the first level and "credit-feed" their way to the end and throw their hands up in the air and go, "That's it?" It's those people I dedicate my credit-Nazism to, and hopefully by now they are a shrinking minority.

Hell, I use savestates all of the time on MAME to practice bosses and later levels. I never count the score of course. I would continue for practice if I died in the heat of the moment and wanted to go on to see the end, but I would never count that as an official run.

Obviously this "never continue" mindset is detrimental when taken too far, since it can suck out the full enjoyment of a game. A shooter is a short game anyway; it represents an unfolding narrative canvas with a beginning and end (for the most part). Since I never continue, I rarely--if ever--see my main characters survive to the very end, victorious from having faced insurmountable odds. Instead, I am always met with a crushing defeat every single day whenever I fail to beat it on one credit. That must accumulate to a very bleak, hopeless, and self-defeating outlook on life.

Worrying Less

A friend once told me this:

The most unhappy people are the ones who constantly worry about things outside of their control. The people who are happy focus on things that are within their control.

I've noticed that I have a very negative mindset on a lot of things. I miss those days when I was a kid, and I was completely worry-free. Not a negative thought clouding me up or a cynical outlook which made me stand still at a social gathering and not talk to anyone. I was having fun all the time, and more fun was just around the corner. Excitement was everywhere, and I'd never worry about something bad happening or being jaded about how bad things were becoming. Something had to have triggered the negativity somehow, but I don't want to spend all day trying to find out what.

It may be a difficult road ahead, but what's important is if I can be negative, I can sure as hell be positive. It'll be tough though...tough--but doable--like reaching the 2nd Loop of Progear. ;)

Wednesday, September 26, 2007

Progear no Arashi : Day #6


New High Score: 7.483.410

Lesson learned: Bomb like a wuss.

After a string of really bad runs ending at stage 3 (Averaging about 2.4 mill), I was getting irritated with how Progear was putting me in my place whenever I tried to score. But scoring is so tempting! Vacuuming in an entire screen-load of those diamond gems feels so good, even when I end up dying early with a shitty score. It's like getting greedy and OD'ing on cocaine before I get the chance to develop a tolerance.

So I decided to heed my own advice learned from the previous runs and decided to bomb when in doubt. My mission was to make sure that if I died, I didn't have any bombs left in stock. Needless to say, it worked. I made it to Stage 4 with 1 life! My score coming in was quite shitty, but it's much better than dying early. Not only that, but I managed to beat Kraken (the Stage 4 Boss) for the first time and made it to Stage 5, which is the last level. I used those bombs, allright.

I guess this is the way I ought to be playing for now until I get better. But making those gems is so enticing! This is how it's like for me: Let's say Progear is this really attractive woman, you see--but she's someone who wants to take it slow. I'm over here trying to get into her pants, trying to unhook her bra, and going in for the kiss all on the first date (Hell, in this case, it may not even be a first date yet). Of course I'm going to get slapped.

Tuesday, September 25, 2007

Progear no Arashi : Day #5


New High Score: 6.594.660

I managed to improve my old score by 1 million. My technique? I just swallowed my pride and bombed more, so I was able to survive longer. One of my biggest issues with this game is that I think it's easy so I never bother using any bombs to nullify those bullets. What ends up happening is that there is always that pattern I think I can dodge, but that stray bullet ends up hitting me anyway. It's infuriating.

I am still continually inconsistent at this game. It takes me a dozen runs before I can break 5 mill, and they are usually moments when I just bomb more. It is when I try to score that Progear hates my guts. It waggles its finger at me and goes, "Now, now. You're not good enough to do that yet." Then I ram into a bullet and explode. I have a love/hate relationship with this game.

Edit: Played a little more and managed a 250K increase for 6.5 mill.

Progear no Arashi : Day #4

Current High Score: 5.390.850




I tried using Ring/Nail yesterday because I felt that his slower speed was better suited for weaving past patterns, but I eventually had to ditch him because he was lacking the direct power I needed, so it was back to Bolt/Nail, and I managed to break 5.3 mill. I always liked using faster ships with direct shot anyway.

One thing that has been frustrating me to no end about this game is that I can never be consistent at it. I ALWAYS die at either the first boss (that last spreading pattern always gets me), the battleship on the second level, the train coming out of the tunnel in the second stage, and that damn large plane mid-boss for the second stage. I end up trapped at the edge of the screen hoping I could score some more, until a bullet hits me. So what I am being consistent at is ending my game at stage 2 when I know I can make it to stage 4, if only I could put aside my pride and use some bombs when I need to.

Progear no Arashi (Cave/Capcom, 2001)

Cave's first entry in horizontal shooters. I've been playing this game for about three days now. Before that, I was playing it on and off, and the longest I've ever played it must have been a week before I stopped--and that was a few years ago.

I suck at Progear. It is one of those games where I've become consistent at dying at the same exact place without any sign of improvement. But despite that, I love the intensity it has to offer, and the art direction in this game is gorgeous. This is why I aim to suck less at it.

The intensity I mentioned before is what keeps me coming back. Somewhere beyond half of the second stage, the bullets begin to fill the screen, and when that happens, I don't have time to think anymore. I enter this zen-like state where nothing else matters except for staying alive and turning those bullets into jewels and gems. That whole gunner and fighter mechanic becomes second nature at some point after I've played it enough, and the whole idea of changing bullets to jewelry, and then changing them into gems makes it extremely fun. It's one of those things that are hard to explain, but has to be experienced yourself to understand.

Anyway, I'm focusing on this game right now. I believe the world record for this game is around 270 million, and at the time of this post, I am sitting at 5.3 million. There is no way in hell I'm looking to beat that soon.

I am playing this through WolfMame 0.106, using a HRAP (ver. 2) joystick connected through a PS2-USB converter. The stick is a Sanwa JLF, and the buttons are also by Sanwa (30mm). I am also playing the Japanese version with default difficulty, and I have turned on Auto-fire for button C.

Welcome to No Continues!

First of all, let's get this out of the way. I'm not very good at these games, and I am in no way aiming to become some professional at them either. Sure, to most people who have never even heard of this genre, I may seem godly in their presence, but among the standards of most players, I may just be considered average at best...or even below.

Quite frankly, I don't care, anymore. I play these games because they are fun, and when I begin to forget that simple idea, then it starts to become less fun. This is why I decided to create this blog, because I like the idea of tracking my progress, and I believe that it will help keep me from losing perspective.

So why do I like to play shooters? I guess I'll leave it up to the next subsequent posts to show you why. And also because I'm too lazy to express it at this moment.

Shoot 'Em ups, Shooters, STGs, Shmups...

As defined from Wikipedia:

shoot 'em up (or shmup for short):

A shoot 'em up (or shmup for short) is a computer and video game genre where the player controls a vehicle or character and fights large numbers of enemies with shooting attacks, usually of a highly stylized nature. In Japan, where the genre remains most vital, they are known simply as "shooting games." During the peak of their popularity, they were commonly called simple shooters, but as games broke into three dimensions, this term came to be more inclusive.

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Three Lives. Three Bombs. One Credit. No Continues. This is how it's played.