Showing posts with label Geometry Wars 2. Show all posts
Showing posts with label Geometry Wars 2. Show all posts

Saturday, January 1, 2011

Geometry Wars 2: My 2009 New Year's Resolution


Catching Up
I've been getting enough requests over the months from friends, fans, and strangers for more SHMUPtheorizing. The reason I haven't posted in over six months is not because I ran of things to say. Nay, I still have much to share, probably more at this point. I've simply been busy. Since my last post, I've moved across the country, gotten a professional job making videogames at Namco, competed in two Flash game competitions (sorry, not shmups), and took part in various other activities that pushed this blog further down the priority lane. HOWEVER, the mere existence of this post should be more than enough evidence to convince you that [SHMUPtheory] is in no way dead. In fact, I'd like to release a new post every first of the month, and so I will. Starting today (Happy New Year, btw).

The celebrate, I'd like to share a milestone in my little world, a New Year's Resolution that I set for myself over a year ago. Actually, I think I made this promise to myself in December of 2008...

The Purchase; The Promise
I got my XBox360 a little late in the game, first signing into Live in December 08. My first purchase - without even debating it - was Geometry Wars 2. I had played the first and frothed over videos of the sequel. Though I also had Mirror's Edge (♥) at that time, I had to jump into the world of geometric bullet lust ASAP.

The achievements in GW2 were actually pretty quirky, usually requiring the player to pull off unorthodox playstyles (as was done in the first game if I recall correctly). The one that immediately captured my heart (i.e. time) was "Wax On, Wax Off", an achievement requiring the player to hug the entire perimeter of the gameplay walls in Pacifism mode not once, but twice. This was an ingenious way to trick the player into learning some advanced techniques of enemy manipulation fairly early into the experience. Once I got that achievement, I was hooked. There really wasn't a reason to play the other 5 modes (hyperbole, but still...).



The Challenge
Simply playing Pacifism for chuckles is not enough incentive to become obsessed. The true drive, as you all well know by now, is the Leaderboard. At the time, the highest score was just under 3 billion points (:O). My best was 300 million (._.). Needless to say, I had a ways to go. I decided at that point that if I surpassed one billion points, I would be content with my success, being placed comfortably among the top 100 players in the world. To attempt to get any higher would be to aim for first place, a feat that would never end as players continually gain skills over time.

For those unfamiliar, Pacifism mode sees the player not shooting, but dodging endless waves of blue rhombuses that spawn from the corners. To combat their growing forces, orange dumbbell gates appear randomly throughout the playfield, creating a proximal explosion when you fly through them. As vets know, the real challenge is in trying not to die by flying into the dumbbells and not so much getting swallowed by a sea of blue predators (though that is usually how the top scorers meet their end).

False Positive
I had spent almost a year working steadily on my dream score, only managing to come up with 478 million. The thing to keep in mind with this mode is that the score increases exponentially as your multiplier increases more linearly, so I was actually only a few more cycles away from my goal. The only problem is that after 100 million points, the amount of enemies spawned each time is significantly high enough to warrant a change in strategy, resulting in hurried movements, snappier decisions, and less time to react to sudden gate appearances.

One day I couldn't connect to Live, so I played around for funsies offline. Lo and behold, I had a shot at the title; However, I got a little too excited at my accruing success which led to my demise at roughly 780 million points. How did I almost double my score out of nowhere? It's a combination of both that exponential increase in score as well as my lack of pressure, thinking this was "just a practice run". There apparently is never just a practice run. Unfortunately for me, offline scores couldn't be uploaded to the Leaderboards upon reconnection, but who cares since it wasn't even a billion? If it were over a billion, I would have sold my Xbox and taken up a life of fly fishing. Okay, that's not true.



Really? Like this?
So then one day, sometime in October 2010, I broke not only my record, but my goal I had set almost two years earlier. And what was I doing? Chatting with a friend on Skype. Not paying attention. Not stressed. Just messing around with an analog stick while I talked long-distance with an ole chum. And yet I scored 1.2 billion points? Sometimes I don't understand how the mind concentrates and behaves under varied conditions. It's an accomplishment like this that tends to force one to reevaluate the training regimen required to accomplish a taunting task. Perhaps the next time I want to pull off something amazing, I should not even be focusing on it, instead relying upon chance, fate, ease of mind, and the warmth and positivity found through comradery.

What Now?
Well, I'm about done playing Geometry Wars 2, at least Pacifism mode. I may not be in the top 100 like I had planned - as players' scores have surpassed the 9 billion mark - but I still feel more than satisfied with my accomplishment. As of this writing, the top score is trailing the rest of the world with 9.123 billion points. Second place is at 7.819 billion, while I am #296 with 1,274,579,875 points. To be in my original goal range of the top 100, I'd have to surpass 2.162 billion points. While that would just be awesome, it's probably best to smile, enjoy the moment, and move on to something else.

I still really want to beat Ikaruga on one credit, though. Once I accomplish that, I won't have any more reason to say there is something in this world I cannot do. My success in Pacifism mode has rewritten what I had originally thought was the ideal state of mind and body in which to attempt a highscore/perfect run. It looks like I'll have unpredictability on my side to help me complete the game, namely Chapter 4.

Because the game has no replay mode, it's pretty cool that this guy recorded himself getting one of the highest scores in the world. Note how he swoops into his gate explosions to collect as many multipliers as possible, tempting the Game Over Gods. Great stuff:



Next Time, on [SHMUPtheory]
As I mentioned earlier, I plan to have a new [SHMUPtheory] post every 1st of the month, so hopefully I'll be able to keep up for a good while so you don't have to be disappointed when any given 2nd of the month rolls by without an update. Let's call this one of my New Year's Resolutions of 2011 :]

Also, for those interested in playing my Flash game competition entries I mentioned earlier, here they are, including my game [Yesterday] which recently won 1st place!
[cross-posted on Gamasutra]
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Wednesday, February 17, 2010

The Anatomy of a Shmup

If I haven't made it clear yet, I'm working on another shmup. This time, since I'm not restricted by a competition deadline, I've been paying close attention to the art behind creating shmups, both commercially and online. The big boys appear to be doing everything right. I only ever have a few nitpicks about them. If I ever feel like I don't like one, it's because of personal preference, not something that I can point out as being done poorly.

As for the indie shmups available for free or for a few bucks, they are hit or miss. Sometimes the design is ingenious, but the presentation is lacking. Sometimes the visuals are spectacular, but the gameplay is uninspired. Sometimes the game is pretty good, but could have been pushed further in various areas. There's a different reason for each game, but the importance here is that I'm taking notes on all of it.

Below I've gathered together a list of what I've observed over the months and years of playing. The ideas are in no particular order and only represent a fraction of my records. I thought I'd share them so you, too, can pinpoint a reason for any given game not being quite what you had hoped.

Keep in mind that not everything I say is required for every shmup. They each have their own place. Most of these notes are for scrolling and arena shooters, while some apply to any game or piece of art.
  • Enemy bullets should always be visible. The bullets shot by enemies should be visible on top of explosions, power-ups, other enemies, etc. The point here is that those bullets are your primary reason for not beating the game. Any time not spent being able to see them is time not spent preparing to engage them. If a foreground object is going to obscure the view of play, it's a good idea to make sure no bullets are on-screen. The only exception for hiding bullets is the HUD; for this reason, the HUD should be kept to a visual minimum.

  • Off-screen enemies should not be able to shoot. If the enemies aren't visible to the player, then how can a player even have a chance at feeling good about himself when dying from one of these bullets? This causes too much confusion, anger, and force quitting.

  • All bullets should have a ricochet/splash effect when hitting something. Without some sort of "splash" or "pop" effect to show contact, it makes it feel like either the bullets have no effect or they're passing under the enemy/obstacle in question.

  • Bullet collision should be accurate. This goes for any game where you can shoot and be shot at, but it's just a shame to be shooting something and having your bullets pass right by, or meeting the all-too-familiar death from a bullet that wasn't even in your area code.

  • If the player's ship has a small hitbox, make it obvious. I seemed to miss this point with my last shmup. The key here is to let the player quickly know his boundaries of death when in a crunch. Sometimes only a few frames of opportunity are available, during which time it's essential to be able to see where your sweet spot is.

  • The contrast between bullets and backgrounds should be high. This is something that's very important for survival, let alone for aesthetically pleasing visuals. An indie game for Dreamcast, Last Hope, had a special edition released that featured a higher bullet contrast. When Cave releases black label editions of their shmups, they oftentimes feature "darker background palettes". Also of note is that Cave has stuck with pink and bright blue colors for the bullets in all of their games. I guess they found the magic palette to make identifying bullets easiest.

  • Enemies should show some sign of being hit. If an enemy doesn't flicker or shake or shoot sparks when being shot, I can only assume that it is invulnerable to attack. The whole thing doesn't need to flash white (it really hurts the eyes with bosses), but there needs to be some indication of it taking damage. On that note, if an enemy is invulnerable (shields are up, boss hasn't settled yet, etc.), don't change a thing about it. Some games let your bullets pass through during these times, which is also fine.

  • Everything that is destroyed should explode. I'm almost completely serious when I say explode. As in fire and smoke. It doesn't seem to matter what the enemy is made out of; humans by nature love to see explosions and there's nothing more satisfying than watching something dangerous go up in flames. The Mushihimesama series gets around its insect/prehistoric theme by coloring its explosions blue, which in turn makes it look like a release of natural gas... or something. The point is, if you spend all that time pumping an enemy full of bullets, all of Newton's Laws say that it should explode into a fiery ball of satisfying pixelated splendor. And as far as boss explosions go, they better be a spectacular light show of gaseous fulfillment, including a screen-flooding flash of brightness that slows down gameplay.

  • There should be a sense of flow to each level. If you fast-forward through superplays of various commercial shmups, it becomes very clear that the design of each level is structured to force you to want to zig and zag all over the place. It not only keeps your wrists happy, but it never leaves you waiting in boredom. Radiant Silvergun and Ikaruga both reward quick killers with additional enemies to shoot while waiting for the next section to arrive. It's okay to have nothing to do while being warned about a boss. For one, this gives your eyes a chance to focus on the text. Second, it allows you to build up whatever fear/confidence that its presence concocts in your body. Even arena shmups like Geometry Wars and Echoes provide a flow in where the enemies spawn.

  • The visual style should be consistent through all levels, enemies, effects, menus, etc. The fact that this is something that every artist ever in history should be considering, it's sad to see it ignored so often. It's as if every 14-year-old with a wicked idea and limited freetime has used the same animated GIF of an explosion in his game. I was one of them. It's great as a placeholder, but if the rest of your game is composed of clean vector gradient fills, your explosion will not only look out of place; it will break gameplay. This happens a lot with uninspired menus as well, where a generic font is used without proper formatting. The end result can only make a player frown, no matter how spectacular the rest of the game looks.

  • There should be "popcorn" enemies in every level. These are enemies that blow up (with an explosion) after being hit once (or very seldom). The key here is quantity. Popcorn enemies not only fill in empty holes of time between waves of more viable forces, but they also make the player feel like he's the coolest kid on his block (and if he's playing a shmup, he automatically is).

  • There should be a way to save yourself in times of need. The most obvious method of saving one's life is the bomb. DoDonPachi also has a super/hyper beam. Ikaruga has homing lasers. Radiant Silvergun has a sword that slices everything in its path. The key here is that the player should be able to get out of a sticky situation. Most of these moves make the player invincible for a short amount of time, which in turn allows him to get out of physical obstacles as well as enemy fire.

  • If an enemy appears out of thin air on-screen, allow time for the player to ready himself. Never have an enemy appear in the middle of the screen and fly off at full speed shooting everything its mother taught it. It's okay for it to accelerate to its destined speed, or wait a second before firing. There can even be an indication of its arrival before it even appears. Geometry Wars does this with particle splashes. Works wonders. Believe me.

  • Enemy health should be either shown or predictable. Ikaruga shows the health of every enemy you start shooting at via a thin bar on the HUD. For games that show you nothing, you should be able to tell how long you need to be firing at an enemy before it's destroyed. Things like relative size or the presence of armor are usually good indications. If an enemy takes way too long to die, or if it explodes rather quickly, it will feel off, break gameplay, and your bewilderment over the developer's choosing of its health will put you into a stumper just long enough to be swallowed by an oncoming sea of bullets.

  • The coming of a boss should be made clear. This can be done through a large warning sign, the sound of a siren, the sound of nothing at all, or simply a lull in enemies, signifying the coming of something large. If you don't know that you're fighting a boss, then you won't try as hard, and you also won't be as enraged when you come close to defeating it and ultimately die. Think of it this way: If you told Mr. Magoo that he just walked through a construction zone that failed its last safety and security inspections, he probably wouldn't be as emotionally struck as Lando Calrissian would feel if you told him that he just blew up the second Death Star and narrowly avoided being engulfed by its own flames (see? everything explodes). If you think that's a silly argument to make because Lando would have already known what just happened, you're right. That's the point. He knew the whole time that he was escaping certain death. The stakes were high and his adrenaline was pumping in return. The whole experience was a ride. And that's what a player needs to feel before the boss even shows its ugly mug.

  • An unwanted sound should be heard when the player is hit/destroyed. The thought of losing a life and having to insert another quarter is enough to make a player avoid death, but the more that enforces that feeling of dread, the better. I think Squares 2 does this the best. The sound of that buzzer is the last thing I'd want to resonate in my ears, especially after having heard a looping sample from Daft Punk. Daft Punk!

  • There should always be a way out of every situation. Here, I'm talking about designing the enemies and bullet formations such that there is definitely a way to get through, at least by the developer. I know players can lose focus and corner themselves into a tight circle of pain, but that's going to happen in any game. If you dodge the wrong way, you're only setting yourself up for failure. Half the "fun" of bullet hell games is learning how to manipulate the enemies into shooting such that you will have a measely crevice through which to escape failure. This is sometimes called bullet herding, which is kind of awesome. Even Space Invaders had this in the form of being able to hide behind your bases. That counts, right?

  • Separate simultaneous bullet patterns should have different-looking bullets. The human brain is a beautiful thing, capable of recognizing complex patterns faster than any super computer today could ever hope to match (note: computers do not yet have hope). However, given the added sensations of stress, danger, and really fast bullets in large numbers, it would be such a great help if separate patterns had varied bullets. This can be achieved through color, shape, animation, and even rotation. The Touhou games are especially known for having hundreds of bullets on screen, each pattern distintively careening towards you at varying paces of fear induction.

  • Camera-shake is a privelage, not a right. The effect always looks cool. Let's get that out of the way. The problem is when camera-shake is used when every enemy is destroyed, every piece of gold is collected, and every bullet is fired. Not only does this make for too much visual noise for the player's eyes (Cloverfield was under an hour for a reason), but it also dampens the effect. The less it appears, the more it'll mean for the player when it does happen. Trust me - less is more.

As I've said before, all of these suggestions are optional and in my opinion. They're all things that I've seen implemented beautifully in console/arcade releases and miserably emulated in free online Flash games. Since I'm making a free online Flash game, I'm going to do my best to maintain a level of polish and attention to detail that allows the game to stay together as a whole. Even a single out-of-place sound effect can ruin the entire experience.

To kind of drive these points home, I'd like to use the same identifying features from the screenshot of Ikaruga above and apply them to Space Invaders. Ya know, for fun.

It would be mean to point out the games that I feel could have been more successful, even by just following my suggestions above, so I'll just talk about the free shmups that did a lot of things right.

- Arcanacra: Excellent flow of gameplay, superb use of sound (The enemies/attacks are synchronized with the music), enemy bullets stay visible, enemies show signs of taking damage, there are popcorn enemies, and the boss explosion is worth the trouble. This is the best free shmup that I've seen do so many things so well.

- Cube Colossus: Excellent visual style (nice explosions), unique and useful control mechanic, bullet contrast against backgrounds, engaging sound design (especially when buying upgrades), ample warning before bosses and spawning enemies, and enemies have visible health and show signs of taking damage.

- Death vs. Monstars: visually and audibly unique explosions, a simple control mechanic that allows for quick and accurate aiming, popcorn enemies, a spectacular boss explosion, and enemy bullets that stay visible.

- Heavy Weapons: Great use of sound (especially of enemies spawning nearby), effects and menus match visual style of the game, and of course there are many popcorn enemies.

[cross-posted on Gamasutra]
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Tuesday, January 12, 2010

Lag, Control, and You

Talking about control isn't something that should be new to you. It's not some aspect of game design that slipped by your critical radar all these years and suddenly has been given new light. I'm sure you can still remember your thoughts when the Wii's controller was first unveiled; how impressed you were (and still are) at the SNES controller's simple, yet refined curves; how weird it was to see the Virtual Boy's double D-pad; how happy-yet-disappointed it was to see the Playstation controller evolve only under the hood - rather than on the outside - as each successive console was revealed. This is something that doesn't need to be said at all, as you should already know all of this. All of it. Still, though, I have things to say about control in relation to shmups. I'll try my best to stay on target.

First off, let's define something here: "control". Control is comprised of any and all aspects in games that allow you, the player, to interact with the game. The most prominent factors are some sort of input apparatus (e.g. a controller) and a monitor/television/Tiger Electronics LCD screen for viewing the status of a game. The factor I'm most concerned about is lag, which is no stranger to almost all other genres of games, especially fighters, racers, and FPSs.

Lag in itself means different things. We have:
  • 1. Lag from human response time - This is how long it takes you to see something, calculate what you want to do, convert that to controller inputs, and make your body carry out those actions. This takes longer for more complex inputs (such as the infamous "The Mohawk").
  • 2. Lag from controller-to-console-to-monitor - This is easily the shortest lag of all, yet it tends to gain the most hatred for ever existing. This also includes the online gaming route of controller-to-console-to-server-to-console-to-monitor.
  • 3. Lag from game-related issues - Intentional slowdown, intense calculations, etc. This technically takes place during lag #2, but it deserves its own recognition.
  • 4. Lag from Light - The time it takes for light to reflect off the monitor, travel through space, and into your retinas. I think I'll ignore this one.
And since we're all so visual nowadays, here are those same 4 kinds of lag, presented in one cohesive diagram:

Human Response Time Lag
In regards to response time, I don't have too much to say. This is the easiest lag to alleviate, though it takes the longest to achieve. The only way to make this lag go away is to keep on practicing until pressing buttons becomes second-nature. Luckily, practice in one game usually rolls over to other games, and even to other consoles. It varies from person to person. Some people are super quick at reacting, but aren't too accurate. Other people may take a few extra milliseconds to realize what's going on, but usually pull through. And of course there are people who are unfamiliar with their input device and have to look down at their hands more often than they look at the monitor.

Electronic Limitations Lag
Lag from the controller to the monitor is some kind of new-found beast in this generation. Back when we all had wired controllers and CRTs, no one even mentioned this. Now we've got Street Fighter IV vets who talk down upon wireless controllers' inferior speeds for sending input signals. There are forums dedicated to finding the right HDTV so as to minimalize the time it takes to process a composite signal into a digital format. Many HDTVs come with an option to switch to "Game Mode", which sacrifices cleaner visuals for less processing time.

As an avid fan and tournament-goer for Super Smash Bros. Melee, I can confirm for those out of the loop that pros will only play serious matches on CRTs. This is a fact across the United States and in international countries (I know you're there, Sweden, France, and Japan). Any HDTVs at a tourny are often used as the "just messin' around" TVs, the ones that are ignored during serious gameplay. Almost all players choose not to use the wireless Wavebird, despite its high review marks, to avoid any channel-switching shenanigans / battery-related tragedies. Does all of this attention to the saving of milliseconds make that much of a difference?

Yes. This is why MadCatz's billion-selling fight sticks have wires. They don't want any potential customer to doubt for a second that he or she will witness electric lag before purchasing one of these bad boys... especially when he or she will be dropping 150 big ones (i.e. dollars). Using HD cables on an HD console with a newer HDTV has become less of a problem. It's still there, but I feel technology is closing this short-lived chapter soon enough.

Intentionally Programmed / Intense Calculations Lag
When we press a button, we expect to see a result on the screen immediately (or rather, in such a quick manner that it feels instantaneous. Can't ignore physics after all.) If we press a button, wait, and then see the result appear on the screen, there had better be a good reason for it. Going back to Melee: if you try to jump, your character will first duck down and prepare for jumping, a Principle of Animation known as "anticipation". It makes the jump more believable, and only takes a few frames to accomplish. The game runs at 60 frames/second, so we're talking about a very short amount of time it takes to finally see your character leap into the air. This kind of lag is short enough to be ignored (...well maybe that's a poor example, as pros love to exploit this moment to wavedash all up and down their opponents' grills. It's hardly ignored at all and many players love to count frames to calculate how to achieve an added boost in--

Oh... right, shmups.

Intentional Lag in Shmups
The kind of input lag without immediate result that can really mess up gameplay can be found in many shmups. Let's look at Irukandji by Charlies Games. I hate to use this as an example, as I just love Charlie's other shmups to death, including the so-well-done (and 100% nsfw) Space Phallus, but I have a point to make here. The game takes place underwater. When you try to move, your ship takes a few frames to get up to speed, to simulate the water friction that would be found in such an environment. When you let go of movement inputs, the ship takes a few frames to slow down. This means if you want to move in a completely opposite direction than you currently are moving, then it takes about twice as long as usual to come to a stop, then start from rest and build that momentum back up to go the other way. The bullet patterns never get too complex to require intense weaving, and I totally understand that it's underwater and should feel like we're under water. But come on... this is a shmup.

I guess it makes little sense for a ship to be able to stop on a dime in any direction, but sometimes it's just needed. In shmups, it's almost always needed. And they're still tough as nails without any momentum lag. Plus, ya know, we have far more important things to complain about...

Here's a quick and dirty graph of the time it takes to reach full speed as compared with how much we should be tolerating it. I picked these games off the top of my head, so I can't exactly say they're accurately placed (especially since there are no numerical values for the axes). This graph is based simply off of my personal experience with them. Also note that the red bar exponentially reaches intolerability very rapidly.

Faster than Fast
It makes even less sense that most shmups allow your ship to move at full horizontal and vertical speeds when moving diagonally. The X and Y-axis movements are separate forces, so if you move diagonally, you actually end up combining their forces. Following Pythagoras, this means you'd technically be moving at ~1.414 times your normal movement speed. Ever wonder why speedrunners in FPSs move diagonally through worlds? Ever wonder why bunny hopping works so gosh darn well? Now you know.


That's all fine and dandy, but why don't more shmups force you to only move at your maximum speed? Many arena shmups impose this limitation, such as in Geometry Wars, but it's unheard of in vert and hori shmups. Why? Well, just think about it: As you wiggle through a swarm of pink death candy, you continuously hold [up] and sometimes press [right] to sneak through when an opening arises. If you could only move at maximum speed when moving in both directions, your vertical speed would slow down momentarily until you let go of [right]. This can very quickly become annoying and ultimately spell both your doom and a non-braggable NO RANK status at the leaderboard. It's cool with me to find this in arena shmups, especially when using analog sticks, since both your ship and the input device move in similar circular fashions.

Compensating for Something Small
It's possible to get used to sudden bursts and halts in speed as you weave in and out of certain death. It's possible to compensate for your ship's inability to change direction faster than in 0.2 seconds. It's possible for the mind to calculate everything happening on screen, tacking on an additional 0.2 seconds of leeway knowing that this one game was designed to feel more believable.

Back in the 56k modem days (33.3 for moi), we had to know when to let go of our sniper rifles' triggers in TFC, assuming the intended target would continue his trajectory and land under that big red spot just as the lag caught up and registered a hit. That was unnecessary skill, but we compensated. My point is, we shouldn't have to make that compensation, especially if the reasoning is because the developer(s) decided to make things not as responsive as they could have been.

True, there are plenty of instances where a little bit of intentional lag is passable, but when input-results become too delayed, the game isn't even worth getting good at. An exceptional exception is found in Mushihimesama Futari 1.5 (gazuntite) for Xbox360. The game intentionally creates gamespeed lag when too many bullets/killer insects are on screen (so as to emulate the arcade version). Your beetle-ship still responds faster than Lassie at an unsupervised well, but the whole game is slowed momentarily, allowing you to make even Neo a bit jealous.

Shameless Plug
And for those of you who were patiently waiting this whole time to make a comment about my own shmup's ship taking a little too long to move back and forth, I know. Trust me, I know. I obviously had my reasons, but I don't think they really make a difference at this point (especially after having rambled for much longer than was needed for something you already knew). If I ever make another shmup, rest assured you'll be stopping on dimes and moving at ~1.414 times your maximum speed all day.

[cross-posted on Gamasutra]
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Tuesday, March 24, 2009

Squares 2: Is [not] a shmup.

It really shouldn't be a matter of opinion whether a game is a shmup or not. It either falls into the defined characteristics, or it doesn't. However, just like the many anomalies of the English language, so too do the rules of defining shmups (or any video game genre for that matter) delve into the realm of uncertainty.

First off, a "shoot 'em up" is more of what you do in the game, not what type of game it is. The same goes for "first-person shooter," which is simply a point of view and what you do. Calling Resident Evil a "survival horror game" is halfway there, though the survival part is just a tacked-on noun (and honestly, there are hundreds of other games that require you to survive, but don't mention it in the genre). I'm not even a fan of calling games "role-playing games," as I naturally enjoy playing the role of whatever character I'm playing, even Dr. Mario. I understand these genres put extra emphasis and dedicated TLC into their respective areas, but those same characteristics can be found in many other games. In these examples, it becomes clear that we can't simply use the literal meaning of a genre without getting into fisticuffs with ourselves.

That's why I find it interesting that there are games credited as - without a doubt - shmups, yet I can't help but disagree. And then there's shmups that shouldn't be deemed so, but have me welcoming them into the genre with open arms. Take for example Rez, which most definitely has you shooting things up. In fact, it's the only action you can do in the game other than moving across an X-Y plane. Yet I can't bring myself to call it a shmup. Something doesn't feel right about letting it into the genre, knowing all of the other fantastic characteristics that require mentioning. Calling it a shmup removes all of that effort made to hook up the soundtrack to your heartbeat; it makes us not wonder why there's so many different visual styles in which to play the game in one continuous sitting; it makes us not question the purpose of the hard-earned Trance Mission mode. To put Rez in a genre already occupied by so many dissimilar games would be inappropriate. I wouldn't dare place it somewhere it doesn't belong and I won't even mention the "s" word (but I'll gladly link to it). Also of note is how Space Harrier is near-identical in what you do, but I have no problem calling it a shmup.

On the other end of the spectrum, we have Geometry Wars 2. How can this game not be a shmup? You play the role of an abstract ship that flies around, can shoot out what look like bullets, can detonate bombs that clear the screen, and have various enemies to shoot until you run out of lives. That passes my test. Now let's take a look at one of the six gameplay modes, Pacifism, in which you have no bombs, cannot shoot, and must simply dodge the never-ending swarm of quadrilateral foes while collecting multipliers for a high score. This cannot be a shmup, for you physically can't shoot anything, and yet it still feels like a shmup. Granted, it helps that you can shoot things up in the other five modes, but this example brings me finally to a look at Squares 2, by Gavin Shapiro, in which you play the role of an abstract shape that cannot shoot, has no bombs, and must simply dodge the never-ending swarm of quadrilateral foes while collecting black squares (and sometimes circles) for a high score. Sound familiar?

There have been games like this before, including the popular GBA homebrew game bulletgba, which is credited by the author as a "Bullet-Hell Simulator." However, those are bullet patterns right out of famous shmups, so it's too easy to associate the two. I'm focusing on Squares 2 because of how distant it is from the genre, yet it feels right at home. The game itself is not just my favorite addicting Flash game on the Internet (a simple search for "squares" in Google yields the game as the first result, showing a global popularity).

I find shmup charm in Squares 2 in how you have very limited time to react to on-the-fly patterns of things to dodge, all the while trying to collect as many black squares and circles as possible (thus giving you a reason to move and a motivation to survive, other than that shiny high score). And who cares if you have mouse-precision control over the shmup-traditional arrow keys / d-pad / joystick? Who cares if there's no end to the game? It's an endurance test (unless of course you're a cheater). The design of the game also helps out in its success: eye-catching red objects must be dodged, circular powerups / powerdowns stick out like sore thumbs, an annoying and undesirable buzzer sounds upon your failure, and the addictive audio crack that is Daft Punk plays on loop forever as you struggle to outdo yourself.

It's a beautiful formula that works to improve both your reaction time and how quickly you can interpret rapidly-changing patterns for the purpose of survival (a skill most definitely transferable to a traditional shmup and even reality). Keep in mind that the game is not perfect. The two biggest factors that take away from its appeal are how red squares sometimes spawn under black ones (quick fix: always have red squares at a higher depth than black ones) and how there are red circle powerdowns at all. If I had the choice to either touch a red square (knowing it ends the game immediately) or touch a red circle (knowing I'll continue with the game but suffer a minor penalty), I'll always choose the red circle. Why, then, are the red circles treated as these special-case "watch out for us!" entities, when it's the everyday red squares that are the real threats? I suppose only Gavin himself can fill us in.

The point I'm trying to make is that putting a game into one genre can be tricky and oftentimes unjust (a point also made by Mike Lopez from Gamasutra in relation to the racing genre). I like my shmups top-down, vertically scrolling, with lots of explosions, and a memorable experience that makes me wish I had more time in my life to perfect a playthrough... but that's just me.

Normally, I'd link to a video of the game at hand for those unaware of how it looks in motion. This time around, it's much more appropriate to just post a link to the game and have you play it yourself.

Speakers up, mouse area clear, and eyes alert: Here's Squares 2.

[cross-posted to Gamasutra]
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