#multidirectional shooter
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Bangai-O Treasure / ESP Nintendo 64 1999
#bangai-O#treasure#ESP#nintendo 64#bakuretsu muteki bangai-O#90s#shoot'em up#multidirectional shooter#N64
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hellohello again! i am once again asking folks what they would like to see a game post about from insectoidvania
if you're not interested, feel free to scroll past :]
game list here! (you most likely need to use a desktop browser to see it)
for those who pick other, please put what you'd like to see in the replies or in tags!
extra rambles under the cut if ya wanna read khfkjs
the games that didnt get any votes last poll arent on here but youre still free to ask/vote for it
i figured i'd post this on my main blog because there could be folks who dont want to follow insectoidvania but still wanna see a game covered? idk maybe thats just me pft
i still reblog posts i make on insectoidvania to here anyhow so ¯\_(ツ)_/¯
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Okay, I think I'm just gonna talk about this since it seems like a lot of fun, and I do love to speculate
so this new bug, the transformation tonic ID hijack thing bug
saying ID hijack cuz I heard it has to do something with that
how it works: you get your transformation tonic T5 alchemist, along with your 5 unupgraded darts
first you just let the transformation run out, only afterwards, when you start the 2nd time do you start spamming your tower of choice
and then there's a chance that usually about 1-3 gets linked with one of the transformed darts
apparently it works with heroes as well?
after, the way you can use this link is to buff the dart with a super monkey fanclub, as the buff transfers to the tower it got linked to
my PERSONAL SPECULATION (so it's not a fact, don't take it as a fact) is that the transformation tonic probably fucks with the ID when you make it go for the second time for Some reason, therefore a random tower you're putting down has the slight chance of doing something funny to one of the transformed dart's ID, there the Linkage is Born
something weird is that certain towers, when there's more than one of them being linked, they will crash the game
something I noticed with those, 2 of those being the sniper and the ninja, is that they both have paths for buffing other snipers/ninjas, I think it might be something interesting to note
some other interesting things to note
Helicopters are kinda fucked. either both the helicopter and the helipad are both linked to the dart monkey, or the helicopter is gone but the helipad is linked (you can just buy upgrades and the helicopter shows up that way). the 3rd option doesn't work, as it results in only the helicopter being linked, which for some reason then doesn't get the buffs from the dart monkey being buffed that it's supposed. this is probably something that can happen because helicopters are basically made up of 2 different and also differently working objects
the sun god/sun temple seems to have an additional advantage where if you update the dart monkey linked to it, the projectiles become REALLY big. this Lags, like it lags you. And since for some reason, you can make a chain of linkage (dart monkey being linked to another dart monkey that ends up linking to the sun temple for example) this can make the projectiles EVEN bigger. flashing lights warning for this if you try it, it's quite a bit hard to look at
bottom path Alchemist, top path tack shooter and permaspike are some of the most cracked ones this way
when T5 fanclub is applied to some, especially bottom path Dartling, it becomes a bit of a lagfest, lag is pretty common with these actually
for some reason when used by towers that are supposed to be multidirectional, they get their beam shrinked to just one direction, as the plasma monkeys would also shoot, though this might just be visual
it does not make banana farms shoot or produce more, so sadly linking banana farms is useless
so far, this has been all I've seen
it's still pretty new so more could still come out before NK manages to patch it out in some way or another
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Quästion: I know you told us being good at shmups isn't a requisite to get into Touhou, but what about you? Did you have experience with bullet hells before?
Actually, now I'm curious about your game genre preferences :) and how good you are at each if it's not directly correlated
i do have some experience with shmups, yes! im a huge fan of the devs treasure and cave in particular (though caves recent output has become pretty icky with their increased focus on mobile gachas over arcade shmups).
as far as bullet patterns go i generally prefer bullethell (slow-moving but dense bullets, memorization-based gameplay) to manic (sparse but fast-moving bullets, twitch reaction-based gameplay), though i do enjoy both. as for control scheme, i much prefer scrolling shooters to fixed or multidirectional ones.
ive played and 1cc'd a handful of shmups before getting into touhou, though i dont consider myself especially good at them overall; it takes me a LOT of tries to 1cc a game.
and as for genres, youre talking to the puzzle game connoisseur babyyyy :3c especially indie puzzle games, and ESPECIALLY puzzle games where figuring out the rules of the puzzles rather than being told them upfront is part of solving them. my fave video game is the witness and its a game i could deconstruct and analyze the puzzle design of for ages upon ages.
i also love visual novels (as my liveblog tag can attest to), rpgs (though i dont often have the time for them recently), action games, horror games, and all-around weird little oddities one can find strewn about itch.io. i play more than these but these are usually the things i flock to above all else!
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Atari to bring retro games onchain with Base
AtariX, the Web3 initiative of video game pioneer Atari, will bring its classic titles to the blockchain through a collaboration with Base, Coinbase’s Ethereum layer-2 scaling blockchain. The collaboration starts with the classic arcade game Asteroids, a space-themed multidirectional shooter released in 1979. In the game, the player controls a spaceship and aims to shoot and destroy asteroids…
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Bullet hells, video game research and how gameplay loops influence their designs; an explanation - By RPG.
1 - Contra (1987)
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Contra is a run-and-gun bullet hell developed and published by Konami.
Players are expected to shoot at enemies in a side-scroller style level at Stage 1, and defeat all sorts of other bosses in guerilla-warfare style campaigns.
The main gameplay loop is that the principle for mechanics and level design stay moderately the same, with the same type of weapons, firing system and style of enemies being portrayed.
Its USP (Unique Selling Point) could be that it was inspired heavily from Commando, a film featuring Arnold Schwarzenegger combatting hoards of enemies. Also, this could be backed up by the art composed onto the original game cover that depicts both protagonists posing in the style of what would be seen in the film.
2 - Ikaruga (2001)
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Ikaruga is a shoot-em-up developed and published by Treasure in 2001.
Players are expected to avoid obstacles and imminent danger whilst also combatting enemy machinery. Also, the ships colour can change and only certain coloured projectiles can hit certain coloured ships (the ships polarity can change between black and white, in a monotone colour palette).
The main gameplay loop is that you are always attacking something, whether it be fighter aircraft, attack robots, drone or gundam-type mechas. Also, the same principle applies whilst dodging objects in your path whilst the game scrolls through.
Its USP (Unique Selling Point) could be that it was inspired by Japanese Military science fiction and Japanese sci-fi retro-futurism; featuring concepts like mechas, and robot drones that appear futuristic-like; also, this could also be backed up by the idea that the fighter pilot in the game is battling an enemy force foreign to his native land meaning that the technology he is facing is in fact from a military force.
3 - Smash TV (1990)
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Smash TV is a multidirectional shooter/bullet hell developed by Williams Electronics Games, Probe Software and Beam Software and created by two individual developers in 1990.
Players are expected to kill everyone in your surroundings, in a dystopian TV-show setting set in the then-future of 1999.
The main gameplay loop is that you are always confronting and killing people that charge after you, and the principle of weapon use and controls stays the exact same.
Its USP (Unique Selling Point) could be that it was inspired by TV shows of that decade, and from situations/scenes from RoboCop; this can be shown in the sporadic nature of the killings in the game, following on from the way RoboCop exterminated people and the also sporadic nature of gameshows and their extremities at the time.
4 - Deltarune (2018)
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Deltarune is role-playing/bullet hell developed by Toby Fox.
Players are expected to battle enemies of various types, including bosses and micro-bosses, using different abilities like defence and the utilisation of different items. Additionally, the format of such is done in a confrontational style similar to that of Pokemon where all characters can use their individual abilities to overcome the enemy.
The main gameplay loop is that you are always confronting bosses and micro-bosses, whilst also discovering different levels that feature different NPCs; overall, the same principles with confronting, battling and overcoming obstacles continue throughout.
Its USP (Unique Selling Point) could be that it is inspired by Undertale, not only in its visualisation but also in its depiction of characters, and the combat system in Deltarune. Despite this, Deltarune could also have drawn inspiration from games like Earthbound in terms of movement mechanics and its 2D nature.
5 - Space Invaders (1978)
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Space Invaders is a shoot-em-up/bullet hell developed by Taito.
Players are expected to battle spaceships, that drop projectiles that aim towards the player. Throughout the game, and as the player starts to progress, the player gets access to different shooting variations and rates of fire. Different battleships are featured, including a "mystery ship" that is revealed as the player clears all other spaceships.
The main gameplay loop is that you are always attacking and confronting enemy spaceships, just in different varieties. Also, the same mechanic with shooting applies to all stages of the game.
Its USP (Unique Selling Point) could be that it is one of the earliest known shoot-em-ups, and that it is recognisable almost instantly as a cult-hit classic.
RPG-7
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no, but you don't understand how hard it hits.
i genuinely thought i was just too bad at multidirectional 2d shooters to be able to finish the game
i was literally considering giving up and just being like "well, it's the fucking credits. i don't need to complete this. it's stupid anyway. i beat the game already"
and then it started taunting me like it was reading my mind: "are games just silly little things? give up here?" with all the beautiful messages from other players from all over the world telling me to keep going. and i was just like "damn, you clever developers. aight, i'll keep going"
and i just kept dying and kept thinking it was my fault
then the rescue offer received 😭 nooooo
then the chorus as other players help you complete the game
i'm fucking crying
and then at the end
the reveal
to become a player that helps others... you have to delete your entire save. all of your endings. all of your collectibles. everything is gone.
games are not silly little things indeed, yoko taro!
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Research - Arcade Games
High Score:
Space Invaders:
Space Invaders is a fixed shooter in which the player moves a laser cannon horizontally across the bottom of the screen and fires at aliens overhead. As aliens are defeated, their movement and the game's music both speed up. Defeating all the aliens brings another wave which starts lower. It works well as an arcade game as it is simple and quick to play, there also was nothing else like it at its time.
Asteroids:
The objective of Asteroids is to destroy asteroids and saucers. The player controls a triangular ship that can rotate left and right, fire shots straight forward, and thrust forward. It works as an arcade game due to its limited controls and that it is quick to play.
Galaxian:
Galaxian is a space-themed fixed shooter. The player controls a starship and the objective is to clear each round of aliens. The enemies appear in formation towards the top of the screen, with two escort ships. It is simple and quick to play.
Shooters:
Robotron 2084:
Robotron is a 2D multidirectional shooter game in which the player controls the on-screen protagonist from a top-down perspective and shoot robots. The game uses a two-joystick control scheme; the left joystick controls the on-screen character's movement, while the right controls the direction the character's weapon fires. Both joysticks allow for an input direction in one of eight ways. Not as quick to play as something like Space Invaders, but not to slow either.
Tempest:
The goal in Tempest is to survive for as long as possible, and score as many points as possible, by clearing the screen of enemies that appear on the playing field. The player controls a blaster at the near end of the field, moving it left and right using a rotary knob. The player's blaster can rapid-fire shots down individual lanes of the field, destroying any enemies within the same lane. Tempest has differing levels meaning its not as easy to pick up and put down as some of the other endless games.
The House of the Dead:
The House of the Dead is a rail shooter light gun game. Players use a light gun (or mouse, in the PC version) to aim and shoot at approaching zombies. The characters' pistols use magazines which hold 6 rounds; players reload by shooting away from the screen. When a player sustains damage or shoots a civilian, one point of health is removed. House of the dead works well as a arcade game as its main feature is the light gun attached to the machine which allows the player to aim in real time.
Racing:
Crazy Taxi:
The player controls one of several taxi drivers in a fictional city, looking for fares and then taking them to their destination in the fastest time possible. The player must perform this while time still remains on an overall gameplay clock. Passengers looking for rides are indicated by an overhead marker that is colored to represent the distance to their intended destination. The color marker ranges from red indicating short trips, to yellow for intermediate distances, and to green indicating long ones. When a passenger is picked up, the player is awarded additional time on the countdown clock. Furthermore, a second countdown timer is started, representing how quickly the passenger needs to be at their destination. The fact that the game is timed means it will take longer to play than other games ( taking 3 to 10 minutes ).
Daytona USA:
In Daytona USA, the player's objectives are to outrun the competing cars and complete the race before time runs out, passing checkpoints to collect more time. Players begin in last place and compete against a field of up to 39 computer-controlled cars. Adaptive difficulty is used; the first lap of each race measures the skill of the player and adjusts the difficulty of opponents accordingly. Due to being a racing game, the game would take some time to play; although the multiplayer aspect makes it well suited for an arcade.
Out Run:
Out Run is a driving game in which the player controls a Ferrari from a third-person rear perspective. The camera is placed near the ground, simulating a Ferrari driver's position and limiting the player's view into the distance. The object of the game is to reach the finish line against a timer. The game is divided into multiple stages that each end in a checkpoint, and reaching the end of a stage provides more time. Although it is a racing game with a time limit, Out Run is a fast paced game which makes it fit in with other brief games at an arcade.
Fighting:
Mortal Kombat II:
Mortal Kombat II is a multiplayer fighting game where two players choose and fight each other using a selection of characters. The game consists of differing moves to strike and punish the other player with. The player who depletes the other player's health bar first wins a round, of which there's three. Something unique to Mortal Kombat II is the "Fatalities", where whoever is victorious can perform a finishing move on the other player. The game is well fitted to any arcade as the multiplayer aspect can be done with anyone and can gain an audience.
Street Fighter:
The player competes in one-on-one matches against a series of computer-controlled opponents or in a single match against another player. Each match consists of three rounds in which the player must knock out an opponent in less than 30 seconds. If a match ends before a fighter is knocked out, the fighter with the greater amount of energy left is the winner. Similar to Mortal Kombat, the game is as quick as the classic endless games but is not as slow as games like Crazy Taxi.
Tekken:
Players choose a character from a lineup and engage in hand-to-hand combat with an opponent, just like Street Fighter and Mortal Kombat. Although; Tekken allows the player to control each of the fighter's four limbs independently. Just like the other two fighting games, the gameplay is not brief but suited for arcade play.
Brawlers:
Final Fight:
Final Fight can be played by up to two players simultaneously. Before the game begins, the player chooses between the three main characters. The controls for Final Fight consist of an eight-way joystick and two buttons for attacking and jumping respectively. Pressing the attack button repeatedly when attacking an enemy or multiple enemies will cause the player character to perform a combo. The final blow of the combo can be changed to a throw. The multiplayer aspect makes the game work well in an arcade.
Teenage Mutant Ninja Turtles: Turtles in Time:
Turtles in Time is a 2D side scrolling brawler based on the animated series. It uses a joystick for movement, an attack button and a jump button. The player/s can choose between four different characters: Leonardo, Michelangelo, Donatello, and Raphael. Each playable character has his own strengths and weaknesses. It is quite a short game, so it is would fit in an arcade, that and it is multiplayer ( Up to four players ).
Ninja Baseball Bat Man:
Ninja Baseball Bat Man features playable characters with several different fighting moves that sacrifices health in order to annihilate every enemy on the screen. The game allows players to perform combos, throws and dash attacks against several enemies. The main special part about Ninja Base Ball Man is how the player uses their own health to fight enemies.
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Xeno Crisis Bitmap Bureau Nintendo 64 2023
#xeno crisis#bitmap bureau#nintendo 64#multidirectional shooter#2D sprites#shooter#N64#new game released for the N64 in 2023#indie game#pixel art
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Design concept for Cadez' game.
Gameplay is a sci-fi 2D multidirectional shooter. Inspired by bezerk and robotron but those came out in the 80s so ill probably need to do more research to know what will be accuate.
You play as a nameless astronaut simply called Cadet. You fight aliens and zombified astronauts until you innevitably die 👍 a game like this would probably have more realistic or minimal promotional art but i draw cartoons so---
Anyway i really like bezerk so i got inspired by it without even realizing that there was an urban legend about it. (I feel really bad for the two guys who died though, imagine having your tragic death blamed on a pixated smiley face) It fits though. cabinet man (which is obviously what cadez is based on) is inspired by polybius, which was also spread around at the same time.
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Asteroids Elevator Pitch
The name of my asteroids game will be Asteroid Attack. This game is a top-down multidirectional shooter where the objective is to control a spaceship in space and shoot down as many asteroids as you can. This game is in the space combat and shoot ’em up genre where the difficulty of the game will increase progressively as the round continues. A core mechanic that will be featured in this game is the ability to shoot asteroids where the player will earn points which will go to their total score in that round. Another mechanic is the players ability to control the spaceship on a two-dimensional plane to manoeuvre around objects such as asteroids and position themselves in an optimal location to take down the asteroids. The style of this game will feature a paper drawn notebook design that gives the feel that the game is taking place within someone’s notebook. The audience of this will consist of all ages as this game contains traditional gameplay that older generation will recognise and appreciate, and younger people can also pick up and enjoy. This game can be enjoyed at both a casual level and competitive level whether it be on a mobile device or computer. Some additional features that will be implemented into the game will include a customisation section where players can use their point earnt throughout their matches to purchase cosmetics items either for their spaceship, the environment or even the asteroids. Potential powerups can also be purchased. Another feature will include an assortment of game modes the player can play. For example, the player can either choose an endless mode where they have to see what total score they can achieve in one round, or they can choose the level mode where there are various predetermined levels that the player has to progress through (e.g., level one starts with a few asteroids however once the player reaches level ten there are more asteroids, and they are larger). If you are needing to get in contact with me, you can do so on Tumblr.
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I'll be honest I didn't know bullets in games had two styles, I learned something new.
yeah, theres a lot of depth to the subgenre thats developed over time! bullethell and manic arent official categories, and theres been a lot of discourse over what the line between the two is, but theyre broadly agreed to be two halves of the danmaku shmup subgenre.
there are more subgenres other than this too, though! non-danmaku scrolling shmups, run-and-guns, trance shooters, tube shooters—for a niche genre of game, theres a surprising amount of variety to explore within it!
though i have to admit, i dont have a lot of first-hand experience with subgenres other than scrolling, multidirectional, and run-and-gun. i should really give other varieties a try more often.
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The Play Online Video Games with Good Robot: games mantra
Good Robot is a 2016 multidirectional shooter game developed and published by Pyrodactyl games. The game was released for Microsoft windows on April 5, 2016.
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Neo Contra Playstation 2 /Gameplay
Neo Contra takes place during A.D. 4444 when the Earth has been transformed into a prison planet, home to criminals and political rebels. From this underworld society rises a new order called "Neo Contra". This government quickly showed its true colors, as it has other plans than bringing back normal civilization. Carrying out this new threat are four renegade Contras (elite warriors), who are called the Four Elite, united under the command of mysterious Master Contra. Thus, Bill Rizer is partnered with Genbei "Jaguar" Yagyu, a samurai, and the two are sent to Earth to deal with the Neo Contra threat. After defeating the Four Elite, the heroes discover the truth behind "Neo Contra", which is a facade for "Project C", a plan to create half-human AI from Bill Rizer's DNA, as an ultimate weapon, which is now Master Contra. Bill Rizer himself is just a clone of the original one, a side-objective of "Project C". With the help of Mystery G, an elder Contra operative, the heroes managed to defeat Master Contra and put an end to "Project C".
Neo Contra (ネオコントラ, Neo Kontora) is the tenth video game in the Contra series published by Konami. It was developed by Team Neo Kijirushi, a group of staff members within Konami Computer Entertainment Tokyo, and released for the PlayStation 2 in 2004. The game is a direct follow-up to Contra: Shattered Soldier, but returns to the multidirectional shooting format and departs from the traditional scrolling shooter formula used in previous games. It was the first game in the series to receive an ''M'' rating from the ESRB and was the only installment to receive said rating until the release of Rogue Corps in 2019.
#gaming#retrogaming#retrogamer#retrogames#retro gamer#neocontra#ps2#playstation 2#nostalgia#games#gamer#gamers#jogos retro#jogos antigos#jogos classicos#gameplay
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asteroid game Atari
asteroids is a space themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari the player controls a single spaceship in an asteroids field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers while not colliding with either object. each level starts with a few large asteroids drifting in various directions on the screen. objects wrap around the screen edges for instance an asteroids that drifts of the top edge of the screen reappears at the bottom and continues moving in the same direction.
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i think this game links to my game rewill as they both ave the same outcome and what you have to do with in the game but the deifference is my game is 3d and this game is 2d and they have also done pixles as there asteriods when mine is a modle
. pixle
.2D
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asteroids
Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers.Asteroids was one of the first major hits of the golden age of arcade games; the game sold over 70,000 arcade cabinets and proved both popular with players and influential with developers. In the 1980s it was ported to Atari's home systems, and the Atari VCS version sold over three million copies. The game was widely imitated, and it directly influenced Defender, Gravitar, and many other video games.
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