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Anatomy of a Cute ‘Em Up

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By now you hopefully have the overall concept of a shmup down, if not then you probably missed our article on that very subject, so now it’s time to talk about the different facets (or genres, if you will) that shmups can take.  Enter probably the most popular contemporary concept: the cute ’em up.  No, they don’t have any clever nicknames like the shmup, but that’s mostly because shmup is a perfect definition of these games.  Cute ’em ups are for gamers that like a little aesthetic to accompany their hardcore shooter, even perhaps a little sexuality or titillation.  Bright colors, anthropomorphic animals and big bouncy breasts are just par for the course in a cute ’em up.  Don’t stray from these titles simply because you feel their gameplay or difficulty will adjust according to their look, this couldn’t be farther from the truth.  In fact, for the most part, cute ’em ups are some of the most challenging shmups one can find.

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Written by Fred Rojas

March 5, 2012 at 9:52 am

Magical Chase (Palsoft/Quest)

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To keep the theme of this weekend alive, I decided to go with yet another light and fluffy shmup on this Sunday afternoon.  I’ve chosen to go with one of the most expensive games in my collection, Magical Chase, one of the few Japanese-heavy shmups to find a release on the Turbografx-16 system in the US.  I always thought this game was kind of a throw away title as a child, it didn’t do anything quite as well as Fantasy Zone, Gradius or even R-Type, but of course I had to dig it out when I found out how rare and expensive it was.  I am pleased to say that when I gaze upon this title with learned eyes I am much more aware of some of the great things it does and now that I finally got my hands on an owner’s manual I can play the game the way it’s supposed to be played.  See, back then if we couldn’t understand a game we just assumed that it was too complicated or we were too stupid and just ignored it.  I had no idea how to control the stars before getting my hands on that text document.  Don’t believe I actually have the game?  Well here’s your proof below (yes, this is a cheesy excuse to show it off):

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Written by Fred Rojas

March 4, 2012 at 12:00 pm

Fantasy Zone (Sega)

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So many shmups have heavy music, vast spacescapes and horrid alien bosses, but not Fantasy Zone.  One of Sega’s first shooters to grace arcades in 1986 it’s also one of the best titles that explains exactly what you’re going to get.  Fantasy Zone breaks the mold for such a popular title – it was ported to almost everything imaginable in the late 80s – and still manages to be a fun and addicting shmup.  Forget the brutal challenge and seriousness of other shmups (like Gradius, which has been owning my soul all morning) and instead wander over to a colorful bubbly world with protagonist Opa-Opa.

Looking like a hybrid between a space ship and a small winged creature with legs, Opa-Opa has been somewhat of a sidekick for Sega, even getting an appearance in Sonic and Sega All-Stars Racing.  In Fantasy Zone you will control this little ship in a scrolling world (think Defender) while defeating bad guys to collect money and upgrade your ship.  As you move along certain boss battles will unlock that move you on to the next world, each new one as unique as the one before it.  Fantasy Zone is littered with bright colors and funny looking enemies that get it categorized as more of a “cute ’em up”.  To this day I still don’t know exactly where to unlock each boss, but I do know that they appear before you have spent too much time thinking about it.  That’s the thing, unlike many other shmups you’re not trying to reach a goal per se, but rather exploring a world and letting it take you on a ride.  I know plenty of people who didn’t think there even was a world beyond the first and still pumped quarters into the machine to play it anyway.

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Written by Fred Rojas

March 3, 2012 at 12:00 pm

Gradius Series (Konami)

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Responsible for plenty of attributes to the shmup genre, notably the space aesthetic, but the most significant thing I remember about the title “Gradius” is how often people mispronounced it.  Okay people, I’ve confirmed this with Konami, the pronunciation is “grah-dee-us”, not “gray-dee-us”, “grah/grey-die-oos” or any other awkward pronunciation.  It’s pronounced simply how it is spelled.

The Gradius series has withstood the test of time with the first technical iteration in 1981 and the most recent actual game released in 2008 (Gradius ReBirth on Wii).  In that time the series has graced almost every console and portable that has come out, although recent iterations have been predominantly collections.  Not only that, the series is responsible for a few offshoots including my favorite shmup of all time, Salamander (Life Force in US), and the Parodius series.  Despite critics rightfully complaining that each new title in the series seems to harken back to the original, I feel it is the series staples that keep dedicated fans and strong sales.  I grew up knowing this series on the NES, although I am told that in Japan and Europe it has a more significant presence on the MSX.  Like all shmups, it does bury its roots in the early days of the arcade and to me is still on that short list of video games you must play before you die.  Nowadays the list of titles is quite long, but after recently playing the series over last week, I still find the original title (not necessarily first in the series) to be the most significant.

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Written by Fred Rojas

March 2, 2012 at 3:11 pm

19XX Series (Capcom)

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I figured we would start of this Shmuppreciation month right with one of the first examples of a true shoot ’em up: Capcom’s 19xx series.  It’s a bit funny that I even reference it as such, because to the best most gamers are only aware of the first two titles and they are quite similar: 1942 and 1943: Battle of Midway.  The lesser known three titles are 1941: Counter Attack, 1944, and 19xx.  There are, however, many different iterations of each so we will discuss the premise, differences in versions and significance to the series.  Over the years I have come to realize that shmups make for pretty poor screen shots; it can be nearly impossible to discern what’s going on in most stills so this year I will be providing gameplay video.  While it’s ideal for all video to be shot by me from my own consoles/arcades, it’s a lot of work so I will try to capture my own video when I can.

Capcom is definitely no stranger to the arcade scene, but before they generated monster hits with Final Fight and Street Fighter II, they managed some strong success with 1942 in 1984.  Set in the Pacific front of World War II, it was pretty interesting to see that this title had you flying a “Super Ace” to destroy the Japanese air force and attack Tokyo.  You would think that a World War II title out of Japan wouldn’t focus so much on some of the rougher international relations with the United States, but regardless of that fact 1942 not only came out but was a runaway hit in both regions.  Known best for the distinctive twin booms of the plane, which closely resemble the Lockheed P-38 Lightning fighter plane the Super Ace was clearly designed after, and the ability to perform a loop-the-loop that made you temporarily invisible.  1942 introduced the vertically scrolling shooter, gun power-ups and small assisting planes, all significant staples to shmups moving forward.  While it wasn’t the first Capcom arcade to get a sequel, it was definitely the most popular.  As such, this title has been ported to several systems including the NES/Famicom, MSX, PC-8801, Amstrad CPC, ZX Spectrum, C64, Gameboy Color, Playstation 2/Xbox/PSP (in a Capcom collection), and even a recent revival on PC/PSN/XBLA as 1942: Joint Strike.

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Written by Fred Rojas

March 1, 2012 at 3:01 pm

What is a Shmup?

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For some reason, this screen from R-Type is always what I think about when I hear the word “shmup”.

It’s leap day, a day that on most years doesn’t even exist, and had it not been for today it would officially be March.  For those of us in the retro gaming world, shooter fans or basically anyone who listens to Drunken Gamers Radio it also means Shmuppreciation month.  For 31 long days we show our appreciation for intergalactic starships, Moai heads, tiered power-ups, sexy young girls with large breasts that aren’t involved in a hentai game, dodging thousands of bullets and actually seeing a vertical raster effect in a high-definition game.  It is all for the love of the shoot ’em up, these days called “shmups” for short.  What’s distinct about the shmup is that aside from most other genres, it has been around as long as video games themselves – yes, the first video game was a shmup – and has remained relatively unchanged for more than 30 years.  As an avid fan with probably more than $1,000 in shmups alone among almost every system – did I mention the shmup has some of the most expensive games in existence? – I wanted to reflect on the history of the shmup.

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Written by Fred Rojas

February 29, 2012 at 1:30 pm