Gaming History 101

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Posts Tagged ‘radiant silvergun

Podcast: Shmup Game Club

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This week we are joined by listener Jason (@albirhiza) to discuss our Shmup Game Club: Giga Wing 2, Velocity (Ultra), Radiant Silvergun, Power-Up, and Sine Mora.  Campaigns, tactics, high scores, and more are covered as we dissect some of the more contemporary additions to the genre.


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Retro Game Challenge: Radiant Silvergun

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For those of you gearing up for this week’s Gaming History 101 shmup game club, we’ve got the Radiant Silvergun campaign through to completion on a video here.  Don’t expect the best playing in the world, I’m okay but I’m no match for the one-lifers who take this game on.  It was more like 50 lives in my case, but nonetheless, I managed to complete the game despite some self destructing bosses.

Written by Fred Rojas

March 30, 2014 at 1:39 pm

Podcast: The Treasure Box

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This week Trees returns and we are talking about the Japanese developer Treasure, best known for some of the most impressive games on Sega’s consoles (Gunstar Heroes, Radiant Silvergun, Guardian Heroes, and Ikaruga) as well as Nintendo’s later consoles (Bangai-O and Sin & Punishment).  We discuss the company origins, values, and of course the entire library of this impressive developer.


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Below is a video of an unreleased (canceled) title, Tiny Toons: Defenders of the Universe.  The beta that was presumably used as a trade show demo eventually leaked on the internet.  We have acquired it and played it on an original, modded, PS2.  Enjoy!

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Bangai-O (Treasure)

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Up to this point, we’ve had a relatively small number of shmups that don’t fit into a simple criteria: either vertical or horizontal raster arcade shmups.  Sure there was some discussion about on-rails titles with Silpheed and even the mention of old school vector graphics in our introductory shmup article, but there are some games technically called shmups that fit a different category.  These are games where you control a single character or duo and battle large numbers of enemies in rudimentary level designs.  The actual size and shape of the level is irrelevant, the point is that you are getting bombarded on all sides and must survive against a mass of trigger-happy enemies.  From a certain perspective, this is considered a shmup and I definitely agree with that sentiment.

It’s important to note that the title originally started as a remake of Hover Attack, a Sharp X1 type-in game from 1983.  For those not familiar, a “type-in” game was a program you purchased in book form for a few dollars, you would type in the (often times) hundreds of lines of code.  Usually the program didn’t run the first time, various syntax errors would claim responsibility, and it was always because of a single character issue on literally thousands of lines of code.  This was before floppy disks, it was a different time.  Anyway, Hover Attack was a game that allowed a ship or and carrier to move in all different directions and fire independent of its movement.  It was one of the first games to do so and for comparison is a very basic version of a twin stick shooter.  This is why the game/level design seems a bit dated for a game that released in 1999 at the end of the N64’s life.  It eventually became its own property and remains a unique independent title, although certain concepts like the streaking of bullet patterns remain from Hover Attack.

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Written by Fred Rojas

March 16, 2012 at 12:00 pm

Ikaruga (Treasure)

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Ikaruga is shrouded in praise and wonder from those in the critical and shmup communities, but if you were to just pick it up and play you wouldn’t really see what all the fuss is about.  First off, it’s pretty freaking hard and absolutely impossible if you don’t understand the special gameplay mechanics.  Second of all, like so many other shmups, it started life in Japanese arcades so unless you’re lucky enough to get the US Gamecube version you will need to figure out how the game is played before you embark.  I don’t know about you, but most of the gamers I know tend to not do critical things like read instruction manuals before playing.  This is a big mistake with Ikaruga.

This game is the spiritual successor to Treasure’s Radiant Silvergun in that it borrows the ideas of color connection and polar opposites as its main gameplay style choice.  The plot is basically irrelevant, but you are fighting forces in a specialized jet fighter known as the Ikaruga.  Polarity, or opposites if you will, are the main objective in the game – you need to figure out how best to handle the light (white) and dark (black) polarities in enemies to plan your strategy.  Your ship is capable of swapping polarities at any time under your control with the same polarity granting you invulnerability and the opposite polarity dealing dual damage.  It’s a balance between a heavy offense or an unbreakable defense and trying to decide which is most important.  Mind you, even though you are invulnerable to bullets of the same polarity, you are not invulnerable to the collision of ships so destroying them should be a high priority.  Unlike other danmaku (bullet hell) shmups, you will be weaving in and out of enemy fighters just as much as bullets.  In addition, the invincibility option also puts you in situations where it’s not possible to dodge all the bullets.  In other danmaku shmups it will always be possible, no matter how tight or specific, to dodge the bullets if you know the pattern.

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Written by Fred Rojas

March 15, 2012 at 12:00 pm

Radiant Silvergun (Treasure)

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Now we are getting into the thick of Japanese shmups that are more than 10 years old but just made it stateside for the first time within the last few years.  One of the most dynamic shmup teams, Treasure, had just begun its long career of shmups when it came up with Radiant Silvergun.  A dynamic vertical shmup released in Japanese arcades in 1998, the well-known producer of the title Hiroshi Iuchi claims it was inspired by Image Fight – another solid shmup by developer Irem (of R-Type fame) that released to arcades and Nintendo consoles in 1988.  This also started a familiar concept found in many shmups, especially ones by Treasure, where you need to focus on the colors of the enemies you destroy.

In the arcade version, there was really no story but basically the game entails Earth under attack by, wait for it, an alien presence.  You will begin with sky battles on Earth and conclude with battles in space and near space stations.  What is significant about Radiant Silvergun is not its story, though, nor is it the impressive 3D effects and moving backgrounds.  It’s the fact that the game features seven weapons, all of which are built into the ship from the start.  You do collect power-ups that strengthen your weapons, but the bigger key is to know what type of weapons (in the arcade it’s based on combinations of the 3 buttons, on ports there are more buttons to help correspond to each weapon).  In order to make it through certain waves of enemies and destroy the multi-stage timed iterations of each boss you need to know the correct weapons to use.  In many cases this will reward you with a bonus, especially when fully destroying a boss or taking out 3 or more enemies of one color.  In many cases you can get by using whatever weapon you want, but no hardcore shmup player is satisfied with “good enough”, right?

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Written by Fred Rojas

March 14, 2012 at 12:00 pm

Bullet Hell Shmups

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This is going to be a really short blog post with some videos, so those of you who like flashing lights and hate these word things will be in heaven.  “Bullet Hell” shmups (also referred to as “danmaku” by the Japanese and fans of the genre) usually refers to vertical perspective (based on vertical raster effects from arcade monitors of the 70s, 80s and 90s) where a single ship is more concerned with dodging bullets rather than enemies.  Sure, enemies still play their part, but they prefer to do it from a distance.  It’s pretty hard to bump into an enemy in early bullet hell titles, but thanks to developers like Treasure and Cave, those rules are quickly broken.

Bullet Hell, get it?

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Written by Fred Rojas

March 7, 2012 at 9:47 am