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	<id>https://shmups.wiki/index.php?action=history&amp;feed=atom&amp;title=History</id>
	<title>History - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/index.php?action=history&amp;feed=atom&amp;title=History"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=History&amp;action=history"/>
	<updated>2026-04-18T11:02:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=History&amp;diff=6060&amp;oldid=prev</id>
		<title>Komidore64 at 19:12, 14 December 2020</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=History&amp;diff=6060&amp;oldid=prev"/>
		<updated>2020-12-14T19:12:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 19:12, 14 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l22&quot; &gt;Line 22:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 22:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To this author's knowledge, the first appearance of a hyper system was in the ''location test'' version of [[NMK]]'s 1995 game [[P-47 Aces]]. This version of the game did not have bombs, but instead had a hyper system that would build when collecting excess power ups. Engaging the hyper system made the player invulnerable, have stronger attacks, and allow dealing damage by bumping enemies.&amp;lt;ref&amp;gt;Game Urara Vol.1 pg.93 (NSFW warning) https://archive.org/details/gameurara-vol1-1995-600DPI/page/n92/mode/1up&amp;lt;/ref&amp;gt; In the final version of the game, hypers were removed for a more orthodox bomb system.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To this author's knowledge, the first appearance of a hyper system was in the ''location test'' version of [[NMK]]'s 1995 game [[P-47 Aces]]. This version of the game did not have bombs, but instead had a hyper system that would build when collecting excess power ups. Engaging the hyper system made the player invulnerable, have stronger attacks, and allow dealing damage by bumping enemies.&amp;lt;ref&amp;gt;Game Urara Vol.1 pg.93 (NSFW warning) https://archive.org/details/gameurara-vol1-1995-600DPI/page/n92/mode/1up&amp;lt;/ref&amp;gt; In the final version of the game, hypers were removed for a more orthodox bomb system.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The author believes that the first appearance in a commercial version of a game was [[CAVE]]'s 2002 game [[DoDonPachi &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dai-Ou-Jou&lt;/del&gt;]]. The hyper system in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dai-Ou-Jou &lt;/del&gt;was based on a prototype of sorts in [[CAVE]]'s 1997 game [[DoDonPachi Campaign Version]], a special revision of the original [[DoDonPachi]] that was not normally released. In these games, engaging the hyper system cleared the screen of bullets, made the player significantly stronger, and increased scoring capability, while also increasing the base difficulty of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The author believes that the first appearance in a commercial version of a game was [[CAVE]]'s 2002 game [[DoDonPachi &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DaiOuJou&lt;/ins&gt;]]. The hyper system in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DaiOuJou &lt;/ins&gt;was based on a prototype of sorts in [[CAVE]]'s 1997 game [[DoDonPachi Campaign Version]], a special revision of the original [[DoDonPachi]] that was not normally released. In these games, engaging the hyper system cleared the screen of bullets, made the player significantly stronger, and increased scoring capability, while also increasing the base difficulty of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References &amp;amp; Contributions ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References &amp;amp; Contributions ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Komidore64</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=History&amp;diff=4868&amp;oldid=prev</id>
		<title>Trap15: Rephrase GUTS system</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=History&amp;diff=4868&amp;oldid=prev"/>
		<updated>2020-09-28T13:00:21Z</updated>

		<summary type="html">&lt;p&gt;Rephrase GUTS system&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 13:00, 28 September 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot; &gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To this author's knowledge, the first appearance of grazing in the traditional sense was in [[NMK]]'s unreleased 1995 game ''Uchuu Sensou''. In this game, being close to enemies or bullets awards a score bonus, and has a short cool down period. Every 8 graze bonuses, the score bonus increases in value, from 1000 to 8000, in steps of 1000. The bonus would reset on death.&amp;lt;ref&amp;gt;Original research by [[User:trap15|trap15]], see http://ton.5ch.net/test/read.cgi/retro/983805176/80 for more details on ''Uchuu Sensou''&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To this author's knowledge, the first appearance of grazing in the traditional sense was in [[NMK]]'s unreleased 1995 game ''Uchuu Sensou''. In this game, being close to enemies or bullets awards a score bonus, and has a short cool down period. Every 8 graze bonuses, the score bonus increases in value, from 1000 to 8000, in steps of 1000. The bonus would reset on death.&amp;lt;ref&amp;gt;Original research by [[User:trap15|trap15]], see http://ton.5ch.net/test/read.cgi/retro/983805176/80 for more details on ''Uchuu Sensou''&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The author believes the first instance of grazing in a commercially released game was in [[Seibu Kaihatsu]]'s 1996 game [[Raiden Fighters]], in which points are awarded every frame while the player is sufficiently close to bullets. It's possible that their earlier game [[Raiden DX]] (1994) served as the prototype for the grazing mechanic with its '''GUTS''' system, which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rewards &lt;/del&gt;the player for playing dangerously, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;including getting close to bullets&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The author believes the first instance of grazing in a commercially released game was in [[Seibu Kaihatsu]]'s 1996 game [[Raiden Fighters]], in which points are awarded every frame while the player is sufficiently close to bullets. It's possible that their earlier game [[Raiden DX]] (1994) served as the prototype for the grazing mechanic with its '''GUTS''' system, which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rates &lt;/ins&gt;the player &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(and awards a related bonus) &lt;/ins&gt;for playing dangerously, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which factors in bullet proximity&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Grazing is a large part of the overall game system in [[Success]]'s [[Psyvariar]] series, as well as many of the games in the [[Team Shanghai Alice|Touhou]] series.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Grazing is a large part of the overall game system in [[Success]]'s [[Psyvariar]] series, as well as many of the games in the [[Team Shanghai Alice|Touhou]] series.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key tyvon_library:diff::1.12:old-4865:rev-4868 --&gt;
&lt;/table&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=History&amp;diff=4865&amp;oldid=prev</id>
		<title>Trap15: Created page with &quot;Shooting games have a long and storied history, with many innovations in mechanics along the way. This page aims to chronicle the evolution of shooting games and their mechani...&quot;</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=History&amp;diff=4865&amp;oldid=prev"/>
		<updated>2020-09-28T12:56:03Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Shooting games have a long and storied history, with many innovations in mechanics along the way. This page aims to chronicle the evolution of shooting games and their mechani...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Shooting games have a long and storied history, with many innovations in mechanics along the way. This page aims to chronicle the evolution of shooting games and their mechanics.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History of Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Grazing ===&lt;br /&gt;
&lt;br /&gt;
''Grazing'' is a mechanic in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
To this author's knowledge, the first appearance of grazing in the traditional sense was in [[NMK]]'s unreleased 1995 game ''Uchuu Sensou''. In this game, being close to enemies or bullets awards a score bonus, and has a short cool down period. Every 8 graze bonuses, the score bonus increases in value, from 1000 to 8000, in steps of 1000. The bonus would reset on death.&amp;lt;ref&amp;gt;Original research by [[User:trap15|trap15]], see http://ton.5ch.net/test/read.cgi/retro/983805176/80 for more details on ''Uchuu Sensou''&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The author believes the first instance of grazing in a commercially released game was in [[Seibu Kaihatsu]]'s 1996 game [[Raiden Fighters]], in which points are awarded every frame while the player is sufficiently close to bullets. It's possible that their earlier game [[Raiden DX]] (1994) served as the prototype for the grazing mechanic with its '''GUTS''' system, which rewards the player for playing dangerously, including getting close to bullets.&lt;br /&gt;
&lt;br /&gt;
Grazing is a large part of the overall game system in [[Success]]'s [[Psyvariar]] series, as well as many of the games in the [[Team Shanghai Alice|Touhou]] series.&lt;br /&gt;
&lt;br /&gt;
=== Hyper System ===&lt;br /&gt;
&lt;br /&gt;
''Hyper system'' is a mechanic in which the player can spend a gauge or power-up that grants them increased power, invulnerability, or various other enhancements for a limited time.&lt;br /&gt;
&lt;br /&gt;
To this author's knowledge, the first appearance of a hyper system was in the ''location test'' version of [[NMK]]'s 1995 game [[P-47 Aces]]. This version of the game did not have bombs, but instead had a hyper system that would build when collecting excess power ups. Engaging the hyper system made the player invulnerable, have stronger attacks, and allow dealing damage by bumping enemies.&amp;lt;ref&amp;gt;Game Urara Vol.1 pg.93 (NSFW warning) https://archive.org/details/gameurara-vol1-1995-600DPI/page/n92/mode/1up&amp;lt;/ref&amp;gt; In the final version of the game, hypers were removed for a more orthodox bomb system.&lt;br /&gt;
&lt;br /&gt;
The author believes that the first appearance in a commercial version of a game was [[CAVE]]'s 2002 game [[DoDonPachi Dai-Ou-Jou]]. The hyper system in Dai-Ou-Jou was based on a prototype of sorts in [[CAVE]]'s 1997 game [[DoDonPachi Campaign Version]], a special revision of the original [[DoDonPachi]] that was not normally released. In these games, engaging the hyper system cleared the screen of bullets, made the player significantly stronger, and increased scoring capability, while also increasing the base difficulty of the game.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributions ==&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
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