Difference between revisions of "Euroshmups"

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Euroshmup is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game.
 
Euroshmup is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game.
  
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== Origin ==
 
The bad name is for the specific period around the 80s. The gaming industry in Europe was quite small, focused on micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and had little to no experience in game development compared to their japanese counterparts.
 
The bad name is for the specific period around the 80s. The gaming industry in Europe was quite small, focused on micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and had little to no experience in game development compared to their japanese counterparts.
  
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For this reason, european games that weren't up to the competition and became marked by their design flaws.
 
For this reason, european games that weren't up to the competition and became marked by their design flaws.
  
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== Definition ==
 
Although there is no concrete definition, elements of a euroshmup may often include:
 
Although there is no concrete definition, elements of a euroshmup may often include:
  
Ship physics / Ship momentum
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* Ship physics / Ship momentum (inertia)
Player shields / Health bars
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* Player shields / Health bars
Unavoidable dangers (which are meant to be absorbed with health bars or shields)
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* Unavoidable dangers (which are meant to be absorbed with health bars or shields)
No bullet patterns / Only simple aimed bullets
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* No bullet patterns / Only simple aimed bullets
Limited weapon ammo, which usually also introduces shops and money management into the game
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* Limited weapon ammo, which usually also introduces shops and money management into the game
Lack of complex enemy ship AI such as ships that curve around the screen
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* Lack of complex enemy ship AI such as ships that curve around the screen
Extremely high enemy HP
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* Extremely high enemy HP
Very slow player bullets
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* Very slow player bullets
Huge number of levels often with little variation between them
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* Huge number of levels often with little variation between them
No scoring systems
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* No scoring systems
  
Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, player inertia and overly big player hitboxes.
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Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, overly big player hitboxes.
  
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== Games ==
 
Some examples of “euroshmups”:
 
Some examples of “euroshmups”:
  

Revision as of 20:33, 13 April 2021

Euroshmup is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game.

Origin

The bad name is for the specific period around the 80s. The gaming industry in Europe was quite small, focused on micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and had little to no experience in game development compared to their japanese counterparts.

Those games were made by people who didn't necessarily have the same kind of understanding and experience of tighter arcade shmups, and as a result, there are several "features in them that can be usually seen as big flaws for a shmup fan that's used to arcade games.

For this reason, european games that weren't up to the competition and became marked by their design flaws.

Definition

Although there is no concrete definition, elements of a euroshmup may often include:

  • Ship physics / Ship momentum (inertia)
  • Player shields / Health bars
  • Unavoidable dangers (which are meant to be absorbed with health bars or shields)
  • No bullet patterns / Only simple aimed bullets
  • Limited weapon ammo, which usually also introduces shops and money management into the game
  • Lack of complex enemy ship AI such as ships that curve around the screen
  • Extremely high enemy HP
  • Very slow player bullets
  • Huge number of levels often with little variation between them
  • No scoring systems

Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, overly big player hitboxes.


Games

Some examples of “euroshmups”:

Tyrian (Epic Megagames, DOS, 1995) Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994) Jets'n'Guns (Rake in Grass, Windows, 2004) Sine Mora (Digital Reality, Windows, 2012) Sky Force (Infinite Dreams, Symbian, 2004)