Showing posts with label shmup. Show all posts
Showing posts with label shmup. Show all posts

Saturday, December 11, 2010

Dezaemon Plus / Dezaemon+ on PSN デザエモン+

Recently released on the US PSN, this PS1 shmup creator allows you to create (almost) any kind of 2D you can imagine. There’s also a really handy guide to get you started.
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I want to apologise for using camera shots – while most other PS1 game saves can be taken from a PS3 and converted using MemcardRex 1.4, to work on emulators such as epsxe, for some reason Dezaemon’s won’t convert properly. The emulator recognises it, but when I tried to load the save data in the game’s ISO running on epsxe, it freezes. So I’m afraid you’ll either need it on PS3, or be able to place the data onto an actual PS1 memory card and run it on the actual hardware.
If anyone can fix this problem, so the save works on my PC, please let me know, since I’d like to take screens of my game for the upcoming HG101 article on the Dezaemon series. I’ve included an MCR file in the ZIP, so maybe someone else can get it loaded.

DOWNLOAD MY PRE-MADE GAME HERE.

As for Dezaemon Plus itself, it’s more of an update to the SNES iteration, rather than a full blown sequel. Several of the competition games bundled with Dezaemon appear to have actually been made using the SNES original. Although not as advanced as the later Saturn sequel (Dezaemon 2), this PS1 release is still pretty versatile, and a lot of fun. If you’ve ever used Mario Paint, all the tools will seem familiar. Released by Monkey Paw Games in its original Japanese form, they did go to the effort to post an instruction manual.guide on their website. After removing the superfluous stuff it prints off on about 6 pages of A4 paper.


TOOLS
The real flaw to Dezaemon is that it doesn’t support horizontal shmup creation by default, only vertical. Upon hearing this I immediately decided: I’m going to make a hori shmup using this vertical shmup creator! And I did, or at least the illusion of one.

The game allows for designing the graphics for all backgrounds, bullets, explosions, enemies, main craft, and power-ups. Basically everything. You can set where enemies appear, how they appear, the movement pattern they use (from 20), what kind of bullet patterns they fire (again, 20), the speed at which they move and fire, what they fire, and there’s also a neat special effect option where you can have them rotating, shrinking or expanding at different speeds. This is great if you want a tiny ship to balloon in size. Ships can be on the ground (background) or in the air (foreground), invincible or harmless, whatever you choose. You can also compose all the music.

The clever thing is, you can also make enemies spawn other enemies, which if you use a little ingenuity with, you can create ever more elaborate attack patters – hell, you could probably rig up a crude danmaku shooter if you wanted. You can even make your spawning enemies invisible and harmless, thereby making enemies spawn from them in creative places. Success lies in your imagination and using the tools in inventive ways, which is how I made a hori shooter. You get out what you put in, and while there are 10 pre-made shooters on the disc, the most fun will be found in creation.

Another slight gripe I have, is that while the game is supposed to support the PS1 mouse, I can’t get my PS3 to do this. Plugging a USB mouse in works for the dashboard, and I can even select Dezaemon from the menu, but once the game loads in PS1 mode the mouse stops working. I tried switching controllers via the Home button menu, to no avail. Does anyone have a solution for this? Do I needed a dedicated PS3 mouse? A PS1-to-USB adapter an original PS1 mouse? If you know, please let us know. Using a D-pad works, but it’s obviously slower.



HORI
My shmup, which is only one level long, with a tech demo second level, is called Hori. The first level took me 4 hours to put together, the demo second level about an hour (you can access it via the edit menu).

To achieve the illusion of horizontal movement I went with a blank background so you don’t see the scrolling. Then I placed a series of invisible enemies along the far right hand side of the screen, moving down and firing horizontally tiny white star bullets. Because they’re on the far right, you shouldn’t notice that they’re firing in two horizontal directions – instead it gives the illusion of a star field. I also placed a few enemies firing fireballs. I used the graphics editor to rotate an pre-made enemy, making them appear hori, and I did the same with the main ship and the boss. So all in all it gives the impressions of flying along. You need to avoid stars and fireballs, kill enemies and then the boss. Simple.

The only thing I couldn’t find a solution for was your gun. They all fire vertically. So to alleviate this I set the default weapon to the homing laser, so as long as there’s enemies on screen it shouldn’t break the illusion. There’s only two homing weapons in the game and you can’t edit weapons, besides changing their appearance. This is a set-back which I don’t think has a solution. Meaning I can’t quite see R-Type being remade anytime soon.


Stage 2
After a night’s sleep I had the idea to set clouds as harmless enemies, spawning from a line of invisible enemies along the right side. I tweaked the movement and firing speed of the spawners so they fired only at the bottom of the screen. Then I had the enemies which they spawned undergo enlargement and flying horizontally. There’s only about 3 horizontal flight patterns for enemies, and none of them fly precisely straight, so it took a while to get a seamless run of clouds. I could have tweaked them further and made them go in a wavy pattern. Next I set some cloud enemies to spawn on their own near the top and, here’s the clever bit, had them spawn further clouds of their own which homed in on the player. Since most players hang by the left side of the screen, this would most of the time create the illusion of harmless clouds floating to the left. I tweaked the speed for everything then decided to make the main cloud spawners invisible – feel free to bring them back. There’s two different waves if you play the demo of level 2, and I think it looks awesome. Obviously further tweaking regarding enlargement, speed and wave pattern would produce more varied and cooler results. I didn’t finish this level, but I really think I’m on to a winner here.
This proves that it is possible to fake a hori shooter in Dezaemon Plus. You could have the top spawns being clouds, and the bottom being tree tops. Or you could set a green background, and have it like the ship is flying underneath a forest canopy with trees and leaves at the top and bottom. Or under the sea, and fish are swimming past in the background, while at the bottom bright coral is hurtling past. Enemies can spawn as normal, and most players won’t notice the deception – apart from of course the limited weaponry which always fires vertically.
One idea I had was you could have a tree tops scrolling below, and a static sky background above these. Except at one point a missile (which has been drawn into the background), will scroll downwards on the otherwise blue background, and you can time it so that as it disappears at the bottom of the screen, all the tree tops turn into giant animated flames, implying a megaton explosion. Or you could have the static colours slowly go from one hue to the next, so from night time to a slow dawn and then noon. As long as it remains relatively blank, apart from objects which are falling, you can give the impression of horizontal movement.
Of course, all this is void should Monkey Paw Games release Dezaemon Kids, which can create dedicated hori shooters.

If you’ve any interest in shmups, this is a versatile and enjoyable creation kit. Just make sure you’ve got an imagination and enjoy thinking outside the box. If people start creating their own, it has the potential for limitless replay value. When Dezaemon Kids was released on PS1, it had had a second disc which contained 100 shooters all created using Dezaemon Plus, and some of them are absolutely incredible.

Here’s a screen from each of the 9 competition winners which had their game included with Dezaemon Plus alongside the default Daioh game.













Friday, January 22, 2010

PS1 on PSN: Kyuin / キュイーン

I waste money on Japanese PS1 titles so you don’t have to! A review of the fairly awful PS1 shmup Kyuin, recently released on PSN.
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One of these days I’m going to learn to stop buying every action based, obscure Japanese PS1 classic on PSN which I don’t recognise. They’re normally obscure for a reason. I’d recently bought Rapid Angel off PSN, which makes me think of Guardian Heroes despite being absolutely nothing like it. It’s alright, and deserves a write up. But, more recently is Kyuin (pronounced “Kin” by the vocal song), a shmup incorrectly listed on Wikipedia as Kyujin. And you, the HG101 readers, need to be warned.


Looking at the PSN screens made me think it might be like Harmful Park. Perhaps it would be a forgotten classic? There was also no information on it online, either by searching with the English romaji, or the Japanese Katakana ( キュイーン ). No one talks about this game outside of download sites, and there are no youtube videos. The Shmups forum had one obscure reference to it, but nothing more.


Anyway, it is diabolically awful, and nothing like Harmful Park.

EDIT: I've just discovered that GaijinGamer made a post regarding this. It's an extremely positive post for a game which is a travesty and an insult to the genre. I don't care it reaches Kizuna levels of price on Yahoo auctions. It's a sucky, sucky game, and a waste of money. Maybe if it's the first hori shmup you've ever played you might glean some satisfaction from it, but if that's the case then HG101's crack-team of commandos will probably be abseiling through your window RIGHT NOW in order to re-educate you on what makes a good shmup. I don't know what brand of Single Malt GaijinGamer was quaffing when writing that entry, but don't be fooled. Japanese PSN funds are too precious to waste on a shmup which doesn't even reach mediocre on the "PSX shmup tree".


The story involves a kid vacuuming his house and then deciding to read his sister a fairy tale book, at which point the two go flying off in vacuum cleaners to shoot the hell out of various fairytale characters, like Snow White, The Big Bad Wolfe, Frog Princes and so on.

Visually it’s washed out (possibly the result of my HDTV), with only 2 layers of parallax scrolling. Harmful Park, by comparison, is rich and detailed and totally gorgeous. Kyuin’s sprites are a mixture of cheaply drawn generic fantasy characters (birds, angels, gnomes) and some of the worst 3D renders I’ve seen. There’s a few nice special effects, and some sprite distortion, but overall it looks cheaply made. I’ve seen Net Yaroze games that look more professional. The music is lacklustre and seems totally disconnected to the gameplay. It also starts and stops in awkward places, like it’s a bad ISO rip.

Which is fine. I play shmups for a good challenge and clever mechanics. But this is instantly forgettable (or at least it would be, if I hadn’t wasted 600 Yen on it). You’ve got your standard array of power-ups: weak homing, powerful slow lasers, triple-V shots, etc. None of them stack so once you’ve got your favourite you can ignore all others.

It’s sole unique poinr is its Super Bomb attack. You start off with 3, and using it unleashes a conical beam of energy which destroys everything it touches, while enveloping you in a protective shield. The interesting thing is you can recharge this attack by vacuuming up enemies. Most smaller foes, and most projectiles, can be sucked which recharges your guage. When full you get another attack. This also makes the vacuum nozzle a kind of roving shield, a bit like R-Type. Most projectiles coming straight at you will get absorbed, same with enemies, but angled attacks will damage you, same with if you’re jittering around. Getting hit loses your weapon and the nozzle, so you can’t get more power attacks until you’ve collected a medkit which restores the nozzle.

Dying results in you restarting a few screens behind an invisible checkpoint, meaning it’s possible to beat a boss, die, and then restart before said boss. There’s also a simultaneous 2-player mode, which corrects this checkpoint problem, and makes the game considerably easier.
This all might seem like a clever set-up. Unfortunately everything else with the game is terrible. There are 2 modes, easy and hard, and even on hard the opening levels are a cakewalk. Later on though they verge on impossible - there is of course infinite continues, but why you'd be so eager to see the end is beyond me. It’s not because the game itself is difficult in the usual sense, but rather because they screwed up the collision hit box.

Kyuin uses a very tall, very awkward vertical hit box, and there are many occasions where it’s simply not possible to manoeuvre between oncoming projectiles. This forces you to reach said point in perfect condition, with the expectation of either losing your nozzle, or your entire roster of Power Attacks in order to generate a shield. Thing is, some bosses don’t take damage from the Power Attack, so you’re basically screwed. One boss, a Giant Wall, can only be damaged by regular fire, and you have to fight him twice in a row. He regularly shoots out a wave of bullets where the gaps between them are too narrow to slide between, and they move too fast to suck up. I fixed this by controlling a second player and alternating between them to use the combined might of 6 power attacks.

The designers realised this problem with the hit box though, since some levels which require careful movement through a maze of enemies, actually show you your hit box (which I’ve highlighted in green). It’s like they’re saying: yes, we realise this sucks, and we know the whole thing is unbalanced, but rather than fixing the design we’re just going to steam on ahead. GANBAREMASYO!


Keio’s Flying Squadron had a vertically aligned sprite, but the hit box was customisable and a lot more generous. Also, despite being on the Sega CD, a system technically inferior to the PS1, it had better sprites (proper sprite work, as opposed to crude 3D renders which are then turned into sprites ala Donkey Kong Country), better animation, infinitely better parallax scrolling (simultaneously horizontal and vertical) and better music. The pattern and rate of enemies also made for more exciting gameplay. Kyuin in comparison feels like a cheap product made to cash in the popularity of the genre, and it rightfully sunk without a trace until now.


If you want a hori shmup specifically with a vertically aligned main sprite, get Keio. If you want a hori shmup on PSN, get Einhander, or hell, pretty much anything else. Even Gaia Seed is better. Kyuin should be avoided at all costs, and is also one reason why I hate digital downloads - there is no rushing to eBay to recoup my losses!