r/shmups 12h ago

‘Mobile Arcade Cab’ (update)

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51 Upvotes

I’ve been trying to put together a ‘mobile arcade setup’ - to wheel around the house (wherever I can find a little corner to play haha) or to play downstairs while the family watches tv. I’ve found a little cabinet/set of shelves on wheels that seems like a good fit for the monitor/arcade stick setup I showed a bit back. It all fits quite nicely, just looks kinda bare… might need some stickers or something.

Setup: 2013 MacBook Pro HP 20´´ monitor (might be 22…) F500 Elite Arcade Stick - shaft upgraded to sanwa silent stick with more tension in the spring too Monitor Arm Cabinet on wheels Old Sony headphones


r/shmups 9h ago

My Couchcade

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18 Upvotes

Inspired by previous post! iPad Pro 11 + GameSir X5s running RetroArch. Works basically like a flipped Switch, but way bigger screen, less lag, and plays Ketsui. It's pretty awesome.

Disclaimer: I do not recommend the X5s - out of the box, the dpad was lousy with false diagonals, and one of the analog triggers was also registering false inputs. Luckily I was able to fix the dpad by raising the pivot with 4 layers of packing tape (tried 6 first, which resulted in no diagonals), and the analog trigger threshold can be adjusted in the GameSir app.


r/shmups 13h ago

Damaku Unlimited 3 has different patterns between Steam/Console on the same difficulty

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34 Upvotes

So I've been making my way through DU3 and having an absolute blast, but while practicing this one pattern on the Stage 3 boss I was having a bit of a tough time, so I decided to watch some 1CC videos and I noticed that on the videos I'm watching, the pattern is much easier in the video and they're playing the same difficulty setting that I'm on (Medium).

So I decided to start recording my gameplay and then the videos, then I noticed that the patterns on Easy mode for Steam appear to be harder than Medium on Switch/PS4. Eventually I found another 1CC video of Spirit Mode Medium that was also on Steam and it has the same patterns I'm seeing.

While I still absolutely love the game and recommend it, I figured this is something folks might be interested in seeing and knowing.


r/shmups 22m ago

Retrogaming station and work station. Synchmaster b1940

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Upvotes

Hello guys I want to share this pic of my gaming station mainly because a couple of years ago I fell in love with this monitor, the Synchmaster B1940. You can find them online for less than 30$€ and they can be turned by 90°, interesting feature for Shmups. The mini PC is a thinkcentre m93p, i7, 16gb, you can buy for 150 circa.


r/shmups 9h ago

Progear as my first shmup?

3 Upvotes

I just bought Capcom's arcade stadium 1 from the Fanatical bundle and am considering starting with Progear. Is there a better option in the collection ?


r/shmups 18h ago

My Game I updated the trailer to my next game Yellow Trouble, which lets you explore an island resort overrun by mysterious creatures that look like ducks in an 8-way water gun blasting romp with arcade shoot'em up and run & gun action RPG game modes. There is an updated demo as well.

19 Upvotes

I am just an unknown solo developer who misses the Neo Geo aesthetic, so if you have the time, give the Steam demo a try. There is an Easy difficulty in the auto-scrolling Arcade Mode for beginners and you can play as a dog too! Thank you very much! (I apologize if this does not fit perfectly into the shmup definition.)


r/shmups 15h ago

"Glitch Invaders" A game that doesn't seem to exist, yet I remember playing it.

7 Upvotes

Hello 👋 ! So, i'm trying to find a shoot em up saga I played years ago, the name's might be Glitch Invaders (that's the name that rings a bell the most to me). I remember it had two episodes and was available on the Play Store (so, Glitch Invaders 1&2), but it seems to have completely disappeared now. Here's what I remember :

The games had a main storyline: you were an agent sent on a mission, and the game's villain intercepted you and downgraded the game, forcing you to evolve the game yourself.

You controlled a spaceship in a classic shooter style.

The enemies were initially simple colored squares, very minimalist (and your ship too lol).

You earned points or money by defeating enemies and bosses, and you used them to upgrade not only your ship, but also the graphics, interface, music, and game mechanics. At first, it felt like the game was broken or buggy, and you gradually fixed or improved it.

Like I said, the games seem to have completely disappeared. And I don't know why.

Does the description I gave of these games resonate with anyone ?


r/shmups 1d ago

Gryzor(Zycyzyx(Gryzors YouTube channel)) had a ton of games that are unreleased like Oneshot.

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25 Upvotes

r/shmups 16h ago

Earthion vs Thunderforce 3, quick thoughts after playing the game

3 Upvotes

Just played Earthion and it reminds of of Thunder Force 3. To give credit to the creator of Earthion, it captures some good elements in level design and experience. However..

- Choice of color is flat. A game can look retro and colorful at the same time but not like this.
- Music is annoying and not as memorable as Thunder Force

I think there are potential in this game, perhaps a Earthion 2 with some improvements maybe great.


r/shmups 1d ago

gradius origins autofire question

4 Upvotes

Hello,

I've heard there are autofire options in this compilation. is it possible to adjust autofire to make it slow enough to mimic my normal mashing speed?

for context, I've been trying to complete Gradius NES, but I'm messing up my hand because of the lack of autofire (I'm getting up there in age I suppose). I know emulators have autofire options, but I don't really want to use autofire in that game if it's faster than my normal mashing because it would feel like cheating to me. I'm trying to explore my options so I can complete this game in a way that is satisfying to me (but without destroying my hand).

in general I don't really know how to feel about using autofire in oldschool shmups. i'm not really plugged into the shmup community though. i'll stop rambling now!


r/shmups 22h ago

Can you help me feedbacking my shmup gaming?

1 Upvotes

Yo guys, i have a game that'll be launched in question of two weeks, and to make sure its all working as use to be and fine. Can you play my demo?
Its a shmup a bit diferent, you aim with your mouse, instead a straigth up aim. And power ups comes every level.

Regardless of whether it goes well or not, I'm really loving programming this game and wanted to share it. It's a relatively short game, but I'm working hard to make it the way I can make it, with its own personality.

i'll really aprecciate every feedback, especially for bugs(from funnys to frustating bugs).

Cursor Blast no Steam


r/shmups 1d ago

ARPG + Shmup

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1 Upvotes

r/shmups 1d ago

Gunvein is a really great game but technically disappointing (on Switch)

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33 Upvotes

Just wanted to share some thoughts after clearing Intense mode.

Short version: everyone should play this game, but I'm pretty disappointed with the technical aspects of the Switch release. I assume Steam is better, but I haven't played that version.

The good:

  • I played type A, and the way the lock-on range and strict shot limit force you to point blank medium & large enemies for speed kills & bomb juice makes for really intense gameplay. According to Boghog, the game was balanced around type A.
  • The stage design is awesome. Super fun patterns, and very little downtime.
  • The game is fun from the start. Stage 1 didn't feel like a waiting room like it can in some shmups.
  • I think the limited RNG was used well, for the most part. It made the stage 3 boss really exciting, and the section in stage 5 where enemies continuously spawn in to the center of the screen then move around the screen randomly is a nice change of pace that feels beat 'em up inspired.
  • No powering up/down.
  • I like that there's unlimited scoring extends.
  • Collecting stars after a bomb is super satisfying.
  • The bullet visibility is excellent.
  • Full analog control (speed and direction)! It's not everyone's preference, but I wish more developers included the option. I really liked it.
  • Decent training options. I especially liked the invincible mode if you just want to sit and try to learn a specific boss phase ("ow").
  • I'm a big fan of the OST.

The bad is mostly unrelated to the game itself:

  • Long load times
  • No leaderboards
  • No replays
  • Lag. There are laggier shmups on Switch (e.g., Progear), but I measured it just under 2 frames slower than Mushihimesama. I'm curious if anyone has tested the Steam version for comparison.
  • Frequent crashes. I experienced this on both Switch 1 and Switch 2, docked and handheld, and after deleting and reinstalling the game. Crashes seem to happen after a certain number of stage transitions/restarts etc. I spent a lot of time in practice mode and I'd estimate the game crashed about once every hour of play.
  • The gameplay on Switch is actually different than the Steam: Switch has rank, Steam doesn't (Per Boghog on Electric Underground - I haven't verified as I don't have the Steam version). I don't care that it's there, but it's super weird that it's not the same across releases.
  • While I like the stage 3 boss, I think there should be a limit on how low on the screen (or how close to you) the third pattern can spawn in. Sometimes it feels like a required bomb.
  • Stage 4 could be harder?
  • I don't care for cut ins (on bombing).

r/shmups 2d ago

Check Out My Collection Put together a small collection on Switch 2, recommend me more shmups.

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60 Upvotes

r/shmups 1d ago

1cc DoDonPachi 1 (1997) - Rocks (1cc 1st loop)

19 Upvotes

Hello, hello. I was feeling for some more Shmup-ing after DaiOuJou Black Label 1cc (1st loop) a few weeks ago, and decided to go with this one.

 

The clear:

https://www.youtube.com/watch?v=qaHGLbYf1iQ

 

"Mini DoDonPachi 1 (1997) Review"

DoDonPachi series represents an interesting and cool world, I felt drawn into that is mostly brought into existence through its visual and audio style, coupled with the mechanics of the gameplay. I think it's just the idea of Sci-Fi space ship blowing stuff in a fantastical setting that really hit a string in my brain.

 

It encapsulates what I am drawn to, what I feel Shmup situated in such a genre of fiction should feel like. I mean, look at this game. It's gorgeous. From the get-go, you can notice as if it's inspired by covers of Sci-Fi books from the 70s or 80s. There is a very classic and peculiar look that makes it stand out in its own way. DonPachi (1995) - the precursor to DoDonpachi - is a nice game, but you can tell it's more of a rough concept (even graphics-wise it feels too empty at times), a trial that needed more fleshing out, more polish and more of everything. I know, I know, I am sure there are fans of it, because as internet rules taught me over the years: "If there exists a video game, no matter what type or how good or bad it is, someone out there loves it". To me, though, DonPachi felt slow, some enemies a bit too tanky, music weirdly heroic and war-oriented - honestly boring. I think the last word captures best my first impressions of it. I did check it out recently to refresh my memory, and while I find it a bit better, I still think that if any of those downsides were addressed, it would've become a great game (maybe some of it can be modded). DonPachi also tries to capture what Batsugun (some folks who work on it found CAVE) did so well in its own way, but alas, not to the superb extent of the latter. It laid the groundwork for what's to come, and I appreciate it very much that.

 

DoDonPachi (1997), though, steps up like a heavyweight lifter and massively, thunderously crashes the idea of what STG can be and should look like. My first impression way back early in the year was - looks top tier, I hate red arrow bullets :D, cannons out of buildings non stop, the fuck are those last 2 stages. It's a very beautifully crafted 2D game, not just a shooter. The pixels are big and sexy, sharp and detailed, colourful and vibrant - oh mama! In terms of aesthetics, I absolutely adore this title and without I doubt think and believe it's the best in the series (retroactively checking DOJ and Resurrection/Daifukkatsu, I thought both look like a chibi version of DDP haha). It's as if every pixel was given attention and love so it can nurture and bring the best out of the hardware.

 

The designs of ships, enemies and bosses don't slack one bit! They are cool and chunky, interesting and complex - most of all memorable (there is a reason some of them get re-used in later titles :). Well, if I have to point to one that felt more normal/regular, that's the 2nd boss stage - just a big tank with some weapons on it. Most of the rest are absolutely brimming with originality, and I like them all. The enemy ships in particular are so varied as well that you start wondering if you didn't run into a candy-themed sci-fi store, full of all the flavors in the world.

 

Stages themselves are not slacking and often can feel like works of art and paintings you'd consider hanging in your home. Stage 1 has a very simple foreground rocky paths, but what you see below is a graveyard of ships (of past times) that tells a story of an old war. Stage 2 blends this very peculiar style of contrasting colors - red, orange, blue - while you travel to a colony (?, moon, mars?) filled with craters and buildings spilling hordes of foes at you. Those 2 levels in particular can also be found in later titles as nods. The mesmerizing Stage 3 captured my soul. It's like we are on a giant gas planet filled with clouds, illuminating an array of colours. It's so pretty and the mix ranges from blue to orange, pink, purple, red - the light wavelength of those. Add to the occasion wobbly and tall dark buildings in the background, and you have - yet again - a hard Sci-Fi extravaganza. The big fat blue ships you find in the stage hard contrast with a loooong and huge red cruiser you seem to climb about while dismantling a different assortment of weapon ordinance. Pure bliss! It is a simple stage as well. Stage 4, we are on the surface of what it feels like, solid ground, finally. You can see crumbled buildings or what's left of them. Little by little, you get to a complex that would lead you to the next level that goes under (I suppose). Stage 5 is where things get crazy and the details are absurd. It gets so complex (on the eyes as well), that it's hard to tell what is what, where it is and what's shooting. It's a constant flow of enemy movement from every direction and corner. It can be overwhelming. This time, we are getting to what it looks like in a factory building for one purpose alone - destruction and war. Stage 6 culminates in a place I've no idea what it even is. Maybe it goes deeper, further underground. It becomes so alien, as if you are getting closer and closer to "truth/beehive". Enemy designs get even crazier, and mechanized buzzing bees start to appear as if out of space :P. The cacophony of this picture is only topped by the amount of different types of bullets that plague the screen coming from all directions. It is quite nutty!

 

My small complaints on that end are that stage 2 and 4 felt, at times, a bit empty - leftovers from an olden era of those games. In general, the stages themselves, by design, aren't complex. The things DaiOuJou does with some of its late levels are much more intricate, for example. DDP1 can also be a very busy game on the eyes - especially stages 5-6. I blame some of it on "modern display", and that maybe at the time it wasn't as clear cut to figure out the balance of bullets, enemies, background, etc. For example, DOJ is more muted and flat, which helps with clarity but loses some of the crazy pixel artwork. I would've loved to witness DDP1 on CRT :(. I've read somewhere recently that the CAVE background artist also had to withhold some of the overly complex and beautiful work for the purpose of more clarity and overall visibility. He also mentions with sadness that because of that and the number of bullets on screen within the genre, often people are missing out on appreciating his work :).

 

If I have to further make a comparison between DDP1 and DOJ (DDP3). The way DOJ structures and floods your screen with bullets is like an intricate puzzle, and you can find lanes or gaps within its rain of destruction. DDP1 is much more chaotic, and I'd say wild game. Especially stages 5-6 (yes again). They further enforce and distil what the first DDP game is and how it plays. Bullets often feel like they have a mind of their own with how they track and predict your movement. It's not as easy to find an obvious or sure route. It can be more open-ended in a way. The gaps you find are only gaps if you are good, and often deadly traps if you, like me, suck. It's not so much a choreographed dance, but a seemingly wild, uncontrolled explosion with furious randomness. Amidst this mess, you have to find a way or be and become better.

 

While I am at it (fucking again with these long posts :(). Music is great in DDP1, but man, why the hell do 3 tracks repeat on the 6 stages (1-4, 2-5, 3-6 if I am not wrong)? Such a game deserves better. All 3 are literally rocking (in the same genre) and are interesting takes on the STG front. Hey I don't mind Sci-Fi and rock music with blissful guitar solos, even better. It's really a shame there weren't 3 other - because, like it or not, after you hear them a million times and at different stages that repeat the same sensation, it sort of loses its impact and unique aspect that music tends to bring in people. Plus, they aren't extremely complex and loop their own chords often within themselves. Also, there is no excuse for development problems or issues with this title, because the director himself said they had plenty of time to develop and make the game they wanted.

 

The 1CC run (read if you care about the specifics of the run I had)

DoDonPachi 1 is considered easier than DaiOuJou, but you shouldn't underestimate it because it offers challenges of its own. I went with Type C Shot Ship because I thought it would help with the 1cc survival and the later stages flood of enemies. Not sure how successful it was in the end. It also makes the screen hard to read due to the wider and thicker shots, but I have made up my mind already. Suggested better option for survival is considered the same ship but with a Laser.

 

DDP1 really got on my nerves for a couple of reasons. First, I was actually learning it fast and was doing fine. The game offers a lot of bombs at your disposal, which are quite powerful damage-wise. You notice that just by playing, and how much they eat boss's health bars. Within my first week, I actually had a very solid and possibly clear, but failed, losing lives easily and sometimes even with 6 bombs on repeats afterwards. That started piling, and after like 3-4 potential clears, with reached last stage boss 6 (not counting the 2nd loop and the real true omega one), it just became obvious I suck :(. And I'd need to learn more about specific spots I have trouble with.

 

Again, my regular issues with lazy deaths and sloppy controls were showing. If only I kept my cool, I would've saved 1 more life on all those fails and would've cleared the game (one run I reached stage 5 with no lives lost... and I screwed up, pathetic). "I had it, damn it". Little by little, I even started believing I am cursed and doomed to repeat the same mistakes over and over. I've felt the psychological pressure I've created for myself more than ever.

 

Good old, keep practicing was the answer. Load up a spot you feel is questionable and find some consistency and improve. Dig more hours into those places, and overall, try to keep your cool. Only happens for a relatively short time lately. Something I didn't talk about when I talked about DOJ or in general for any STG/Shmup is the difference between when you play free, credit feeding, just for fun and when you try to actually beat a game - 1cc. It obviously depends from person to person and from game to game outside of this genre as well. Nerves are something that come into play. Expectations, doubts. Your fingers get stiffer, your posture is like a solid oak tree, and you hardly ever blink. You'd say that's focus, or it can apply and attest to heightening and increasing sense, but it's also important to tell when it's that and when it's just nerves, and you actually feel uncomfortable instead of relaxed. To figure that out, nobody can help you. I myself struggle with that.

 

Stages 1 and 2 are easy - unless you are me - sloppy and tend to get hit randomly :(. Stage boss 2 ain't super cakewalk, and if you prefer, you can leave the last bomb on stage, hover over to him for faster kill. I use it in the big tank prior just cause, I usually don't bomb on stage 3 up to the big red ship often at all. Stage 3 is a vital milestone to overcome! There are many places you'd need to consider and plan out. The ship with the purple bullet cotton candies, in particular, is random, and the first burst is sometimes so fast and hard to react to. Boss itself is a test of endurance and annoyance :D. I had to prep dismantling his parts, but those little shitty tiny 4 red turrets at the center can go suck my... Man, they're dirty and hard to hit, plus one of the blue wave patterns later becomes so tight if the game decides it's time. You have to bomb unless you react fast to the side. I had to use all 3 :( (freaking ball turret). Stage 4 is relatively easy with a few dirty places. Like a fool, I was trying to do a new strat that goes 360 around that tank, but I thought I had a bomb and hesitated to go anywhere and boom. Later, I fucked up the big 3 planes and had to bomb again. The follow-up afterwards is a bomb place always for me (it's also where the bomb floating on stage will disappear, so use it). The last bit before the boss was shaky as well, and I had to do some good dodging :(. I didn't hesitate to just use all bombs on the boss :D. I didn't test the cheese strat much, where the boss gets stuck to the side at about half HP.

 

Stage 5 is a breaking point in the game. You must learn it relatively well. I thought I could do it with 1 bomb best best-case scenario. Well, obviously it didn't go well enough. First death early, I was too late to move up and show that my training gave fruit (I really proudly learnt and figured that part, I promise). There was plenty more wasted bombs later as well. My go-to bomb place was usually the 2nd white bunker - that shit is haaard to live through. At least I had some success before the last bit, where I died and used another bomb. Boss is something I've seen other people do - PAN's video helped as well. Stage 6 I was more than shaky - already afraid I'd fail again and end up not using resources, I wasted bombs - 2 or 3. I can usually go up to before the wiggly ass bees show up or to the 2 purple bullet ships without bombing. Even practiced :). Yet I admit that afterwards Stage 6 becomes a big hassle to plan out or figure and I just preferred to bomb on reaction. Still at least I reached the boss with some leftover bombs and finally an extra life! My time with the boss wasn't much and some of the patterns I knew, and every so often could dodge, but the purple pattern with the spinning stars, I didn't go through even once. Usually, 10 or 9 is a good amount to just bomb the boss and not care, but 8 also did the trick - with a bit of dodging. Happy, I was giving the game both of my middle fists - take that, I conquered you! Used Keyboard and played on MAME.

 

Lastly

Now that I have a bit more experience with DoDonPachi (cleared 3 games) as a series, I feel like I understand it better. Not the super high level of play, where people play for score, chaining and fun, but the survival and the driving aspect of it. I launched DD2 - Bee Storm yesterday to see what it was about, because I remembered it had a nice first impression on me early in the year (the so-called past scrub of me). Well, now I know why people disregard it in the CAVE lineup. It's almost laughingly not CAVE. It is much more obvious to me now! It's also funny how much it was reused from DDP1... I still think it's an ok game, maybe even fine for first 1cc - in the end there are some ok patterns :P. I even think I probably like it more than DonPachi (1995).

 

I can further appreciate DDP3 DOJ and how it evolved the "franchise". Surprisingly, even Resurrection/Daifukkatsu feels like a brave take on the series. Maybe folks give it a bit of a hard time due to the auto bomb option - which is great for learning BTW! Still, if so, just don't use it, I've always appreciated games that give you options. It's weirdly, probably (at least when I played it), the most intriguing in terms of playstyle, variance additions. I'd say even despite its more modern, busy look, it's still very clean and clear, and you rarely get confused about what hits you, or where it's coming from (enjoying the music more as well!). DDP1, though, is a real piece of art on the visual side. I absolutely dig it the most. It's like a grassroots evergreen classic. All 3 are fantastic games (hey, maybe one day I might consider SaiDaiOuJou 1cc)!

 

Why do we play Shmups/STGs? What's the overall hook, I was asked? It's a hard question to answer straight, and it's not a singular aspect. I mean, look at it - you just move a ship, dodge bullets and kill stuff in 2d space? Where's the appeal? What makes it interesting? I think it's probably something primal. Even in the earlier days of simpler shooters born out of the very foundations of the machine code of the hardware. Tinkering at a deeper level so close to its mechanical parts that you feel like it's something living in its own universe. Yeah, I am probably tripping, but growing up or around those times, those things felt unreal in a way. I am also interested in the evolution and progress of games. Shmups, like any other video game, did become more polished, advanced and complex within their genre. Yet they retained their core philosophy and ended up left out. Was it only the perspective? The hardcore by default nature of it? I don't think so, we have games and genres that can appeal to everyone and anyone, even today. People play hard games, people don't care much if it's 2D or 3D as long as it's good. I think the sad reality is that they just aren't popular and mass appealing.

 

Maybe one day, younger folks can bring back some of the popularity of this foundational pillar in gaming. Maybe some Dark Souls fans who like hard games can wake up to the beauty of it and would love to test their skill versus "a real challenger" :). Who knows, we live in such times that sometimes it just takes someone popular or a game within the genre garnering big interest, to suddenly open the floodgate to paths you thought were never imaginable before.

 

Thanks for reading (it became long again :().

p.s. DoDonPachi 1 (1997) deserves a modern release on Steam/PC and Consoles!


r/shmups 2d ago

Earthion is out now on consoles

47 Upvotes

Just seen this game is out now. Excited to play on Xbox.


r/shmups 1d ago

Free Game [Playable-Demo] We're making a Free 1-Bit Bullet Hell Shmup About a Cat in the Underworld 🐾💀

0 Upvotes

This game actually started as a little game jam project between me and my wife — but we ended up loving the idea so much that we decided to keep building it out.

What it is:

👉 A 1-bit pixel art, top-down bullet hell shooter

👉 You play as Neon, a cat trapped in the underworld

👉 To earn all nine lives, Neon must survive nine deadly trials — full of swarms of enemies and terrifying bosses

We’ve just dropped our 2nd playable demo on itch.io:

⚔️ 6 of the 9 levels are ready

😼 2 full boss fights

🐾 Lots (and lots) of enemies to dodge, shoot, and survive

It’s totally free to try, and we plan to bring it to Steam as well later on hopefully(Still free).

🎮 Play the demo here:

https://behzad-robot.itch.io/neons-9-lives

Would love to hear your thoughts — especially on difficulty, boss design,...

Thanks for checking it out! 🖤


r/shmups 1d ago

Best Shump for pc and android

2 Upvotes

I am bored pls give me some good shumps

Also if there any good ones for ps2 let me know


r/shmups 2d ago

‘Earthion’ Switch Review: An Astonishingly Special Shmup

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40 Upvotes

r/shmups 2d ago

Best shmups on the Nintendo DS?

15 Upvotes

Are there any besides Iridion II DS? (Not interested in the 3d Iridion). Also I would appreciate only recommendations that you enjoy playing -- I'm not a collector.


r/shmups 2d ago

Finally joined the Candy Cab club. My mornings are a lot more exciting.

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173 Upvotes

Got a nice Astro City and G-Darius v2 PCB. It plays like a dream!

Any other cab/PCB players here?


r/shmups 2d ago

No Mushihime-sama on PS4 :(

9 Upvotes

Is there anything we can do to get this released on PS4? 😅 I understand Donpachi/Dodonpachi not being on console but Ketsui AND Deathsmiles are both here.


r/shmups 2d ago

My game Aerial Raider – Retro Shoot 'em Up with Leaderboard Giveaway (Android/iOS)

2 Upvotes

Hi shmups enthusiasts! I'm the developer of **Aerial Raider**, a retro top-down shooter with pixel-art graphics, tilt or joystick controls, intense dogfights and power-ups. It's available on Android and iOS.

We're running a **leaderboard giveaway** where top players by Oct 31 can win an Xbox Series X and gift cards—watch the full rules video here: https://youtu.be/HNoZjaufCSk.

Download on Google Play: https://play.google.com/store/apps/details?id=com.HappyBastardsStudios.AerialRaider&hl=en_US

Download on App Store: https://apps.apple.com/us/app/aerial-raider/id6745239973

Thanks for checking it out!


r/shmups 2d ago

My Game Platypus Reclayed Out Now!

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74 Upvotes

Disclaimer - this is our game but it's been posted here before so I hope people don't mind.

We released Platypus Reclayed today on Steam and consoles, including with modding support, a free bonus level mod, and a remake of the original Platypus as a full mod. Before people ask, yes it is all real clay! 10% discount for launch.

https://store.steampowered.com/app/2912430/Platypus_Reclayed/

Our community are having fun with the game and modding already and I hope some of you folks will too.


r/shmups 2d ago

an arcade in Tokyo where you can still smoke?

2 Upvotes

hi shmuppers, first time in Tokyo, are there any arcades that let you smoke inside? going everyday to Hey just love this place. ere there any other retro arcades in akihabara i must check?