Difference between revisions of "Euroshmups"

From Shmups Wiki -- The Digital Library of Shooting Games
Jump to navigation Jump to search
(now featuring ACTUAL info! just needs to be cleaned up and formatted and such. (thank you hauser))
Tag: Removed redirect
(→‎Games: added important genre classic)
 
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
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.
  
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.
+
== Origin ==
 +
A semi-derogatory term for European shooters produced during the mid to late 80s. At that point, the gaming industry in Europe was focused primarily on PCs and micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and as such, developers didn't necessarily conform to traditional game design used by American and Japanese studios found on consoles and in arcades.
  
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.
+
As a result of this dissonance, there are several elements in shooters of that period that are typically seen as flaws and shortcomings by shmup fans accustom to the design standards of Japanese and North American to arcade games.
  
For this reason, european games that weren't up to the competition and became marked by their design flaws.
+
For this reason, European shmups became stigmatized by these "features". While this has changed significantly in recent years, with European studios releasing games that meet or exceed the standards of Japanese arcade titles (e.g. [[ZeroRanger]], [[Gunvein]], [[Jamestown]], etc.), several titles matching this criteria developing a following among even traditional shmup fans, as well as Japanese studios and fans releasing shooters that share multiple design characteristics with Euroshmups (e.g. [[Fantasy Zone, [[Gun-Nac]], [[Area 88]], etc.), the stigma around European-developed shooters still lingers among many fans.
  
 +
== 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
+
* Ship physics / Ship momentum (inertia)
Player shields / Health bars
+
* Player shields / Health bars
Unavoidable dangers (which are meant to be absorbed with health bars or shields)
+
* Unavoidable obstacles or enemies (which are meant to be absorbed with health bars or shields)
No bullet patterns / Only simple aimed bullets
+
* No bullet patterns / Only simple aimed bullets
Limited weapon ammo, which usually also introduces shops and money management into the game
+
* 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
+
* Lack of complex enemy ship AI such as ships that curve around the screen
Extremely high enemy HP
+
* Extremely high enemy HP
Very slow player bullets
+
* Very slow player bullets
Huge number of levels often with little variation between them
+
* A large number of levels often with little variation between them
No scoring systems
+
* 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.
+
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, and large player hitboxes.
  
 +
== Games ==
 
Some examples of “euroshmups”:
 
Some examples of “euroshmups”:
 
+
*Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)
Tyrian (Epic Megagames, DOS, 1995)
+
*Tyrian (Epic Megagames, DOS, 1995)
Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)
+
*Jets'n'Guns (Rake in Grass, Windows, 2004)
Jets'n'Guns (Rake in Grass, Windows, 2004)
+
*Sky Force (Infinite Dreams, Symbian, 2004)
Sine Mora (Digital Reality, Windows, 2012)
+
*Sine Mora (Digital Reality, Windows, 2012)
Sky Force (Infinite Dreams, Symbian, 2004)
+
*Chicken Invaders 4: Ultimate Omelette (InterAction, Windows, iOS, 2014)
 +
*CYGNI: All Guns Blazing (KeelWorks, Windows, PS5, Xbox Series X|S, 2024)

Latest revision as of 04:21, 23 January 2025

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

A semi-derogatory term for European shooters produced during the mid to late 80s. At that point, the gaming industry in Europe was focused primarily on PCs and micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and as such, developers didn't necessarily conform to traditional game design used by American and Japanese studios found on consoles and in arcades.

As a result of this dissonance, there are several elements in shooters of that period that are typically seen as flaws and shortcomings by shmup fans accustom to the design standards of Japanese and North American to arcade games.

For this reason, European shmups became stigmatized by these "features". While this has changed significantly in recent years, with European studios releasing games that meet or exceed the standards of Japanese arcade titles (e.g. ZeroRanger, Gunvein, Jamestown, etc.), several titles matching this criteria developing a following among even traditional shmup fans, as well as Japanese studios and fans releasing shooters that share multiple design characteristics with Euroshmups (e.g. [[Fantasy Zone, Gun-Nac, Area 88, etc.), the stigma around European-developed shooters still lingers among many fans.

Definition

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

  • Ship physics / Ship momentum (inertia)
  • Player shields / Health bars
  • Unavoidable obstacles or enemies (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
  • A large 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, and large player hitboxes.

Games

Some examples of “euroshmups”:

  • Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)
  • Tyrian (Epic Megagames, DOS, 1995)
  • Jets'n'Guns (Rake in Grass, Windows, 2004)
  • Sky Force (Infinite Dreams, Symbian, 2004)
  • Sine Mora (Digital Reality, Windows, 2012)
  • Chicken Invaders 4: Ultimate Omelette (InterAction, Windows, iOS, 2014)
  • CYGNI: All Guns Blazing (KeelWorks, Windows, PS5, Xbox Series X|S, 2024)