[img width=500 height=501]http://rfgeneration.com/podcasts/shmupclub/images/2022-12-24_stcc_ep_053_fire_shark.png[/img] In Episode 053, MetalFRO and Addicted are joined by Corkman for a lengthy discussion about Fire Shark! We pick apart the game a bit, and compare the brutally difficult arcade iterations to the much more approachable Sega Genesis and Mega Drive versions.
Check out the episode right here on RF Generation: http://rfgeneration.com/podcasts/shmupclub/?name=2022-12-24_stcc_ep_053_fire_shark.mp3
Or find the episode on your favorite podcast service: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19693.0
Thanks for listening!
[img width=400 height=381]https://now.estarland.com/images/products/hr/29898/4988736070077.jpg[/img] Sometimes a game takes a very different path than expected, before it is released. Most of the team who designed the Taito shooter Gun Frontier returned for another shoot-em-up, at the time tentatively titled "Project Gun Frontier 2" as a starting point for development. At some point, the game was considered as a possible 3rd game in the Darius series. In the end, however, the project became its own game, with some of its own unique mechanics. What we ended up with is the now classic, Metal Black.
Released in arcades in 1991, and later on the Sega Saturn in 1996, Metal Black has a unique power-up system that sees you collecting small particles known as "Newalone" to gradually increase the power of your ship, until you reach maximum power. Once you do, you can unleash a beam of destruction to take out enemies. You can also use your beam to duel with bosses who will fire a similar beam. This ended up being a major inspiration for Taito's later Darius series game, G-Darius. Join the RF Generation Shmup Club in 2023, and pilot the CF-345 Black Fly alongside us, as we play the Taito classic Metal Black!
If you'd like to participate, check the thread here: http://www.rfgeneration.com/forum/index.php?topic=19705.0
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Posted on Dec 6th 2022 at 08:00:00 AM by ( MetalFRO) Posted under Deathsmiles, Shoot the Corecast, podcast, Shmup Club, Cave, 360, Switch, arcade, shooting game, shoot em up, STG, shooter |
[img width=500 height=500]http://rfgeneration.com/podcasts/shmupclub/images/2022-11-22_stcc_ep_052_deathsmiles.png[/img] In Episode 052, MetalFRO and Addicted are joined by guest Rena to take an in-depth look at Deathsmiles! We talk about the game's story and game play, and Rena breaks down the scoring so we can better understand how it all works.
Listen to the episode right here on RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-11-22_stcc_ep_052_deathsmiles.mp3
Or find a feed on your favorite podcast service through our Linktree page: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19691.0
Thanks for listening!
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Posted on Oct 25th 2022 at 08:00:00 AM by ( MetalFRO) Posted under Operation STEEL, Shoot the Corecast, podcast, Shmup Club, Undermog Games, indie game, arcade, shooting game, shoot em up, STG, shooter |
[img width=500 height=437]http://rfgeneration.com/podcasts/shmupclub/images/2022-10-18_stcc_ep_051_operation_steel.jpg[/img] In Episode 051, MetalFRO and Addicted dive deep into the game Operation STEEL with Ben, the developer behind it! We talk about the game's influences and inspirations, challenges during development, and all the things that make this game tick. It was a really fun discussion! Check out the original discussion thread for the game here:
Listen to the episode right here at RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-10-18_stcc_ep_051_operation_steel.mp3
Or check our Linktree page for the feed on your favorite podcast service: https://linktr.ee/shootthecorecast
Check the original discussion thread here: http://www.rfgeneration.com/forum/index.php?topic=19685.0
Thanks for listening!
Toaplan is a legendary developer at this point, having helped propel the shoot-em-up genre to new heights in the late 80's and early 90's. While they burned brightly for a few short years, they developed a number of highly influential titles. One of the hallmarks of Toaplan games is their level of challenge. Most of their games are considered among the most difficult in the genre, at least in terms of earlier games, prior to the shift toward manic and danmaku style. Toaplan has a couple games that stand above the rest, in terms of the sheer difficulty, however.
Upon its release in arcades, Toaplan's Same! Same! Same! immediately stood out in comparison to its predecessor, Hishouszame, which we knew in the West as Flying Shark. At the time, it could have been considered one of the most difficult shooter that had released up to that point. Thankfully, when the game came westward, the difficulty was tempered somewhat, so as not to turn players away. The renamed Fire Shark also got a home release on the Sega Megadrive and Genesis, and Toaplan themselves took the time to retool the game to balance it better. Join the RF Generation in November 2022 as we take on one of Toaplan's most infamous challenges with Fire Shark!
[img width=600 height=300]http://www.vgmonline.net/wp-content/uploads/deathsmilesbig.jpg[/img] Spooky season is upon us! The Shmup Club celebrates with spooky games, and this year we're going with a heavy hitter, CAVE's classic Deathsmiles! From designer Tsuneki Ikeda, in collaboration with artist "Joker" Junya Inoue, CAVE decided to veer away from the normal vertically scrolling danmaku shooters that had become its main focus, and create an experience that could be more approachable. Diverging from both the heavy military theme of games like DoDonPachi and Ketsui, as well as the more colorful fantasy worlds of Mushihimesama, Ibara, and Espgaluda, this game saw CAVE exploring more of a gothic horror kind of look and feel. It also gave players more control of the horizontal space by allowing them to shoot both left and right, allowing for more freedom in strategic play. Deathsmiles also introduced a variable difficulty based on the path you take through the game.
Windia is a girl who had just moved to London, when suddenly she was whisked away in a flash of light as she was on her way to school. Transported to the magical world of Gilverado, she is taken in by Count Dior, and trained to realize her magical powers. Then she can join the other lost girls in defending the world of Gilverado against an invading horde of monsters. What horrors await Windia and the others as they work to free the land from this evil? Join the RF Generation Shmup Club in October 2022 as we find out, when we play the CAVE classic Deathsmiles!
Sign up here to participate: http://www.rfgeneration.com/forum/index.php?topic=19691.0
[img width=500 height=554]http://rfgeneration.com/podcasts/shmupclub/images/2022-08-20_stcc_ep_049_raiden_fighters.jpg[/img] In Episode 049, Addicted and MetalFRO explore Seibu Kaihatsu's offshoot to the main Raiden series, a game that almost wasn't affiliated with the series - Raiden Fighters! We look at what makes the Raiden Fighters series different from the games that it descended from, even if that was never the original intent.
You can listen to the episode right here on RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-08-20_stcc_ep_049_raiden_fighters.mp3
Or visit our Linktree page to find the feed for your favorite podcast service: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19671.0
Thanks for listening!
The "Rogue-lite" style of gaming has taken off in the last few years. From RPGs to action platformers, plenty of developers have thrown their hat into the ring, making games with randomized elements to try and spur replay. Some of those games have proven quite successful. Others have fallen by the wayside, not quite finding an audience. One genre where a degree of randomness has always been a factor is shooting games, but usually within pretty tight constraints. What happens when you throw caution to the wind, and go random in a big way?
You get a shoot-em-up like Operation STEEL! From developer Undermog Games, Operation STEEL sees you piloting a space ship across various landscapes to take on random hoards of enemies. Are you tough enough to survive 20 randomized levels? Test your mettle against all manner of crazy bosses, and enemy waves you can't predict! Collect coins and buy weapons and upgrades for your ship to make your runs through the game easier, as well. Join the RF Generation Shmup Club in September 2022 as we play Operation STEEL! Available now on Steam.
Sign up in the thread here to participate: http://www.rfgeneration.com/forum/index.php?topic=19685.0
[img width=480 height=501]http://rfgeneration.com/podcasts/shmupclub/images/2022-07-16_stcc_ep_048_-_raiden.jpg[/img] In Episode 048, Addicted and MetalFRO pick apart Seibu Kaihatsu's flagship game Raiden, to kick off our Summer Of Raiden event! What makes this game tick? We try to get to the bottom of it, and figure out what made it so popular, and have such lasting appeal.
Listen to the episode right here on RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-07-16_stcc_ep_048_-_raiden.mp3
Check out our Linktree page to see all the podcast feeds to find your preferred service: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19666.0
Thanks for listening!
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Posted on Jun 20th 2022 at 08:00:00 AM by ( MetalFRO) Posted under G Darius, Shoot the Corecast, podcast, Shmup Club, Taito, Zuntata, PlayStation, arcade, shooting game, shoot em up, STG, shooter |
[img width=500 height=500]http://rfgeneration.com/podcasts/shmupclub/images/2022-06-19_stcc_ep_047_g-darius.jpg[/img] In Episode 047, MetalFRO and Addicted recruit another copilot to join us for the ride that is talking about Taito's arcade classic shooter G-Darius! We go in depth about the game mechanics and really try to get at the heart of what makes this shooting game such a winner.
Listen to the episode right here at RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-06-19_stcc_ep_047_g-darius.mp3
Or find the feed for your preferred podcast service here: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19664.0
Thanks for listening!
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Posted on May 19th 2022 at 08:00:00 AM by ( MetalFRO) Posted under Viewpoint, Shoot the Corecast, podcast, Shmup Club, Aicom, Sammy, Neo Geo, arcade, shooting game, shoot em up, STG, shooter |
[img width=500 height=500]http://rfgeneration.com/podcasts/shmupclub/images/2022-05-17_stcc_ep_046_viewpoint.jpg[/img] In Episode 046, MetalFRO and Addicted dive into the world of Neo Geo and look at one of the more unsung shooters in the library. From developer Aicom and publisher Sammy, we get the unique isometric shoot-em-up Viewpoint, complete with pre-rendered 3D graphics and a smoking hot 90s house soundtrack.
Listen to the episode right here on RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-05-17_stcc_ep_046_viewpoint.mp3
Or find your preferred podcast platform on our Linktree page: https://linktr.ee/shootthecorecast
Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19648.0
Thanks for listening!
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Posted on May 7th 2022 at 08:00:00 AM by ( MetalFRO) Posted under Shoot the Corecast, Salamander, Life Force, Konami, shmup, shooter, STG, shoot em up, shooting game, arcade game, classic game |
[img width=500 height=499]http://rfgeneration.com/podcasts/shmupclub/images/2022-04-17_stcc_ep_045_salamander_life_force.jpg[/img] In Episode 045, Addicted and MetalFRO dig into the Konami vault once more and take a close look at Salamander, the non-sequel follow up to the wildly popular Gradius. Salamander and its counterpart Life Force have a storied history of revisions and ports that we dive into in more detail, and discuss the differences between them.
You can listen to the episode right here on RF Generation: https://www.rfgeneration.com/podcasts/shmupclub/?name=2022-04-17_stcc_ep_045_salamander_life_force.mp3
Or check out our Linktree page to find our feed on your favorite podcast service: https://linktr.ee/shootthecorecast Check out the original discussion thread for the game here: http://www.rfgeneration.com/forum/index.php?topic=19644.0
Thanks for listening!
For those of us who collect games, we all understand that we have a few stinkers in the collection. Looking at the library of releases for any game console or platform, there will always be games that are objectively terrible, a lot of stuff that's just not very good, a lot of middling releases, a fair number of solid titles worth your time, and usually a small number of absolutely outstanding games that are among the best on offer. Unless you're curating a small collection of only games you enjoy, you're bound to have a turd or two on the shelf. Why do we pay money for these things? Let me offer a few ideas as to why there's nothing wrong with owning some bad games.
Continue reading In Defense Of...Games That Suck
[img width=251 height=377]https://vignette.wikia.nocookie.net/finalfantasy/images/4/4a/FFTSWPoster.jpg/revision/latest?cb=20130405010722[/img] Summer 2001 was an interesting time for me. I had moved out of my home state to the East Coast and was trying something new in the work arena. Previous jobs had come and gone, and nothing really stuck, so rather than continue to flounder, I thought I would change my course. I quickly found out that my newly chosen path was a huge mistake, and within just a few short months, I would move back to my home state and get back on the career path I started on, albeit in a different direction. But for a few months in the middle of 2001, I lived about 45 minutes from the ocean, and had a fairly eye-opening experience learning about the differences between small town midwestern life and what life was like in the south.
During my stint on the coast, I spent a fair amount of time on my off days looking for entertainment. Whether it was browsing music shops, used video game stores, pawn shops, etc., I found ways to occupy my time when I wasn't working. And of course, there were also movie theaters. One of the more highly anticipated releases the summer of 2001 was Final Fantasy: The Spirits Within, which was to be the debut film from Square Pictures. Having played and enjoyed Final Fantasy VII just a year or so prior, I was looking forward to the movie. I thought the idea of using full computer animation for everything was novel at the time and assumed the storytellers at Square had a good chance of coming up with a good story.
Continue reading In Defense Of...Final Fantasy - The Spirits Within
It is the express purpose of this column to bring light into dark subjects, to bring hope where there is despair. For every great game or game genre, there is a trope, game mechanic, or other characteristic that is often maligned, even hated. I am here to defend the defenseless, to uphold justice where none has prevailed, to give meaning where once none was found. No game is perfect, but not every flaw is glaring. My job is to show that some of these things have redeeming value.
Continue reading In Defense Of...The Mega Man Slide
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