r/shmups

▲ 20 r/shmups

My Psyvariar 3 impressions (5/10)

As I said earlier, I preordered Psyvariar 3 on Xbox and today I had some time to play it. I try to keep it short because I don't want to write something akin to a "review", that's not my goal, but I'd like to share my impressions of this game, which is ultimately a disappointment. Not tragic, just not what — I think — many of us expected from this franchise.

The good:

I'm actually quite okay with the visual style of the game. It looks cheap for sure, but in a way that reminds me of an Xbox 360-era shmup in high resolution, which I think is fine. It's clear, readable and there are many options to arrange the displays, the image frame, or even darken the 3D backgrounds. It also runs flawlessly so I give it that.

There are several game modes which is fun, although I'll play Arcade Mode the most. "Mission Mode" sounds good on paper but it instantly bombards you with almost impossible tasks, so I don't know what the designers' vision was. It's okay, but nothing groundbreaking. The UI is nice and simple, again, lots of options, all good.

The neutral:

The music is kind of mediocre. There are a handful of nice tracks, the rest I couldn't even recall, they're just there. I have to mention here that there's no Japanese involvement in this game, so don't even expect any famous composers or anything.

The various characters offer different gameplay styles but honestly, I only find the first character engaging. The "ship" designs are honestly bad, some look like boxes not spaceships, which looks off and for me at least, detract from the experience.

The bad:

Gameplay just feels off. Not immensely bad, it's decent, but it's way off. The ships move too slowly, you're trying to move in glue or tar. The roll moves slow you down even more, to what end I haven't figured out yet. Enemies don't flash when hit so it never feels like you're doing any damage to anything. Many enemies are also too tanky, they just sit there and there's no feedback about whether you're doing anything to them. Bosses are the same, their health bar is barely visible and also don't flash so there's absolutely no feedback whether you're hitting them at the right spot or not.

It's also surprisingly slow. The gameplay lacks any excitement or intensity. Even though the backgrounds sometimes move fast, both your ship and the enemies are slow, they're just there. No intricately designed patterns or interesting scenes, just generic units popping up and filling the screen with bullets.

The game is super hard and although you can unlock additional credits, the game doesn't state how it's done. I sometimes got additional continues after playing, sometimes not. There are no options to set life numbers or anything like in many other shmups.

Overall:

I think it's a pity that SUCCESS outsourced this game to a team that's passionate but has no chance to reach the quality of veteran Japanese devs. Make no mistake: Psyvariar 3 is not an Asian shmup, it's a Brazilian game. It looks and feels like a decent, but ultimately cheap indie effort that only tries to be like the franchise it's based on. It has absolutely nothing to do with the original Psyvariar series, let alone the other greats of this genre. It's a decent homage, nothing more.

reddit.com
u/dreampagehun — 13 hours ago
▲ 19 r/shmups

From simple shapes to hand-drawn visuals — progress on my indie shmup

Hey everyone, I wanted to share a little before/after progress clip from my shmup project, Shmup!.

The video starts with some early alpha footage using simple placeholder shapes and basic effects, then transitions into how the game looks now with hand-drawn art, updated enemies, effects, UI, and overall polish.

It’s still in development, but I thought people here might enjoy seeing the transformation from “just make it playable first” to something that’s starting to feel like a real game.

Would love to hear what stands out most visually/gameplay-wise from the before vs after evolution, and I would appreciate support by wishlisting Shmup! on Steam, I am looking to get a demo out soon :D

Is the background still looking to basic?

Thanks for checking it out!

u/Character_Growth3562 — 14 hours ago
▲ 33 r/shmups

To my surprise, Ebay still has good deals

I've been looking for caladrius blaze for some time. Saw it a sealed copy for 50 after shipping, and decided to go for it!!

Also saw a sealed Bullet Ballet for about 45 plus ship, so I went for that too!

Both aren't "garage deals from the early oughts" , but i found the prices to be quite fair., especially since I've been trying to find a new CB copy for a while now.

u/microjubei — 1 day ago
▲ 18 r/shmups

Why hasn’t a compilation of Compile shoot ’em ups been released yet?

Compile’s shoot ’em ups are among my all-time favorites, but aside from the Aleste collection published by M2 (which I imported immediately), there doesn’t seem to be any sign of a proper collection including all or at least part of the STGs made by the company. Rights should be in M2s hands but it doesn't seem like they're doing anything with them.

I know emulation exists, but my dream is to have a huge STG catalog on the Switch.

Am I the only one who would love to have a package including games like Gun-Hed, Zanac, Gun-Nac, MUSHA, Spriggan, Spriggan Mark 2, and the other games in the Aleste series?

reddit.com
u/g7gatsu — 1 day ago
▲ 3 r/shmups

Mayflash f500 elite and PS5 question

Hey all, I’ve searched and can’t find a clear answer.

I have the Mayflash f500 elite and a Magic S ultimate adapter.

It works well for ps4 games that I play on my ps5pro, but doesn’t work on any native ps5 games that I have tried (Raiden 3,4, Raiden fighters collection).

Do I need a different adapter, or should I just buy a ps5 native fight stick. Budget is not really an issue, but I’ve already modded my f500 with a seimitsu stick with a super short throw that I really like.

reddit.com
u/Eofkent — 1 day ago
▲ 8 r/shmups+1 crossposts

Undead Line is actually pretty approachable

I finally got to spend some quality time with Undead Line after getting the recent Retro-Bit rerelease several months ago, and I thought I'd offer my impressions.

You may have heard of this game in the context of its notorious high difficulty, but after spending a few sessions with it, I was pleasantly surprised to find it to be one of the more approachable Genesis shmups. I played on Easy mode, which is a feature not even guaranteed to be present in a Genesis shmup, let alone actually balanced to be "easy," but I was able to 1cc it by my third session.

This is remarkable, because I've played a lot of shmups over the years, some quite rigorously, and have never 1cc'd any, ever. Or really even come close. At least on paper, I think that makes Undead Line the easiest shmup I've ever played. Of course, that's only on Easy mode, and when I switched to Normal I don't think I managed to even beat two stages 😅. Still, I recommend this one if you're looking for something you'll be able to clear without quitting your day job.

One possible critique is that, in a game with a lot of different weapon types, I get the sense that most of them aren't that useful, and one of them (the twin daggers) is extremely useful. I just use twin daggers all the time and it works on everything. If anyone has other tips about the weapon types, I'm all ears.

reddit.com
u/fingersmaloy — 1 day ago
▲ 26 r/shmups

Battle Garegga Premium: I Did It My Way

Battle Garegga Premium Arrange Shatter Star 6882890 1cc

Welcome to M2's Premium Arrange of the Dante's Inferno of STGs, BATTLE GAREGGA!

Media Used:

Hiroyuki Yamaga - Royal Space Force: The Wings of Honneamise

Manabu Namiki - Rebellion, Tunnel Vision, Subversive Awareness

Stay Frosty...

youtu.be
u/goggman777 — 1 day ago
▲ 18 r/shmups

Gradius Gaiden - 1cc (Normal, Vic Viper, SOM?DL, 1-ALL)

First, a couple of timestamped tricks for anyone working on this game:

21:45 When this boss enters its second stage, you park your ship in the upper left corner with your options underneath you and just chill. There is always the chance that the option hunter will use this inopportune moment to harass you, however.

24:03 I like to dart past this boss's opening lasers and point blank it for a quick kill at its last stage. Just be careful doing this as I accidentally hit a gunner going in too soon when I tried it the first time in this run and had to recover.

36:50 this wall boss actually has a safe spot! I didn't see many people using this in the clears I looked up (maybe it doesn't work on harder difficulties?), but it totally trivializes this fight. I use a red line in the background to get the right x-axis on the screen and simply center my bullets in the core's center for the perfect y-axis. You do have to move forward and back horizontally when it moves its lasers, but it's very easy.

37:43 This boss is a little scary and a bit of a punk who did end one of my clear attempts. I like to put my ships at a diagonal here to point blank him with an option during his first attack. Note, this is only safe-ish and you'll need a shield as I usually take one hit while holding this spot, but it's worth it for the damage output and easy to get consistent.

40:00 No need to deal with these dragons. Just park in the upper left corner. Also when it turns into the brain from Salamander, you don't need to shoot its eye--it'll just transform in a few seconds, so simply avoid it.

Today is a good day. Haven't uploaded a clear since January! Life has just gotten so busy that I've been playing shmups a lot more casually lately and focusing on other stuff, but I'll always get a little pew pewing in when I can. I've actually been playing a lot of survival horror this year for some reason.

Anyway this game slaps. It may honestly be the single best Konami shooter ever made and that is truly saying something because I freaking love Konami shooters. The presentation and difficulty is just top notch.

This game does not let you mix and match weapons as far as I know, but it DOES let you rearrange the power up order which is fantastic. I put options as my second power up which allows me to recover extremely fast and efficiently in my 2 deaths doing this run. Thus, the "Gradius Syndrome" is largely abated in this game.

This game and R-Type Delta are not just peak games in their series, they're peak games of the mighty Playstation. What a console that was! What a console it IS! What a library. 10/10. Play this one!!

youtube.com
u/BlazingLazers69 — 1 day ago
▲ 34 r/shmups

Emerald Blue: Crystal Rev -Final Showcase-

This is the final trailer till Emerald Blue: Crystal Rev releases!

This trailer shows off

- New balanced bosses and gameplay

- Boss rush

- Gauntlet mode

youtube.com
u/Friendly_Bend_6470 — 1 day ago
▲ 42 r/shmups+1 crossposts

[Review] Ranking all the Switch shmups Ep39 – R-Type Dimensions III

The Dobkeratops. One of the most iconic bosses in shmup history. You see the Dobkeratops on a screenshot and you’re immediately pulled into the world of R-Type. But perhaps using that as a reference to put some quarters into an arcade or renting this game from your local Blockbuster is one of the cruelest jokes they could pull on you. It turns out, R-Type is VERY hard. It is the epitome of trial and error. Only those with the patience and fortitude to make it all the way to end will be able to savor the elation that comes from rolling the credits.

It is only after conquering those challenges that you begin to see how meticulously designed each stage is and just how much hard work went into each segment. Modern gaming is not very compatible with short experiences, so when I learned that R-Type 3 was coming back, I was understandably very excited! Such was my excitement that I even came back to my shmup review series, as you can tell by the 2 year gap since my last entry. But some times, the greater the excitement, the greater the disappointment…

Publisher: ININ Games

Developer: KK3

Platform: Nintendo Switch 2

Release date: May 19, 2026

Price$34.99

R-Type Dimensions III is a remake of the SNES R-Type III: The Third Lightning. Once again, the Bydo empire is mounting an invasion on Earth and it is up to you and your R-90 Ragnarok to venture into the heart of the Bydo empire and destroy it once and for all.

New to this version is the addition of 2 styles of gameplay: Classic and Infinite. Classic is your standard R-Type experience. Infinite is a new beginner friendly mode that gets rid of checkpoints and just lets you respawn in place after being hit.

The R-90 Ragnarok

R-Type is an horizontally scrolling shmup made in the classic style. What I mean by this is that what you see is that you get. Rather than having your hitbox be a tiny dot, you must take care of your entire ship while defeating the enemy forces.

The defining element of R-Type is the Force system. Force is the little orange attachment that docks either on the front or back of your ship. The more power-ups you collect, the stronger it gets. Your Force is also your swiss army knife during the entire game. It does damage on contact, it shoots when you shoot, and it even destroys enemy bullets.

What separates beginners from experts is how you use your Force when it isn’t attached to your ship. You can throw it and recall it, but while floating in the air, it will still fire and attack enemy ships. Being able to manipulate the Force into the proper position will make or break your experience. There is so much skill involved in having your Force in the right place and it is probably my favorite aspect of R-Type! This game even features 3 different Forces to choose from to match your play style.

3 Dimensions

Just like Dimensions and Dimensions EXR-Type Dimensions III features and entirely new coat of 3D paint. For the first time, you can play in a complete 3D reimagining of the classic SNES title!

But perhaps the real game changer is that the 2D and the 3D versions of the game exist simultaneously! You can swap on the fly between 2D and 3D graphics with the press of a button. While the transition is mostly seamless, there are slowdowns and sudden effects that might get in the way of the gameplay. To top it off, switching also changes the soundtrack from the 2D original to new arranged tracks!

Your Ideal Coat of Paint

Whether you want to play in 2D or 3D (or both), you’ll find that you can further customize the aspect of the game to your liking. 2D modes give you the option to enable a CRT effect as well as customizing the style of the HUD. 3D goes one step further and features several filters to apply such as a retro 8-bit filter for an even more nostalgic experience.

By far the most mind bending of the effects is the crazy 3D mode that tilts the angle of the camera for even more immersion! Since switching is king, you can also choose whether the tracks are their original versions, the arranged tracks, or even a mix of both depending on the current graphic style.

Ambition Over Performance

Sadly, as cool as the 3D mode is on paper, it is very badly implemented and results in a worse experience.

On the visual side, while the models, stages, and backgrounds look very nice, there is a very noticeable loss of clarity during gameplay. Don’t get me wrong, the implementation of lighting and VFX is a delight to watch, but as you can imagine, this makes it much harder to parse the information on the screen. It is not uncommon to lose track of a stray bullet because the explosions were taking most of the screen. Or to crash into the stage because the 3D geometry was misleading. Stage hazards lose a lot of visual clarity as well, with the earliest example being the exhausts on Stage 1 not having a well defined hitbox in 3D, whereas in 2D it is very clear to see.

The Switch Performance Tax

The biggest dealbreaker is the dip in performance. Once you get past Stage 1, the performance issues become unbearable in 3D. The game starts feeling choppy as you drop frames, but even worse is that you start experiencing input lag. This is the kind of lag that makes it feel like you’re underwater. Even worse is that you will often crash because the lag takes your finesse away and you will constantly overshoot your movement because the game refused to stop moving when you stopped pressing the button.

One thing I should clarify is that I played exclusively in Handheld and Classic difficulty. I say this because I found the performance to be a little more stable when playing docked, but still below what you would expect from a shmup. Playing in Classic meant that I cleared every stage fair and square, but that also meant that I was more aware of the shortcomings of this version. I feel like this review comes across as more nitpicky than others I’ve seen and I believe it’s because I decided to play Classic instead of Infinite.

An Unapologetically Hard Experience

When it comes to shmups, R-Type might be one of the most brutally punishing shmups out there. Everything in the stages is designed to kill you. From the enemy patterns, to the stage hazards and even the layout, the Bydo are on a mission to take you down. But unlike other shmups, your skill can only take you so far before you get killed by something you haven’t seen before, and this is where you understand the secret to success: Memorization and trial and error.

In a way, R-Type feels like a puzzle game. Every segment is a puzzle where you need to figure out the optimal way of navigating it. Thankfully, R-Type did the ultimate act of mercy and gave us infinite continues. There is no real penalty to losing all of your lives, you just press continue and try again. This is something I believe Infinite does wrong, since it just lets you brute force through obstacles without learning anything. Some of those are unwinnable situations too, since the game expects powers you up at checkpoints, but dying on infinite just brings you back naked.

Whether you will enjoy R-Type as a series or not will depend on your tolerance to frustration. In R-Type there are no shields or second chances. One hit is all it takes to take you down and rather then respawning at the same spot, R-Type will send you back to the nearest checkpoint. As you can imagine, repeatedly failing means that you will need to be replaying the same section over and over.

A Loop of Failures

But the real danger is the risk of spiraling that comes from dying over and over. It is not uncommon to start tilting after being stuck for minutes, if not hours, replaying the same section. Once you start tilting, you know it’s over. The failures will start coming sooner and sooner, and this is when you’ll realize if this series is for you.

I wrote my review for R-Type Dimensions EX 7 years ago. I considered revisiting the review or replaying the game in preparation for Dimensions III, but I stopped myself when I’m realized I’m not the same person. The older I get, the lower my tolerance to frustration becomes. After being stuck in Stage 3 for days, I was ready to just call it quits and accepting that this merciless style was not for me anymore, but that was when I decided to pull the ultimate hater move: I booted up R-Type III on the SNES.

And this is when I made the ultimate discovery: R-Type Dimensions III is a terrible remake.

The Uncanny R-Type 3

As I made my way back to the boss of Stage 3 in record pace while playing Third Lightning on the SNES, I discovered that this wasn’t fundamentally the same game. It’s a little hard to explain how I felt, but basically I was playing the same game, but at the same time a different game. The enemies are there, the stage hazards are there, the sequences are there, and yet, they have these tiny differences that just feel wrong in Dimensions III.

When this became apparent was on my replay of Stage 3. There is a checkpoint at the bottom of the corridor before the stage starts scrolling upwards, however, this checkpoint has you flying straight into a wall unless you move out of the way upon restarting. To my surprise, this checkpoint wasn’t there in the SNES version. In that version, the checkpoint was after clearing that wall into a straight corridor. This was when I realized several positions were wrong in Dimensions.

And it’s not just enemy positions and checkpoint placements. There are also a lot of inconsistencies in the weapons system. There are enemies who feel extremely tanky for no reason, while some bosses just melt with a charge shot. A good example are the insects from Stage 6 that feel almost unkillable even with a Hyper Charge in Dimensions, but go down in a single charge shot in the original.

Shallow Beauty

While I don’t know what happened during the development of this game, I can make my best attempt at diagnosing the issue. I think the issues might come from the fact that the game was redesigned around the 3D engine, hence why collisions and enemies feel different. Also, the change in aspect ratio made it so tweaking the numbers produced inconsistent results, which might be why the checkpoints are at different positions or bullets, like from the wall turrets in the reverse escape in Stage 4, are 3x as fast as in the original.

This might explain why even in 2D, sometimes you die out of nowhere, presumably by a stray object in the geometry of the 3D style. It might also explain why the scrolling also breaks some segments, like the entirety of Stage 6 where the walls that phase in an out force you to hug the edges of the screen, unlike the SNES version where they would phase at about 1/3rd of the screen. The last sequence in Stage 6 where you need to ride the portal while avoiding the item bots is completely different, with the bots appearing at points where you can’t avoid them while scrolling much faster.

We Have R-Type 3 at Home

My biggest issue with R-Type Dimensions 3 is that it looks like R-Type 3 and sounds like R-Type 3, but it doesn’t play and feel like R-Type 3. Rather, it feels like your buddy who copied your homework but made some tiny changes so they wouldn’t find out it’s the same. That’s how I felt playing this game.

For some reason I tortured myself into playing the entire thing in Classic, but after painstakingly making my way through a stage, I would find out the same stage in the SNES version was easier. Perhaps easier is not the right word, rather, it felt fair. I could see how a stage was designed and what it expected from you to succeed. This wasn’t the case in Dimensions, where it felt like it had the same elements, but mixed in a chaotic and unpredictable way that completely messed up what was previously a carefully designed experience.

Continue: Yes >No

If there’s something I’d like you to take from this review is that R-Type: Third Lightning is a fantastic game! Whether you will enjoy or not the difficulty style of R-Type is up to you, but if you decide to give it a try, then you will discover a meticulously designed game that doesn’t pull any punches, but also encourages to try again and succeed.

Dimensions 3 is none of that. It looks and sounds nice, but the gameplay is bad and It was not meticulously designed. It feels haphazardly pulled together, and it doesn’t even perform well in 3D which is its selling point. There was no glory when I finished the game, only relief that I wouldn’t need to play this buggy mess of a game ever again.

Play R-Type: The Third Lightning on the SNES instead.

THE RANKING SO FAR:

  1. Crimzon Clover – World EXplosion
  2. ESP Ra.De.
  3. Ikaruga
  4. Psyvariar Delta
  5. Darius Cozmic Collection Arcade
  6. G-Darius HD
  7. Devil Engine
  8. Rolling Gunner
  9. Mushihimesama
  10. Blazing Star
  11. Jamestown+
  12. Raiden V: Director’s Cut
  13. Valfaris: Mecha Therion
  14. Darius Cozmic Collection Console
  15. Super Hydorah
  16. Tengai
  17. Steredenn: Binary Stars
  18. Stardust Galaxy Warriors: Stellar Climax
  19. Sky Force: Reloaded
  20. Strikers 1945
  21. Black Paradox
  22. R-Type Dimensions EX
  23. Sine Mora EX
  24. R-Type Final 2 (Switch version)
  25. Shikhondo – Soul Eater
  26. Dariusburst Another Chronicle EX+
  27. Freedom Finger
  28. Ghost Blade HD
  29. AngerForce: Reloaded
  30. Aero Fighters 2 (ACA Neogeo)
  31. Q-YO Blaster
  32. Lightening Force: Quest for the darkstar (Sega Ages)
  33. Pawarumi
  34. Red Death
  35. Crisis Wing
  36. Task Force Kampas
  37. Switch ‘N’ Shoot
  38. Last Resort (ACA Neogeo)
  39. R-Type Dimensions III
u/AzorMX — 2 days ago
▲ 35 r/shmups

my R-Type Dimensions III review

more details in the full review below , but short version is that Dimensions III is a creaky game that feels like it was made cheaply, but being sold for a premium.

the new graphics give it a plastic toy like feel and make it harder to read, which is a recipe for frustration in a game this precise. the old graphics also seem slightly off, and there's a lot of small audio issues.

The part where it's R-Type III is still pretty good tho.

R-Type Dimensions III Review:

https://clickbliss.net/post/817007941983010816/rr-type-dimensions-iii-review

reddit.com
u/siegarettes — 3 days ago
▲ 54 r/shmups

Dragon Blaze

Dragon Blaze is a vertical-scrolling shoot 'em up arcade game released by Psikyo in 2000, known for its fantasy theme where players control dragon riders, featuring unique mechanics like dismounting the dragon for powerful close-range attacks and strategic scoring opportunities.

u/CRT_Retro — 2 days ago
▲ 14 r/shmups

Retroarch's LPSR2 core (also known as PCSX2 core before rename) seems to have very promising results regarding latency!

So far i tested Radirgy/Ibara/Mushihimesama/Psyvariar 2 (Ibara and Mushi were tested because of their arrange modes, though having high quality music may make some people try playing on these ports instead of fbneo), and all of them have 2 to 3 frames of internal lag by default, alongside external latency being minimal, which is fairly weird as external latency made flycast unplayable and makes CV1000 games require runahead to work properly.

youtube.com
u/Awkward-Plum6241 — 2 days ago
▲ 10 r/shmups

Mushihimesama difficulty scale

If you were to put the different modes of Mushi in order from least to most difficult, what would you do?

I feel like the first 2 are easy to put

Novice original
Then arcade original

After that I’m uncertain. I haven’t played much 1.5 or arrange mode so it’s unclear if those are easier than arcade maniac or about the same.

Interested in any takes on the matter!

reddit.com
u/chunnybunny666 — 2 days ago
▲ 160 r/shmups

I made a shirt design for DoDonPachi

You can check it out here at my shop

I plan on making some more designs for other shmups as well, let me know if theres something you wanna see.

u/navesave — 3 days ago