Shoot-'em-up/Development: Difference between revisions

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==''[[Rhythm Heaven]]''==
==''[[Rhythm Heaven]]''==
{{TCRF|section=1|Rhythm Heaven/Unused Animations#Shoot 'Em Up|Shoot-'Em-Up's unused animations|Rhythm Heaven/Unused Audio#Shoot-'Em-Up|unused audio|Rhythm Heaven/Unused Graphics#Shoot-'Em-Up|unused graphics}}
[[Shoot-'em-up 2|Shoot-'Em-Up]] consists of the following [[Rhythm Game#Version|version]]s in ''[[Rhythm Heaven]]'':
[[Shoot-'em-up 2|Shoot-'Em-Up]] consists of the following [[Rhythm Game#Version|version]]s in ''[[Rhythm Heaven]]'':
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===Unused Content===
===Unused Content===
[[File:RhythmHeaven-Remix10-LockstepShoot-Superbly.png|80px|right]]
[[File:Sprite DS Shoot-'Em-Up Remix 10 Unused.png|80px|right]]
There are unused animations:
There are unused animations:
*The "cannon" and "cannon_red" animations, while used, both have the neutral face in the middle of the sprite as part of the animation. The "face" animation is placed on top of it during gameplay, leaving this one obscured.
*The "cannon" and "cannon_red" animations, while used, both have the neutral face in the middle of the sprite as part of the animation. The "face" animation is placed on top of it during gameplay, leaving this one obscured.
*The [[Stepswitchers|Stepswitcher]] head used in [[Remix 10 (DS)|Remix 10]] has animations for being shot, which the transition does not give the player the opportunity to do. These are "enemy_ura_near", "enemy_ura_fire" and "enemy_ura_just".
*The [[Stepswitcher]] head used in [[Remix 10 (DS)|Remix 10]] has animations for being shot, which the transition does not give the player the opportunity to do. These are "enemy_ura_near", "enemy_ura_fire" and "enemy_ura_just".
*"cool" appears to be an animation using incorrect sprites, appearing as part of the ship's front with a green color and a few squares. Its placement after the "perfect" animation (showing the "PERFECT BONUS" text in the [[Shoot-'em-up 2#Endless Game|Endless Game]]) suggests it would've been a similar praise of some kind.
*"cool" appears to be an animation using incorrect sprites, appearing as part of the ship's front with a green color and a few squares. Its placement after the "perfect" animation (showing the "PERFECT BONUS" text in the [[Shoot-'em-up 2#Endless Game|Endless Game]]) suggests it would've been a similar praise of some kind.
*"CellAnim6" appears to be a test for the flame particles after shooting an enemy down off the beat
*"CellAnim6" appears to be a test for the flame particles after shooting an enemy down off the beat
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There is an unused background labeled "lasertest_bg", being a duplicate of the regular background showing the homeworld in the top left, as well as a secondary one labeled "lasertest02_bg" showing a green grid of sorts, with an open slot in the bottom left. The used background is a collection of sprites in "lasertest04" instead. The tileset for these unused backgrounds also has a quartercircle not used in either of them.
There is an unused background labeled "lasertest_bg", being a duplicate of the regular background showing the homeworld in the top left, as well as a secondary one labeled "lasertest02_bg" showing a green grid of sorts, with an open slot in the bottom left. The used background is a collection of sprites in "lasertest04" instead. The tileset for these unused backgrounds also has a quartercircle not used in either of them.


[[File:RhythmHeavenDS-capfacebeat 2.gif|right]]
[[File:Sprite DS Shoot-'Em-Up Remix 2 Unused.gif|right]]
The [[Shoot-'Em-Up Radio Lady]] does not appear in [[Remix 2 (DS)|Remix 2]], but she does have a unique design, showing her in a dress or swimsuit and a flower crown. Her hair is also braided rather than in a ponytail. While she normally has different expressions for each talking animation, here they are identical.
The [[Shoot-'Em-Up Radio Lady]] does not appear in [[Remix 2 (DS)|Remix 2]], but she does have a unique design, showing her in a dress or swimsuit and a flower crown. Her hair is also braided rather than in a ponytail. While she normally has different expressions for each talking animation, here they are identical.


[[Remix 2 (DS)|Remix 2]] also has its own version of the gates opening in the beginning of the game, uniquely colored grey and orange. The other enemy types have their sprites blanked, although "enemy_isnt_just" and "enemy_mini_just" still have their particle effects. The unused "cool" animation has its own unique appearance here as well. Both [[Remix 2 (DS)|Remix 2]] and [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]] also have their own recolors of the health bar from the [[Shoot-'em-up 2#Endless Game|Endless Game]] (albeit "meter_full" and "meter_empty", which are normally the top light of the meter flashing, are duplicates of the regular "meter" animation instead) and leftover score graphics. The "canon_red" animation, normally used the health bar is depleted, is colored normally in these versions. Leftovers of the warp effect between waves and the other backgrounds from the [[Shoot-'em-up 2#Endless Game|Endless Game]] also exist, with the alternate colors appearing glitchy, and most of the backgrounds being either blank, or using incorrect sprites.
[[Remix 2 (DS)|Remix 2]] also has its own version of the gates opening in the beginning of the game, uniquely colored gray and orange. The other enemy types have their sprites blanked, although "enemy_isnt_just" and "enemy_mini_just" still have their particle effects. The unused "cool" animation has its own unique appearance here as well. Both [[Remix 2 (DS)|Remix 2]] and [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]] also have their own recolors of the health bar from the [[Shoot-'em-up 2#Endless Game|Endless Game]] (albeit "meter_full" and "meter_empty", which are normally the top light of the meter flashing, are duplicates of the regular "meter" animation instead) and leftover score graphics. The "canon_red" animation, normally used the health bar is depleted, is colored normally in these versions. Leftovers of the warp effect between waves and the other backgrounds from the [[Shoot-'em-up 2#Endless Game|Endless Game]] also exist, with the alternate colors appearing glitchy, and most of the backgrounds being either blank, or using incorrect sprites.


In [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]], the extra backgrounds from the [[Shoot-'em-up 2#Endless Game|Endless Game]] are mostly duplicates of the used one, with some being the top left quarter of the background split into its own image, and one variant being a slimmer version of the used background. One of the top left quarter variations has a red color rather than green. The enemy types from the [[Practice]] and [[Shoot-'em-up 2#Endless Game|Endless Game]] also exist, but the [[Stepswitchers|Stepswitcher]] head used in [[Remix 10 (DS)|Remix 10]] is blanked. The unused "cool" animation is also blank.
In [[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]], the extra backgrounds from the [[Shoot-'em-up 2#Endless Game|Endless Game]] are mostly duplicates of the used one, with some being the top left quarter of the background split into its own image, and one variant being a slimmer version of the used background. One of the top left quarter variations has a red color rather than green. The enemy types from the [[Practice]] and [[Shoot-'em-up 2#Endless Game|Endless Game]] also exist, but the [[Stepswitcher]] head used in [[Remix 10 (DS)|Remix 10]] is blanked. The unused "cool" animation is also blank.


The [[Remix 9 (DS)|Remix 9]] version is a simple edit of the regular [[Shoot-'em-up 2|Shoot-'Em-Up]], simply replacing the regular enemy type with a unique design. This leaves almost all of the content found in the regular version leftover and unused.
The [[Remix 9 (DS)|Remix 9]] version is a simple edit of the regular [[Shoot-'em-up 2|Shoot-'Em-Up]], simply replacing the regular enemy type with a unique design. This leaves almost all of the content found in the regular version leftover and unused.
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*"SE_SHOOTING_TAME" and "SE_SHOOTING_ALERT": some kind of alarm noises.
*"SE_SHOOTING_TAME" and "SE_SHOOTING_ALERT": some kind of alarm noises.
*"SE_SHOOTING_GATE3" and "SE_SHOOTING_GO": a third sound for the gate opening at the beginning and what is likely meant to be used for the [[Blastronaut]] taking off afterwards. The former would later be used in ''[[Rhythm Heaven Megamix]]''.
*"SE_SHOOTING_GATE3" and "SE_SHOOTING_GO": a third sound for the gate opening at the beginning and what is likely meant to be used for the [[Blastronaut]] taking off afterwards. The former would later be used in ''[[Rhythm Heaven Megamix]]''.
==''[[Rhythm Heaven Megamix]]''==
==''[[Rhythm Heaven Megamix]]''==
{{TCRF|section=1|Rhythm Heaven Megamix/Unused Graphics#Shoot-'em-Up|Shoot-'em-up's unused graphics}}
[[Shoot-'em-up 2]] consists of the following [[Rhythm Game#Version|version]]s in ''[[Rhythm Heaven Megamix]]'':
[[Shoot-'em-up 2]] consists of the following [[Rhythm Game#Version|version]]s in ''[[Rhythm Heaven Megamix]]'':
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===Unused Content===
===Unused Content===
Within the prologue file for [[Shoot-'em-up]] in ''[[Rhythm Heaven Megamix]]'' and ''[[Rhythm Paradise Megamix]]'', the text pane has placeholder text writing the name as {{Nihongo|Shoot-'Em-Up}}, as it was in ''[[Rhythm Heaven]]''. In the English versions, this is written as {{Nihongo|Shoot-'em-up}} during gameplay. Bizarrely, the placeholder text in [[Shoot-'em-up 2]]'s prologue file is {{Nihongo|シューティングシューティング|Shooting Shooting}} (with a line break in the middle).
Within the prologue file for [[Shoot-'em-up]] in ''[[Rhythm Heaven Megamix]]'', ''[[Rhythm Paradise Megamix]]'' and ''[[Rhythm Sesang: The Best Plus]]'', the text pane has placeholder text writing the name as {{Nihongo|Shoot-'Em-Up}}, as it was in ''[[Rhythm Heaven]]'' and the English version of ''[[Rhythm Paradise]]''. In the English versions, this is written as {{Nihongo|Shoot-'em-up}} during gameplay. Bizarrely, the placeholder text in [[Shoot-'em-up 2]]'s prologue file in these versions is {{Nihongo|シューティングシューティング|Shooting Shooting}} (with a line break in the middle). In ''[[Rhythm Tengoku: The Best+]]'', this is instead split into two panes for {{Nihongo|かえってきた|Kaettekita|Return}} and {{Nihongo|シューティング|Shooting}}, forming its proper name {{Nihongo|かえってきた シューティング|Kaettekita Shūtingu|Shooting Returns}}, while ''[[Rhythm Sesang: The Best Plus]]'' uses its proper title of {{Nihongo|돌아온 슈팅|Dol-aon Syuting|Shooting Returns}}.
 
There is an empty group file labeled "GROUP_WSD_TUTORIAL_NTR_SHOOTING.bcgrp", the filename indicating it is intended as the [[Practice]] theme for [[Shoot-'em-up 2]].


There is an unused animation of an enemy being destroyed, named "enemy_just", which resembles the animation from ''[[Rhythm Heaven]]''. There is also an animation labeled "enemy_parts", being the debris left from the enemy after being shot. The used animation is done through particle effects.
There is an unused animation of an enemy being destroyed, named "enemy_just", which resembles the animation from ''[[Rhythm Heaven]]''. There is also an animation labeled "enemy_parts", being the debris left from the enemy after being shot. The used animation is done through particle effects.
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*"SE_NTR_SHOOTING_GO": what is likely meant to be used for the [[Blastronaut]] taking off after the gate opens in the intro.
*"SE_NTR_SHOOTING_GO": what is likely meant to be used for the [[Blastronaut]] taking off after the gate opens in the intro.
*"SE_NTR_SHOOTING_COUNT", "SE_NTR_SHOOTING_BONUS", "SE_NTR_SHOOTING_WARP": leftovers from the [[Shoot-'em-up 2#Endless Game|Endless Game]].
*"SE_NTR_SHOOTING_COUNT", "SE_NTR_SHOOTING_BONUS", "SE_NTR_SHOOTING_WARP": leftovers from the [[Shoot-'em-up 2#Endless Game|Endless Game]].
==References==
<references/>
{{RH}}{{RHM}}
{{RH}}{{RHM}}