Shoot-'em-up/Development: Difference between revisions
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|- | |- | ||
|<div style="text-align:center">lasertest</div> | |<div style="text-align:center">lasertest</div> | ||
|[[File:Screenshot DS Shoot-'Em-Up.png| | |[[File:Screenshot DS Shoot-'Em-Up.png|frameless|center]] | ||
|[[Shoot-'em-up 2|Shoot-'Em-Up]]<br>[[Shoot-'em-up 2#Endless Game|Shoot-'Em-Up]] ([[Endless Game]])<br>[[Remix 10 (DS)|Remix 10]] | |[[Shoot-'em-up 2|Shoot-'Em-Up]]<br>[[Shoot-'em-up 2#Endless Game|Shoot-'Em-Up]] ([[Endless Game]])<br>[[Remix 10 (DS)|Remix 10]] | ||
|- | |- | ||
|<div style="text-align:center">lasertest/ver2</div> | |<div style="text-align:center">lasertest/ver2</div> | ||
|[[File:Screenshot DS Shoot-'Em-Up Remix 2.png| | |[[File:Screenshot DS Shoot-'Em-Up Remix 2.png|frameless|center]] | ||
|[[Remix 2 (DS)|Remix 2]] | |[[Remix 2 (DS)|Remix 2]] | ||
|- | |- | ||
|<div style="text-align:center">lasertest/ver3</div> | |<div style="text-align:center">lasertest/ver3</div> | ||
|[[File:Screenshot DS Shoot-'Em-Up 2.png| | |[[File:Screenshot DS Shoot-'Em-Up 2.png|frameless|center]] | ||
|[[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]] | |[[Shoot-'Em-Up 2 (DS)|Shoot-'Em-Up 2]] | ||
|- | |- | ||
|<div style="text-align:center">lasertest/ver4</div> | |<div style="text-align:center">lasertest/ver4</div> | ||
|[[File:Screenshot DS Shoot-'Em-Up Remix 9.png| | |[[File:Screenshot DS Shoot-'Em-Up Remix 9.png|frameless|center]] | ||
|[[Remix 9 (DS)|Remix 9]] | |[[Remix 9 (DS)|Remix 9]] | ||
|} | |} | ||
===Unused Content=== | ===Unused Content=== | ||
[[File:RhythmHeaven-Remix10-LockstepShoot-Superbly.png|80px|right]] | |||
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 [[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". | |||
*"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 | |||
*"CellAnim0" is like the "1000" sprite used for the perfect bonus, but smaller. | |||
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:RhythmHeavenDS-capfacebeat 2.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. | |||
[[ | [[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. | ||
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. | |||
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. | |||
There are many unused sound effects in this game: | |||
*"SE_SHOOTING_HIT2" and "SE_SHOOTING_HIT3": while "SE_SHOOTING_HIT1" is what's used when an enemy is shot, these are not. | |||
*"SE_SHOOTING_SHOT1_TR" and "SE_SHOOTING_SHOT2": while "SE_SHOOTING_SHOT1" is used as the sound for shooting the laser beam, these are not. | |||
*"SE_SHOOTING_MISS": a voice clip of some kind. The used sound is SE_SHOOTING_"MISS_RED". | |||
*"SE_SHOOTING_ENEMY_UP", "SE_SHOOTING_ENEMY_MOVE" and "SE_SHOOTING_ENEMY_FLY": While "SE_SHOOTING_ENEMY_IN" is used when an enemy appears, these sounds are never used. | |||
*"SE_SHOOTING_HIT1_TR", "SE_SHOOTING_HIT2_TR" and "SE_SHOOTING_HIT3_TR": various explosion sounds for hitting enemies that go unused. | |||
*"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]]''. | |||
==''[[Rhythm Heaven Megamix]]''== | ==''[[Rhythm Heaven Megamix]]''== | ||
[[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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|- | |- | ||
|<div style="text-align:center">ver_short</div> | |<div style="text-align:center">ver_short</div> | ||
|[[File:Screenshot 3DS Shoot-'em-up.png| | |[[File:Screenshot 3DS Shoot-'em-up.png|frameless|center]] | ||
|[[Shoot-'em-up]] | |[[Shoot-'em-up]] | ||
|- | |- | ||
|<div style="text-align:center">ver_long</div> | |<div style="text-align:center">ver_long</div> | ||
|[[File:Screenshot 3DS Shoot-'em-up 2.png| | |[[File:Screenshot 3DS Shoot-'em-up 2.png|frameless|center]] | ||
|[[Shoot-'em-up 2]]<br>[[Left-Hand Remix]] | |[[Shoot-'em-up 2]]<br>[[Left-Hand Remix]] | ||
|- | |- | ||
|<div style="text-align:center">ver_remix02</div> | |<div style="text-align:center">ver_remix02</div> | ||
|[[File:Screenshot 3DS Shoot-'em-up 2 Citrus Remix.png| | |[[File:Screenshot 3DS Shoot-'em-up 2 Citrus Remix.png|frameless|center]] | ||
|[[Citrus Remix]] | |[[Citrus Remix]] | ||
|} | |} | ||
===Unused Content=== | |||
Within the prologue file for [[Shoot-'em-up]] in ''[[Rhythm Heaven Megamix]]'', ''[[Rhythm Paradise Megamix]]'' and ''[[Rhythm Sesang: The Best+]]'', 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+]]'' 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 labeled "fire", though it is only 10 blank frames. | |||
{{Todo|I'm fairly certain none of these smoke animations are actually used, but it wouldn't hurt to make extra sure.}} | |||
There are several unused smoke animations, being labeled "smoke_00", "smoke_01", "smoke_02", "smoke_03", "smoke_04", smoke_10", "smoke_11", "smoke_12", "smoke_13", "smoke_14". These likely would've been used as the enemy ship falters after being shot slightly off the beat, which is instead done through particle effects. | |||
The [[Shoot-'Em-Up Radio Lady]] had multiple expressions in ''[[Rhythm Heaven]]'', but she only shows a neutral expression in ''[[Rhythm Heaven Megamix]]''. She still has animations for the other expressions, as well as two new ones. These animations are labeled "cap_blink", "cap_talk_01", "cap_talk_02", "cap_talk_03" and "cap_talk_04". | |||
There are some unused animations such as "__bomb_just" (a test animation for an explosion when shooting enemies), "__test_cap" (a test animation for the [[Shoot-'Em-Up Radio Lady]]'s expressions) and "__test_enemy" (a test animation for an enemy being destroyed). | |||
All of the unused sound effects but one continue to be unused in this game. The sound effects previously exclusive to the [[Shoot-'em-up 2#Endless Game|Endless Game]] are now left unused here: | |||
*"SE_NTR_SHOOTING_HIT2" and "SE_NTR_SHOOTING_HIT3": while "SE_NTR_SHOOTING_HIT1" is what's used when an enemy is shot, these are not. | |||
*"SE_NTR_SHOOTING_SHOT1_TR" and "SE_NTR_SHOOTING_SHOT2": while "SE_NTR_SHOOTING_SHOT1" is used as the sound for shooting the laser beam, these are not. | |||
*"SE_NTR_SHOOTING_MISS": a voice clip of some kind. The used sound is "SE_NTR_SHOOTING_MISS_RED". | |||
*"SE_NTR_SHOOTING_ENEMY_UP", "SE_NTR_SHOOTING_ENEMY_MOVE" and "SE_NTR_SHOOTING_ENEMY_FLY": While "SE_NTR_SHOOTING_ENEMY_IN" is used when an enemy appears, these sounds are never used. | |||
*"SE_NTR_SHOOTING_HIT1_TR", "SE_NTR_SHOOTING_HIT2_TR" and "SE_NTR_SHOOTING_HIT3_TR": various explosion sounds for hitting enemies that go unused. | |||
*"SE_NTR_SHOOTING_TAME" and "SE_NTR_SHOOTING_ALERT": some kind of alarm noises. | |||
*"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]]. | |||
==References== | |||
<references/> | |||
{{RH}}{{RHM}} |
Latest revision as of 09:28, 4 November 2024
Rhythm Heaven
Shoot-'Em-Up consists of the following versions in Rhythm Heaven:
Internal Name | Image | Used in |
---|---|---|
lasertest
|
Shoot-'Em-Up Shoot-'Em-Up (Endless Game) Remix 10 | |
lasertest/ver2
|
Remix 2 | |
lasertest/ver3
|
Shoot-'Em-Up 2 | |
lasertest/ver4
|
Remix 9 |
Unused Content
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 Stepswitcher head used in 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 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
- "CellAnim0" is like the "1000" sprite used for the perfect bonus, but smaller.
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.
The Shoot-'Em-Up Radio Lady does not appear in 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 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 and Shoot-'Em-Up 2 also have their own recolors of the health bar from the 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 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, the extra backgrounds from the 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 Endless Game also exist, but the Stepswitcher head used in Remix 10 is blanked. The unused "cool" animation is also blank.
The Remix 9 version is a simple edit of the regular 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.
There are many unused sound effects in this game:
- "SE_SHOOTING_HIT2" and "SE_SHOOTING_HIT3": while "SE_SHOOTING_HIT1" is what's used when an enemy is shot, these are not.
- "SE_SHOOTING_SHOT1_TR" and "SE_SHOOTING_SHOT2": while "SE_SHOOTING_SHOT1" is used as the sound for shooting the laser beam, these are not.
- "SE_SHOOTING_MISS": a voice clip of some kind. The used sound is SE_SHOOTING_"MISS_RED".
- "SE_SHOOTING_ENEMY_UP", "SE_SHOOTING_ENEMY_MOVE" and "SE_SHOOTING_ENEMY_FLY": While "SE_SHOOTING_ENEMY_IN" is used when an enemy appears, these sounds are never used.
- "SE_SHOOTING_HIT1_TR", "SE_SHOOTING_HIT2_TR" and "SE_SHOOTING_HIT3_TR": various explosion sounds for hitting enemies that go unused.
- "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.
Rhythm Heaven Megamix
Shoot-'em-up 2 consists of the following versions in Rhythm Heaven Megamix:
Internal Name | Image | Used in |
---|---|---|
ver_short
|
Shoot-'em-up | |
ver_long
|
Shoot-'em-up 2 Left-Hand Remix | |
ver_remix02
|
Citrus Remix |
Unused Content
Within the prologue file for Shoot-'em-up in Rhythm Heaven Megamix, Rhythm Paradise Megamix and Rhythm Sesang: The Best+, the text pane has placeholder text writing the name as Shoot-'Em-Up, as it was in Rhythm Heaven and the English version of Rhythm Paradise. In the English versions, this is written as Shoot-'em-up during gameplay. Bizarrely, the placeholder text in Shoot-'em-up 2's prologue file in these versions is 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 かえってきた (Kaettekita?, Return) and シューティング (Shooting?), forming its proper name かえってきた シューティング (Kaettekita Shūtingu?, Shooting Returns), while Rhythm Sesang: The Best+ uses its proper title of 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 labeled "fire", though it is only 10 blank frames.
There are several unused smoke animations, being labeled "smoke_00", "smoke_01", "smoke_02", "smoke_03", "smoke_04", smoke_10", "smoke_11", "smoke_12", "smoke_13", "smoke_14". These likely would've been used as the enemy ship falters after being shot slightly off the beat, which is instead done through particle effects.
The Shoot-'Em-Up Radio Lady had multiple expressions in Rhythm Heaven, but she only shows a neutral expression in Rhythm Heaven Megamix. She still has animations for the other expressions, as well as two new ones. These animations are labeled "cap_blink", "cap_talk_01", "cap_talk_02", "cap_talk_03" and "cap_talk_04".
There are some unused animations such as "__bomb_just" (a test animation for an explosion when shooting enemies), "__test_cap" (a test animation for the Shoot-'Em-Up Radio Lady's expressions) and "__test_enemy" (a test animation for an enemy being destroyed).
All of the unused sound effects but one continue to be unused in this game. The sound effects previously exclusive to the Endless Game are now left unused here:
- "SE_NTR_SHOOTING_HIT2" and "SE_NTR_SHOOTING_HIT3": while "SE_NTR_SHOOTING_HIT1" is what's used when an enemy is shot, these are not.
- "SE_NTR_SHOOTING_SHOT1_TR" and "SE_NTR_SHOOTING_SHOT2": while "SE_NTR_SHOOTING_SHOT1" is used as the sound for shooting the laser beam, these are not.
- "SE_NTR_SHOOTING_MISS": a voice clip of some kind. The used sound is "SE_NTR_SHOOTING_MISS_RED".
- "SE_NTR_SHOOTING_ENEMY_UP", "SE_NTR_SHOOTING_ENEMY_MOVE" and "SE_NTR_SHOOTING_ENEMY_FLY": While "SE_NTR_SHOOTING_ENEMY_IN" is used when an enemy appears, these sounds are never used.
- "SE_NTR_SHOOTING_HIT1_TR", "SE_NTR_SHOOTING_HIT2_TR" and "SE_NTR_SHOOTING_HIT3_TR": various explosion sounds for hitting enemies that go unused.
- "SE_NTR_SHOOTING_TAME" and "SE_NTR_SHOOTING_ALERT": some kind of alarm noises.
- "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 Endless Game.
References
Rhythm Heaven | ||
---|---|---|
Rhythm Games | ||
Medal Corner | Endless Games | |
Rhythm Toys | ||
Guitar Lessons ★Basic Course★ |
||
Guitar Lessons ★Technical Course★ |
||
Miscellaneous | Music Corner • Reading Corner • Practice Flicking • Perfect Campaign • Characters • The Rhythm League • Rhythm Heaven • Rock 'n' Roll Hall • Development History • Rhythm Tengoku Gold Comic |
Rhythm Heaven Megamix | |||
---|---|---|---|
Rhythm Games | Earth World | Honeybee Land | |
Machine Land | |||
The First Gate | |||
Citrus Land | |||
Donut Land | |||
The Second Gate | |||
Barbershop Land | |||
Songbird Land | |||
The Third Gate | |||
Lush Woods | Lush Tower | ||
Honeybee Tower | |||
Machine Tower | |||
Citrus Tower | |||
Donut Tower | |||
Barbershop Tower | |||
Songbird Tower | |||
Heaven World | Star Land | ||
Comet Land | |||
Planet Land | |||
The Fourth Gate | |||
Mamarin Palace | Left-Hand Tower | ||
Right-Hand Tower | |||
Tibby's Mom | |||
Shop | Shop No. 1 | ||
Shop No. 2 | |||
Shop No. 3 | |||
Shop No. 4 | |||
Shop No. 5 | |||
Shop No. 6 | |||
Characters | • • • • • • • • • • • • | ||
Miscellaneous | Café • Figure Fighter VS • Stable • Shop • Coins • Flow Ball • Rhythm Item • Play Music • Museum • Badges • Mascots • Memories • Timing Display • Challenge Land • Perfect Campaign • The Rhythm League • Development History • Demo • Rhythm Tengoku The Best Plus Comic |