#shmup
28 words tagged “shmup”
Keeping a boss or enemy alive to squeeze out maximum points.
Stringing kills or pickups together to keep a score multiplier alive.
Pumping continues to brute-force your way to the ending instead of one-crediting it.
Moving in tiny increments to funnel aimed bullets into one tidy line you can dodge.
Dropping a bomb to wipe the screen before a bullet pattern blooms.
A hidden final boss that only appears for players good enough to earn it.
Rotating the display 90 degrees to play a vertical shmup as intended.
Filler enemies that swarm in bulk and die the second you look at them.
The weak, throwaway enemies — small fry that exist to die.
The invisible region a game checks for collisions — in shmups, often way smaller than your ship.
Frame-rate drop when the screen's too packed — and shmup players love it.
A short, timed score-attack shmup — usually a frantic two-to-five-minute run.
Dense curtain-fire bullet patterns you weave through — the 'bullet hell' itself.
Skimming bullets as close as possible without getting hit, for score.
Clearing the whole game on a single credit, no continues.
A satellite drone trailing your ship, adding firepower or eating bullets.
A dig at shmups built around physics and shields instead of tight bullet patterns.
Maxing the score counter so it physically can't display any higher.
Firing a bomb in the split-second after you're hit to cheat death.
A spot on screen where a boss attack simply can't touch you.
Beating every stage so the game restarts harder instead of ending.
A bullet an enemy fires at you the moment it dies.
Playing a vert in tate mode by lying on your side instead of rotating the TV.
Firing from right up against an enemy to concentrate maximum damage.
Clearing a stage, boss or whole game without losing a single life.
An extra life — earned by hitting a score threshold or clearing a task.
Killing an enemy wipes its on-screen bullets — often turning them into points.
Dynamic difficulty that ramps up based on how well you're playing.