This Is Just A Really Big List Of Shmups I've Tried
I have been playing a lot of "Shoot 'Em Up's" over the last few years. In fact, I have trialled out so many that I've forgotten which ones I want to play.
I'm recording platform, difficulty/stage reached, release date (generally original unless the version I'm playing is significantly different) vibe. I'm not recording that time I tried playing like every single NES shmup, although I would like to state for the record that I'm very fond of Data East's B-Wings and would like to re-find that crap vertical STG that was for some reason also a party based RPG.
I intend to update this list in the future. - 15/07/2025
TREASURE/IUCHI BLOCK
(Excl. Gradius V)
Radiant Silvergun (Treasure, 1998) (Saturn, PC) (beaten twice ⭐)
...Do you... love me...?
Ikaruga (Treasure, 2001) (PC) (Stage 2)
The Stage 1 of all time, but I don't have the ability to get any further... I wish it had Silvergun's kind lives and credits feature... No I'm not going to turn on free play...
Kokuga (G.rev, 2012) (3DS) (a few levels. it's nonlinear.)
Shocked at how quickly I took to this considering how weird and hard it is. It's a slow multidirectional tank shooter (shoulders are rotate) with a choose your own powerups mechanic. Music's great, smooth and midpaced to match the game speed. I adore the second theme that kicks in when you're getting to the home stretch on any given level. For my own record - because I haven't played Under Defeat or Senko no Ronde so their name and pedigree escapes me constantly - G.rev is ex-Taito guys who also worked with Iuchi on Ikaruga and Gradius V.
IREM BLOCK
R-Type (Irem, 1987) (PCE) (n/k)
I didn't like it. Sorry to this most classic of game.
Image Fight (Irem, 1988) (PCE) (stage 3?)
Too hard for me at the time, but I still really liked this. You gotta move real weird to aim in it. Like those old graphics program pen tools. Rotate her! Considering my love for Ai Cho Aniki, I guess I like a shooter where you have to do strange stick movements?
X-Multiply (Irem, 1989) (Arcade) (around stage 3)
I liked this more than R-Type. Morose and strange in a way R-Type is not. One of my descriptions of it was 'it's got a colour palette that looks like it was picked from photos of concerning stains'. Salamander's body horror is bright and colourful, and Akiragoya games are gory and fleshy and overtly eroguro-y-humanoid at points, but something about X-Multiply's vibe is repulsive in a completely different way to other games in this weird gross 'em up microgenre. Maybe it's the tentacle mechanics. Maybe it's the weird sense of scale. Maybe it's the veiny backgrounds. Maybe it's the dreary music. Maybe it's the really ugly face on the main menu screen. Game that looks AND FEELS like vomit (positive!!!!!!???????)
Image Fight 2 (Irem, 1992) (PCE) (Absolutely Fucking Not)
NO!!!!!!!!!!!!!!! GOD NO bro I couldn't even get to the first boss
R-Type Delta (Irem, 1999) (PS1) (stage 2)
I have a fondness for this game's demo because I played it as a kid. It looks and sounds so damn cool. However, I can't beat Stage 2, even as an adult. So it's bad,
CAVE/TOAPLAN BLOCK
Fire Shark (Toaplan, 1989) (Arcade) (barely stage 2)
I'm not quite sure how but this game is infinitely harder than Batsugun, even when I added a 30hz autofire.
Batsugun (Toaplan, 1993) (Arcade) (beaten⭐ TO ME.)
Wow!! I actually beat this on a reasonable amount of credits (three)!! Please ignore that I did it on easy/5 lives per credit/500k per extend AND on Batsugun Special where it's easier both due to enemy tuning and hitbox reduction. BUT I really liked it and I want to get better at it. It's short, straightforward and generous, with a real attention to detail. I love the soundtrack, it's mostly got this kind of sunny mid-paced 80s rock adventure to it, but the last stage is really slow and dramatic, almost rock ballad-like where this hopeful guitar-style lead comes through as you march on towards the final boss.
ESP Ra.De (Cave, 1998) (Arcade)
Despite liking what I played of Espgaluda this one just slid off me. Inexplicably got hit by every possible bullet in Stage 1 despite it not being a notably hard intro - just couldn't shift into the right focus for it. Looks great though.
Dangun Feveron (Cave, 1998) (Arcade)
Made me laugh a lot. Yeah man! Disco is real! Not super enticed to come back to it immediately but it was fun.
Guwange (Cave, 1999) (Arcade)
Whoa shit I LOVE this. Walk 'em up with a stand system? It's gorgeous in motion also. Difficulty felt accessible to me, although I hear the final boss is some giga bullshit. I played it once and immediately went and listened to the entire arrange album for it
Ketsui: Kizuna Jigoku Tachi (Cave, 2003) (Arcade) (Stage ~3)
This rips. It was the first Cave STG I had played since my Spring Of Gradius so I forgot they were Like That (read: fast). I tensed up my neck so bad it hurt. it's like Dodonpachi if it was yaoi, which is really funny and also very good for me, the Dodonpachi anime girl hater. Fuck to military moe (although I admit that the DaiOuJou key art does go extremely hard). I really like the aggressive scoring system and how it guides your routing.
Espgaluda (Cave, 2003) (PS2)
I played this in 2023. The slowdown button and autobomb make it feel very accessible by danmaku standards and the trance soundtrack goes extremely hard. I'd like to return to it.
TAITO BLOCK
--- DARIUSES GO HERE when i can be bothered to remember the differences between gaiden force r and twin
Darius 2 (Taito, 1989) (Arcade)
I always wanted a thing called tuna sashimi!!! (class cheering around a dejected bart simpson)
RayForce (Taito, 1994) (Saturn) (stage 5)
My original review was 'shockingly, the Panzer Dragoon enjoyer plays the game that inspired Panzer Dragoon and - get this - enjoys it'. It doesn't quite have the Darius (fish) sauce, but it's still very cool, and I didn't find it oppressively difficult - one I want to return to.
RayStorm (Taito, 1996) (Saturn/PS1) (n/k)
Didn't like this one as much as 1/3 for some reason. Just didn't do anything for me.
RayCrisis (Taito, 1998) (PS1) (final boss)
Really liked this but didn't return to it? Odd. Crazy late 90s maximalist visuals, and esoteric mechanics where I had to look up if I'd even reached the final boss.
GRADIUS BLOCK
Shoot the core :)
I've been playing most of these on the PSP collection on PC, and 1/2 on the PSX collection for my retro handheld. The M2 Shottriggers Gradius Origins isn't out yet. As of my initial time of writing... it looks like I can only get halfway into any given Gradius... I want options in real life...
Gradius 1 (Konami, 1985) (Stage 3~4)
I like regular-ass Gradius 1 way more than I expected, even if I can't beat it. Maybe it's because I played it as a kid on my famiclone? There's something just cute about how it's kind of jank and simple but it still feels completely unique with its power meter*, panic sections and infinite scrolling stages. I'm just really shit at the Moai stage lmao
(*i've not played slap fight yet)
Gradius 2 (Konami, 1988) (Stage 4?)
It's fine. The weapon edit means I start blaming my tools more. Oh, it's not just mechanical skill, I just picked the wrong loadout, etc. I prefer 1.
Gradius 3 (Konami, 1989) (No)
chippznuff — 03/05/2025, 20:37
trying the psp port of 3 arcade
help
chippznuff — 03/05/2025, 20:38
mr when ive tuned thegame
chippznuff — 03/05/2025, 20:38
i saw a settig that said tuned or original
i dont believe it
chippznuff — 03/05/2025, 20:38
what's wrong with that game
Gradius 4 (Konami, 1999) (Stage 4)
I do really like 4. The soundtrack is so so fun after 2/3 having basically nothing in terms of music. The crap 3d and bright soundtrack give it lovely upbeat vibes despite the UI looking like 'a cigarette vending machine' (quote from gc). It's like an honorary Saturn game to me. Casinopolis, NiGHTS vibes. However: the volcano can go fuck itself.
Gradius 5 (Treasure, 2004) (PS2) (Stage 4)
This is the one made by the Silvergun guy so it's weirder, slower, longer, with A Story and more puzzle-y elements, but it's still very much A Gradius. It's arguably more important to shoot the core here than in any other Gradius. I originally tried it years ago and could barely scrape Stage 2 but lately I've improved. I picked it back up again because I was desperate to play Silvergun again and I knew I would suck too much at Ikaruga. Then I hit a wall and went back and played other Gradius games to see if I could improve. And then forgot to go back to 5 because I was having too much fun playing Gradius 1 once a day. Maybe I'll return to 5 soon.
Gradius Gaiden (Konami, 1997) (PS1)
It's cool! Game looks and sounds, well, much better than the other Gradiuses,
I like when a shmup (or an arcade game in general) feels like it's trying to be a graphical achievement. It has to be eyecatching in a competitive and vibrant environment, and it has to be busy and detailed as graphical demands increase, but it also has to be clear enough so that you understand the rules and verbs immediately in the same way you would watching a sports. Those restrictions are more interesting to me than when a game wants to be a cinematic graphical achievement yk
Gradius Rebirth (M2, 2008) (WiiWare)
I... I didn't like it... at all....?? Bro why can't I tell the difference between power up and regular enemies. What. Rare M2 L. Tragic. I'd love to enjoy that Namiki OST but alas I think this game is made for people who like Gradius 3.
Parodiuses, Varied
Yeah these were fun. I'd like to play more. Koitsu my guy
Salamanders, Varied (1985, 1996)
I originally tried Salamander 1 back when I was much worse at Gradius (somehow) and really bounced off it hard, but on a return it's aight. Squishy sprites and funny voiceclips. The self-healing wall shit in Stage 1 sucks ass though. I honestly found myself missing the Gradius weapon bar, but the international version that added it back in - Life Force - changed everything else enough that it didn't feel right either. I'm in no rush to return to Salamander, but I AM curious about the upcoming Salamander 3.
MISC BLOCK
Cho Ren Sha 68k (Famibe no Yosshin, 1997) (x68000, PC) (Stage 4)
I love it so much. It's so immediate. Described it as the brie and butter baguette of STGs. It's got maybe 3 total things in it and it does them all perfectly. Note to self the x68000 ver doesn't have AUTOFIRE
Hellsinker. (Ruminant's Whimper, 2006) (PC)
No, not yet,
I recommend looking at this game's shmups.wiki entry if you want to instantly develop a migraine.
Einhander (Square, 1997) (PS1) (n/k)
Originally saved for after I beat Silvergun. Unfortunately, Silvergun happened to me,
Birdcage (Polygon Bird, 2025) (PC) (It's not out yet)
I want to play it... I'm just putting it here because I want to play it...
Cotton: Fantastic Night Dreams (Success, 1991) (PCE) (n/k)
I didn't get it even slightly. Cotton is shelved for later.
Nexzr (Naxat, 1992) (PCE) (stage 2)
It's also too hard, but it still shreds. Those synths are gorgeous. I do occasionally return to it to see if I've improved in the time since (and I never have)
Gate of Thunder (Red Company, 1992) (PCE) (stage... 3/4?)
I really liked this one. Endearingly cock rock soundtrack. I should return to it
Soldier Blade (Hudson, 1992) (PCE) (stage 3)
Waw. I gotta play more Hudson STGs. Super loud and exciting. Felt godmode in a way I've not seen anywhere else, right up until I couldn't figure out how to deal with a boss.
Cho Aniki (Masaya, 1992) (PCE) (n/k)
I recall credit feeding in this because as fun as the visuals and music (legendary for a reason. SEXY!!!!! DYNAMITE!!!!!!) were, I didn't like actually playing it very much.
Ai Cho Aniki (Masaya, 1995) (PCE) (beaten ⭐)
I'm the right kind of sickos for this one's absolutely fucked fighting game input system, although admittedly I wish it had more replayability.
Eschatos (Qute, 2011) (PC) (beaten ⭐)
So so nice. Game is just excited to be here. A simple and kind pleasure. I should replay it.
U.N. Squadron (Capcom, 1989-91) (...SNES?) (n/k)
My original review of this was positive but that it had 'Gradius ass pixel bullets' that meant I struggled very much with it. Now that I've played more Gradipodes I might be better at this?
Blue Wish Desire (xxgameroom, 2021) (PC) (a bit in.)
This is really fun it's like the loudest game of all time. This is what the inside of a slot machine feels like.
Battle Garegga (Raizing, 1996) (Arcade)
Nope! Not yet!
Raidens, Generally (Seibu Kaihatsu, 1990 onwards) (PC Collection)
toothpasteeeeeeeeeeeeeeeeeeeee. These are all the same game though
Zeroranger (System Erasure, 2018) (PC) (beaten ⭐)
It's good... a real obvious love letter with just the right difficulty for me... I think because STGs are so stripped back and made by such a small number of people globally it's nice when a game's influences are at the forefront. It doesn't feel derivative at all, everyone's in open conversation with each other. And I'm always happy to be included in a conversation about Radiant Silvergun. Also, music's great, but one of those things that sounds better in-game. I didn't actually True Last Boss it because I fucked it on the runup, and because this is a game that exists post-Nier/Undertale, I had to bet my savefile on clearing that boss. I'm content with my achievement.
MUSHA Aleste (Compile, 1990) (MD)
It's cool. I kind of feel like it's missing a little something-something, which is kind of crazy, because it's about, like, shogun mecha.
I Definitely Played At Least One Thunder Force (Tecno Soft, 1983 onwards) (MD???)
the one i played was one that had like. weird topdown bits. not vertical shooter like 8way twinstick without the second stick. I don't know how to describe that. it was hard but fun
Radirgy (MileStone, 2005) (Dreamcast)
Radirgy is real good. Strange, odd, but still chill. The randomised patterns give a unique edge to the danmaku flow state.
Sol Divide (Psikyo, 1997) (Arcade)
Lmfao this game looks stupid as fuck. I'm not playing this but I just need to record it in case I want to look at it again.
Castle of Shikigami 2 (Alfa System, 2003) (PS2)
Roger Sasuke haunts my life. The American version of this is the one with notoriously terrible VA and translation work. I honestly don't remember anything about the game itself.
Eigengrau (Maus Games, 2023) (PC)
Didn't get too far in it, but I liked what I played. I've seen it described as Iuchi fanfic, but it feels more like a wholly unique iteration on the puzzle side of Iuchi's approach, where games like Zeroranger pull from Silvergun's structure and narrative and aesthetic instead. The visuals are cute - it looks more like a puzzle game than a shmup. The various cubes and lasers are smooth and digital in a way that reminds me of XBLA, flash games, and the relaxed backgrounds have this kind of simple 3D rendering with an artificial texture that reminds me of console Tetris games.