Posts Tagged Shooter

The 1-Pixel Collision Box

In the early 90s, a trend developed among shoot-’em-ups that was affectionately (or was it rancorously?) dubbed “bullet hell.”

touhou10fs4 The 1 Pixel Collision Box

An example of bullet hell. It gets worse. Much worse.

The impetus behind it was to add visual flair to 2D games in order to compete with the craze surrounding 3D games. Arcade cabinets were more powerful than ever before, so these shooters could handle many more sprites and the extra calculations required for the accompanying collision checks. The approach worked relatively well, providing plenty of “Holy Shit!” moments. However, there was one major issue: playability.

ikaruga2 The 1 Pixel Collision Box

Ikaruga's dual colour scheme was the focus of its gameplay.

Shoot-’em-ups tended to be one-hit kill games, and simply saturating the screen with harmful projectiles made them incredibly difficult (if not downright impossible). Now arcade games are meant to take your money, but that wouldn’t happen if no one played ‘em. In order to implement bullet hell without alienating customers, something had to give.

Part of Ikaruga‘s solution was to make all bullets and your ship one of two colours, and then simply ignore collisions between like-coloured objects. Other titles used shields and various powerups, but the original solution, and, in a way, the purest to the genre, was the (roughly) 1-pixel collision box.

Instead of surrounding the majority of the player’s ship with an area susceptible to fire, a single pixel was used to indicate its vulnerable spot. This was a rather elegant solution as it required no other changes and didn’t present an extra hit to performance. Players were also less likely to feel cheated if they came out on the positive end of some collision-fiddling. The end result looked something like this:

saint dragon 03 The 1 Pixel Collision Box

Saint Dragon's eponymous lead actually looked pretty good in motion.

The visual oddity of having the player’s ship fly straight through harmful projectiles was lessened by the nature of the top-down perspective. This view had issues with representing depth/elevation, and that actually made it easier to imagine bullets just skimming over the player’s ship. The 1-pixel collision box also had the side-effect of making the player feel more skilled at the game, which — in the very least — provided the illusion of empowerment.

As a side note, something of a similar concept was used in an old Amiga shooter called Saint Dragon. The player’s ship, the eponymous Saint Dragon, consisted of a head and spiraling tail. The head used regular collision detection, but the tail was purely aesthetic. This added scale and personality, and allowed the player to control a vehicle that seemed grandiose despite being virtually identical to countless other shoot-’em-up ships. The head could be easily destroyed, but the tail would actually absorb many types of bullets and even damage most of the enemies it touched.

Supplemental:

Since I’ve posted this article, it’s gotten a lot of attention from numerous shmup enthusiasts. Many have been eager to bring up the specifics of the tiny-collision-box phenomenon, as well as variations on the theme. I think that’s great, and one of the sites that has been pointed out to me contains a lot of interesting information on the genre. Of particular note are its threads on shmup strategies, the dos and don’ts of good shmups, and the glossary of common shmup terms.

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Robotron: 2084 Bits

Before Geometry Wars and the dawn of the twin-stick shooter, even before Smash TV, there was Robotron: 2084.

robotron2084 title Robotron: 2084 Bits

Robotron: 2084 in all its glory.

robotron Robotron: 2084 Bits

A typically hectic scene from the original Robotron: 2084.

At its time, it was quite innovative and considered an instant classic. It also went on to influence many other games, and even got an XBLA port. These bits, though, are based on the original arcade version:

  • The brain-child of Eugene Jarvis, Robotron: 2084was the first action/shooter to feature two joysticks. One was used for moving the player character, and the other for choosing the direction in which he fired.
  • There was no scrolling and the game’s background was entirely black, providing a high contrast for the on-screen action.
  • Each of the game’s enemies had a unique look and behaviour. Grunts endlessly pursued the player, their speed increasing as they got closer to their prey; green Hulks stalked the remaining human survivors and could not be destroyed — only slowed down — by the player’s shots; Enforcers flew around and peppered the player’s vicinity with harmful projectiles (which, unintuitively, also traveled faster the further they were away from the player); Tanks fired bouncing shells that rebounded off of the screen’s edges; and Brains launched homing missiles and could reprogram humans to turn on the player.
  • The Quarks and Spheroids were some of the earliest examples of spawning machines, a prevelent aspect of the eventual Gauntlet.

    simrobotron2084001 Robotron: 2084 Bits

    The game's Xbox Live Arcade port.

  • Since many enemies materialized in waves and didn’t continuously fire at the player, they would often end up turning the empty arena into a dynamic maze. Walls composed of grunts would close in on the player, forcing him to avoid the obstacles and blast through the oncoming danger.
  • Electrodes were somewhat representative of static but harmful environmental objects. The interesting thing about them, though, was that the player could not only destroy them, but also use them to kill other enemies.
  • Adding a bit of a defensive element, Robotron: 2084 allowed the player to shoot down the enemies’ projectiles with his own.
  • The game had a rather dystopian vibe with the player attempting to save the last humans from the “robocalypse.” More specifically, he was saving the last human clones, suggesting that it might’ve already been too late.

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