How To Enjoy SHMUPs (and 5 different games worth trying)
SHMUPs are not difficult to understand. You control an object, usually a spacecraft, that moves across an automatic scrolling screen and must shoot and dodge all enemies on screen to make progress. The actual tough part of the genre comes from that simple game play loop. Depending on the controls, amount of enemies, patterns of those enemies, power ups available to you, a SHMUP can be as easy or difficult as the designer wishes.
Just like music and movies, video games are not one size fits all. There are certain people who cannot get into JRPGs or sports games, just like there are people who cannot listen to country or metal. SHMUPs are not difficult to understand. You control an object, usually a spacecraft, that moves across an automatically scrolling screen and must shoot and dodge all the enemies on screen to make progress. The tough part of the genre comes from that simple gameplay loop. Depending on the controls, the number of enemies, the patterns of those enemies and the power-ups available to you, a SHMUP can be as easy or as difficult as the designer wishes.

The problem back in the day was that all video games were designed not to be grand in size, but to challenge the player and use up the lives they were given in order to halt progression. Don't believe me? Try playing any of the games below with infinite lives. You'll quickly figure out that the immediate death of the player, and the loss of progress after all lives are lost, is the only thing holding you back. With infinite lives you'll eventually figure out how to control your character better, dodge enemy attacks and patterns, and learn which power-ups are most useful to you.
However, you don't need infinite lives to enjoy these SHMUPs, just like you don't need infinite lives to enjoy Super Mario Bros. The real secret to having fun in SHMUPs is very similar to the hook in roguelikes: how far can I get next time? I love Life Force and Gradius and I'm telling you right now, I've never beaten them. Not being able to beat a game doesn't make me think it's a bad game. I enjoy the mechanics and agency video games give you much more than any idea of accomplishment or completing the game. With all that in mind, here are some tips to break into the SHMUP genre.
Four tips for getting into SHMUPs
Don't shoot, dodge!
The genre that is known formally as SHOOT 'EM UPs may very well be better known as DODGE 'EM ALLs. This is not advice to disregard your own weapons. It's my way of telling you that dodging enemy attacks is just as important as defeating enemies. If you're a player who looks at the entire screen and focuses on where enemies are in order to shoot them, it's likely you can't also concentrate on where all the enemies and their bullets are. Put another way, it's better to focus on where you are on screen than where the enemies are. Since most SHMUPs are one-shot kills, you could argue that survival is much better than destruction. I'd rather focus on dodging my enemies' attacks and shooting blindly at the enemies above me. Some of my shots are bound to hit, and even if they don't, the screen continues to push on and the enemy is likely to disappear. The goal in SHMUPs is to get to the end of the level, not defeat every last enemy.




Recognize enemy patterns
This is a very important basic skill. Usually, memorizing patterns, layouts and maps in an NES game is considered an advanced strategy for speedrunning or for those determined to beat a more challenging game. In SHMUPs, not knowing the pattern each enemy or wave of enemies takes is the easiest way to lose. Very few SHMUPs have dozens of different enemies, so it's not so much memorizing the patterns as understanding how each enemy moves and attacks. Remember, as the player you're the only one in control of what you do. The enemies are forced to take the same paths each time. Knowing where to be, or even better, where not to be, is the biggest advantage you can give yourself on a map.



Think about spray
If we spend most of our time dodging enemies and understanding their powers, then when should we shoot? The answer, of course, is always. There is probably never a time not to be mashing that button and continuously shooting at the enemies above you. However, where you shoot matters way more than what you shoot. Don't shoot in a straight line. Don't target specific enemies (assuming you're trying to learn the genre). Don't stop shooting so you can focus elsewhere. Instead, focus on covering as much of the map as you can with your bullets. If you control the bottom half of the screen, and enemies are likely to appear anywhere at the top of the screen, then two objectives become clear: keep control of the bottom half, and anticipate enemies coming from all areas. If you continuously move while shooting, you may not hit every ship, but you're more likely to hit ships you weren't anticipating. This tip becomes even more useful when power-ups come into play. The larger the spray of your weapons across the map, the more likely enemies will run into those bullets.




Embrace death
Even the better SHMUP players will likely tell you that they're more likely to die in Gradius or 1942 than they are in Super Mario Bros. The point I'm trying to make? Dying in SHMUPs is part of the gameplay. There's a reason most of them don't stop progression and restart the level: you just respawn immediately in the place where you died. Losing a life in most NES games leaves the feeling that you did something wrong, that you as the player need to get better, and, most importantly, that you've lost progress in the game. In this genre, dying is painless, though you won't have your power-ups. You might even have to start over. This is how you get better at these games. SHMUPs are not the kind of game you beat. I like to think of them like pinball. You're playing for a personal high score. In most SHMUPs, when you “beat” the game they just loop you back to the beginning anyway. You shouldn't be tracking whether or not you complete these games, but your score and how much further you've progressed than in previous attempts. I recommend keeping a play journal with little stats for the game you're trying to conquer. It makes a neat souvenir.




Five NES SHMUPs to try

We're recommending this one first because it is a super basic introduction to the SHMUP genre. There are no power-ups, only a dozen enemies, and the same gameplay loop between levels. If you want to learn the basics of the techniques we described above, this is absolutely the way to give it a shot. It's not all that interesting. In fact, when we reviewed it we considered it a practice mode. Nevertheless, this is the starting point.




Sometimes it's best to mix a new genre with something you're more familiar with. In this case, 1943 lets you customize your loadout, focus on what you want to focus on, and potentially upgrade stats similar to what you might expect in an RPG or adventure game. Being able to choose your loadout can teach you different aspects of the genre. Go all in on attack and try your best to kill everything in sight. Go all in on defense and practice dodging. You get the idea! Also, if you're more interested in World War II than outer space combat, this has that going for it as well.






Konami figured out a way to give players control over their spacecraft in Gradius, a feature that very few in the genre would continue to incorporate. Rather than running into power-ups, you collect tokens that count toward a power-up system. It's totally up to you which power-ups you want to redeem and when, and if it's something like speed, you can also control how fast you want to be. Being able to control the loadout of your ship is reason enough to try this one out.







A very odd yet precious take on the SHMUP genre. Levels switch between horizontal and vertical, so you can get a feel for both in just this one game. The aesthetic of the game, including the seemingly endless number of zany enemies, is a welcome change from the typical alien spacecraft you'll find in most NES SHMUPs. And lastly, the power-up system here is even weirder to control than in Gradius. Destroying enemies creates power-up icons that continue to upgrade the more you shoot them. This also causes them to bounce further away, creating an interesting juggling mechanic for your power-ups, a feature we find helps those who are looking to practice precision.




Currently our favorite SHMUP on the NES. It polishes almost all of the kinks that Gradius had while continuing to improve its agency, design, variety and controls. Life Force might be rough if you jump into it as your very first SHMUP, but if you follow our show and play these SHMUPs chronologically, we feel pretty confident you'll come to the same conclusions we did. If you feel like sampling before jumping into Life Force, you can't go wrong with the other four we suggested here first.




