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that runs on the surface.
that runs on the surface.


 
        Since this time I had to construct libraries and tools from
scratch, I ran out of time for making a lot of things, but for now
just about every part of the development environment is in order.
That means that for the next game I plan on improving the quality
(especially on the production side).





Revision as of 19:14, 28 February 2017

-------------------------------------------------------------------

○東方紅魔郷 ~ the Embodiment of Scarlet Devil.


Afterword    Shanghai Alice Correspondence vol.1




                Team Shanghai Alice Leader ZUN
                                2002/08/11

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Spoilers are present, so for people who haven't cleared
  the game, read at your own discretion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  But it's just extra writing. Shooting games don't really
   have that many spoilers in the first place.


====================================================================
0. Omake Afterword Table of Contents
====================================================================

 1. Omake Afterword
 2. Extra Story
 3. Character Snippets
 4. Music Comments
 5. Capturing and Hints


====================================================================
1. Omake Afterword
====================================================================

	Nice to meet you, this is ZUN. For those who have already
met me, then this isn't the first time we've met. This C62 Summer
Comiket is my first time as a participant. I hope you enjoy the
games I make from now on. In some sense, I suppose this would be
considered my maiden game?

	Embodiment of Scarlet Devil is a game made by a danmaku
moe artist for those who are danmaku moe.

	These days, the independent and commercial shmups have
been slowly, but silently, evolving at a rate that was
unthinkable only a few years ago.

	However, to narrow the scope to only danmaku shmups, I'm
feeling a bit dissatisfied with the direction that it's currently
headed. The main issues are the rapid inflation of difficulty,
games that have only a lot of bullets, effects that are fancy and
beautiful, but are not easy on the eyes; and games with new
systems that don't require dodging bullets. That is my opinion.
	Many of them are usually fun to play as games, but even
though that might be fine as it is, in some instances it might
give the impression that "Dodging bullets is not fun; of course
there are going to be a lot of bullets in an shmup." If they don't
try to find dodging bullets fun, why don't they try to reconsider
why they would play a shmup if the enemies' shots were gone?

	That's the reason why I'm calling this a Late 20th century
style, 21st century shmup. One thing that I would like to clarify
that I did not feel some nostalgia to the games of the late 90's
and say: "Yup, shmups back in those days were the best." And decide
to make a new game. (^^; If I were to say something like that, I
wouldn't be making a new game, I'd be buying them. 
"Yup, not just with shmups, but with everything, I want to find
the joy in trying new things."

	The difficulty is downscaled a bit, but there's a greater
number of bullets than usual. (sweat) 
"It's not simply OK to have a ton of them!" would be a phrase that
I would like to hear from those who play it. (lol)

	To those who think STGs need to have a unique system,
fancy graphics, a sense of exhilaration, moe characters, or voices
(Are there even those kinds of people(^^;?), there are commercial
or other shmups that are better-made and this game would probably
not be suited for you. (Hey)

	Obviously, to those who decided to play, there's no need
for reasons to enjoy the game. (^^;
These things should only be considered to those who make (and
especially to those who sell) the actual games.


	Still, to those who feel like the characters are too
small, the backgrounds are too monotonous, or a lack of variation
in the small fry, this is not due to any particular insistence, but
due to a simple lack of manpower. Please forgive me (sweat).
Starting next time, I hope I am able to improve little by little as
I become accustomed to it. (As if it's anyone else's business (^^;)

---------

  ―― Made With Love So it's All Right

        By the way, how do you like the music?
I intended to make it about three times as bright as usual, and
since I haven't seen it in game music recently, I added some jazz
fusion to it. I wanted to make it unusual and give it qualities of
"This is what I think about when I think of game music!" yet I
wanted to avoid the atmosphere that is so prevalent in game music a
little bit.

        ...But it's more like I didn't make anything BUT those kinds
of songs. (Even with as long as I've been composing...) If I were to
sum up the melodies in a single word, I guess I'd say "old"? I don't
think "nostalgic" quite has the same meaning, anyway. (^^;

        This time, I personally think that the last boss and extra
boss theme's were created to be representative of the game, and I
quite like them both.

        This has nothing to do with the game, but I also released a
music CD at the same time as this game. It's filled like songs like
the ones in this game, so if you even like this game's music a
little bit, please give the music CD a listen. However, it's almost
entirely high-tempo songs, so you might find yourself considering
that the best way to throw away your life is to hang yourself.

        I consider it a genre-free CD, so it isn't suited for people
who get hung up on categorizing all music into genres. Certainly.


In any case, it makes me want to play a stringed instrument.
Like an erhu. (That came out of nowhere!)

(Translator's note: Another leftover from Rin Satsuki?)


---------

  ―― Ev-en-so, are you going?   Yes  ->No<-

        There haven't been any shmups released since Dodonpachi
Daiohjou, yeah? I've gotten to the second loop, but I've already
given up on that. (^^; (I use A-type Leinyan.) I can't even 1cc
Progear after 2-5 tries, so beating Daiohjou's second loop is going
to be impossible by my estimate (Due to physical limitations).

But making a danmaku shmup after so long was just as fun as ever.

 Actually, when I released Mystic Square I thought "Danmaku
shmups have already just about reached their peak." I suppose I was
somewhat mistaken. Among the countless number of games, there are two
large divisions. One group is games made to be widely accepted, and
the other is made for a small fraction to greatly enjoy. For business
(so they can put food on the table), the former is absolutely
necessary. Of course, danmaku shmups fall into the latter. Enthusiasts
choose them for the sake of the genre alone.

        I think that almost everyone considers shmups to be an
outdated genre based on the fact that they are rarely released anymore,
and it's likely that not too many more shmups will be. If you or the
people around you say that they're not fun in magazines or on the
internet (or in your own thoughts), then it may very well be that many
more people who also think shmups are outdated.

        The fact is that they are old-fashioned. However, I think that
its old-fashioned quality is part of its artistic essence. While kabuki
was once pop culture, it is now considered fine arts in the present
world. During the brief wine boom, some people may have become true
wine connoisseurs. And like how the techniques used in Blazing Star
showed up later in other horizontal shmups...
        When people who just think that shmups are outdated no longer
exist among those who play games, when there are only true danmaku
connoisseurs, I think that might be the best era for those who are
truly seeking to make genuine danmaku.

Shmups only wanted to be a single game since its inception.
For that reason, it might just be a little bad karma. (lol)


---------

  Getting back to the main topic...

---------

  ―― As a beginner, I apologize

        Changing the subject, this was the first time I've made a
Windows program of such a large scale. I've hardly done any
programming in Windows, so the code might be rather clumsy. m(_ _)m
However, in truth, working in an environment with things like API
and Direct X is so much of a blessing. I barely had to touch
anything low-level (like with the hardware), and I made a program
that runs on the surface.

        Since this time I had to construct libraries and tools from
scratch, I ran out of time for making a lot of things, but for now
just about every part of the development environment is in order.
That means that for the next game I plan on improving the quality
(especially on the production side).