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Bullet Hell: Difference between revisions

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|[http://www.youtube.com/watch?v{{=}}oGAjtr8Cujw YouTube commenter] on ''[[Touhou]]'' [[Fan Work|Ultra mode]].}}
 
Bullet Hell (called ''danmaku'' or "barrage" - literally "bullet curtain" - in Japanese) shooters are a subgenre of [[Shoot'Em Up|Shoot Em Ups]]s that test both your dodging skills and your resistance to seizures. To put it simply, they're vertically scrolling shooters where all the enemies have ''[[More Dakka|lotsa (but not enuff) dakka]]''. They often feature extremely elaborate and beautiful patterns of bullet flows, especially for bosses, with hundreds and sometimes thousands of bullets on the screen at once, requiring constant weaving and pattern memorization in order to get the elusive [[Rank Inflation|S++ ranks]]. Not so [[Painfully-Slow Projectile|painfully slow]] when they ''cover the screen'', eh, tough guy? These games also tend to have [[True Final Boss]]es.
 
However, the genre is not always as [[Nintendo Hard]] as it seems. The player's [[Hitbox Dissonance|hitbox is often very small, sometimes only one pixel]]. In addition, [[A-Team Firing|the majority of enemy bullets are sprayed wildly and have no chance of actually hitting the player]]. Finally, the player is almost always given some variant of the [[Smart Bomb]], which will remove bullets from the screen. Most modern bullet hell games give the player another way to avoid being killed, such as hypers in ''[[Do Don Pachi]]'', ''[[Touhou]]''{{'}}s deathbombs, or ''[[Giga Wing]]''{{'}}s [[Attack Reflector]]. Though by no means easy, a bullet hell game can be cleared without memorizing patterns or continuing. In fact, Bullet Hell games tend to be just as difficult as older, less bullet-intensive games.
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