
During the month of September, I had the most inspired idea, why not do a
themed gaming month? It's not like I don't already do this with October
with Spooptober, and November with Nintember That would mean that a
straight quarter of the year would be preoccupied with a certain subset
of games. I suppose, the benefit of Nintember is that I play Nintendo
developed games, which come in a variety of genres. Anyway, what was the
plan for September? Well, it was to play Shoot-Em-Ups, or SHMUPs for
short. It's one of those on paper good ideas, until I remember that
SHMUPs are not a bread-and- butter gaming genre for me. Perhaps if this
was Platformarch (Hey, that's an idea) or some other genre of games this
task would not be as daunting as it was. Regardless, I decided to look
around the vicinity of the beast, finding weird or interesting SHMUPs to
play for a month. I am still testing the waters and whilst I could have
played infamous games, like Ikaruga Gradius III or DoDonPachi I did
still want to have my nerves, sanity and my Steam Deck intact for at
least couple more years

Before
we go any further, I just want to explain what Shoot-Em-Ups are, mostly
for the uninitiated. I imagine most people who click through to read my
journey probably have a much better understanding of SHMUPs than I do,
so feel free to skip past this entry and head straight to the games
because I will probably stun you with my overwhelming ignorance of the
genre. The term Shoot-Em-Up is an umbrella term that encompasses many
different gameplay styles where you navigate a character through a
barrage of enemies and obstacles to eventually challenge an end-of-stage
boss, rinse and repeat a number of times, increase the difficulty as
stages progress until the end of the game. I would say that is,
mechanically, the core of the genre. Flavour is typically added via the
means of power-ups to your main weapon, alternative weapon pick-ups,
screen clearing "bombs", manoeuvrability upgrades, etc. In my head,
SHMUPs commonly come with a kind of brutal difficulty, where small
mistakes can lead to untimely deaths, causing you to lose power-ups and
be in an incredibly vulnerable state trying to rebuild your arsenal or
you could just give up and let the game over come because the writing is
on the wall. SHMUPs tend to be reasonably short, I would say the
average SHMUP is no longer than 30 minutes from start to finish, this is
mostly because of the intensity of action in these games and the level
of focus required would be exhausting if the game went on for longer
than an hour. Also, I say from start to finish, this assumes a
reasonably clean run of the game, which could take hours to hit that
level of game mastery. Most of that time will be spent memorising enemy
formations, attack patterns and strategies for bosses. Due to the
general flow and structure of these games, a common challenge is to beat
the game without using a continue. This is called a 1CC or
1-Continue-Clear, this concept whilst at times just a personal
goal/challenge for some, has been incorporated into some games as a
requirement for players to get the game's true ending. For SHMUPtember I
focussed primarily on the horizontal and vertical scrolling SHMUPs, but
there are types of games that some might classify as part of the wider
umbrella, such as the run-and-gun, multi-directional shooter, or the
rail shooter. The latter I would personally put in a separate genre, but
does still have the hallmarks I would associate with a SHMUP.
My
initial hesitance to doing this themed month comes from a small degree
of history with SHMUPs. Growing up, I admittedly didn't play many SHMUPs
and depending on how we categorise them, I owned at best, three?
Perhaps four? At a push. As a slight a tangent, do we class Star Fox as a
SHMUP? That is Nintendo's Star Fox, not the Star Fox that came out for
the Atari which allegedly prompted the European name for Star Fox be
changed to Star Wing. If we discount Star Fox, the only SHMUP I can
remember owning was an Americar import game, Space Megaforce, which is
the western release of Super Aleste. I have a lot of love and nostalgia
for Space Megaforce and it remains one of my favourite SHMUPs to this
day, even after playing a whole bunch more recently. I had beaten the
game a couple of times, but never pushed myself past the normal
difficulty level, mostly because Aleste's more advanced difficulties add
some interesting quirks. Another game that I have memories of, but
never owned, was Biohazard Battle on the Sega Megadrive/Genesis. The
western box art for that lives rent free in my head as pretty peak box
art.
As console generations advanced, I feel that the SHMUP genre became
more niche, and my personal preferences shifted. Why would I buy
lkaruga on the Game Cube when Rogue Leader was right there? So, we can
jump forward about six or seven years when I entered my Weeb phase. I am
rather upfront and derogatory when it comes to talking about this, it
was a part of my life where I watched Anime and read Manga as a weird
counter-culture protest, masking it behind a "curiosity" of my own
personal heritage. For context, my grandmother on my mother's side was
Japanese, making me a quarter Japanese, which is an excuse and very
tenuous at best link to a culture and society I was becoming
increasingly interested in. Anyway, during this time I became very
interested in Doujinsoft, and Doujinshi by association. Keeping it as
simple as possible, Doujinsoft are essentially Japanese indie games, but
that feels like a conversation for another day. It was in this interest
that I stumbled across something that would shape my understanding of
the SHMUP genre going forward, and I would say it has been a net
positive, but there is a lot of negatives that comes with it. Touhou.
Now,
I have a lot of love and respect for the Touhou franchise, mostly
because of the music and the creations that have come about because of
it. But, I would be remiss to ignore the damage this had done to my
perception of the SHMUP genre. Touhou resides in the Bullet Hell
sub-genre of SHMUPs, a style of game that is characterised by enemies
(Mostly bosses and sub-bosses) having visually amazing and complicated
looking bullet patterns, the hell portion of it being how much of the
screen real estate is dominated by bullets and the ask of the player is
to navigate these patterns, attacking is somewhat secondary. I am not
ashamed to say that skill issues are the barrier for me here, my
approach to gaming has typically been more reactionary than pre-planned,
or if there is anything planned, it is a short sequence or step in the
wider picture. Historically, whilst I have always had some degree of
stubbornness when it comes to playing games, I was also reasonably quick
to move on, I didn't want to put in the time to become competent enough
at the games I was playing to achieve the seemingly impossible. But, it
was due to this period with Touhou where I figured that SHMUPs weren't
for me. In hindsight it seems ridiculous to brush off a genre of games
because I struggled with a fringe example, my only reasoning would be
more about not enjoying the gameplay loop and the inherit frustrations
of learning the game, instead of reacting good enough. I suppose the
other thing with Touhou, I was able to "beat" some of the games, by
chucking enough lives and continues at a situation, but this prevented
me from getting any of the good endings for the games I played in the
series, as the games demand a 1-Continue-Clear to get a good ending. So,
mentally, I could see the goal in the distance, but the gap between my
current position and that goal felt too vast. Not without significant
time and mental investment.
This
brings us closer to the modern day, I suppose, I can't think of any
other notable stops on this prelude, besides the time I spent playing
Space Impact on my Dad's Nokia 3310. As with everything I talk about
here, we are now in the RetroAchievements era anc I was revisiting old
games, beating and logging things from my childhood, including a certain
Space Megaforce. At this moment, around 2024, I wasn't Mastery hungry,
just beating the game was enough for me at the time. That was a badge of
honour. The site itself organises games in numerous ways, with genre
hubs, developer/publisher hubs and of specific interest here; series
hubs. This was when I learnt that Space Megaforce was Super Aleste, and
that there were several games in the series. In my mind, I said to
myself, if I can beat Space Megaforce, then Aleste, GG Aleste, MUSHA and
Power Strike should be within my ability, right? And, if you have
followed me on Fedi for a while, you may be aware that I speak of the
Aleste series in obnoxiously positive tones, especially the GG Aleste games. At
some point, I will talk about these games in more detail, I have enough words and thoughts to fill a chapter of a book. Despite having an
overall decent time with Aleste, I was still treading cautiously around
the SHMUPs, before now I only picked up Arrow Flash and Abadox: The
Deadly Inner War. Both, I should add, decent games. Initially, my
September plan was to revisit games I had beaten but not mastered. I
have become a little obsessed over my ratios. Initially, I started with
the Aleste games, as they were enjoyable and after remembering they had
infinite continues, the challenge became more about blind stubbornness
over skill, that was something I knew I could rise to. But even though
the stress of certain segments in certain games were peaking my blood
pressure and causing me to make noises unheard of within the presence of
my Wife. I came out of the experience.. Kinda wanting more. Because a
run of a game could be within the scope of twenty to thirty minutes, this fit with
my availability far better than chipping away at a JRPG or a
Collect-a-thon. It was a weird moment of clarity. Suddenly the appeal
made sense, the short-term memory was firing on a handful of cylinders, and I was
feeling more competent. It was at that moment I figured, because the
naming convention made sense, that I would strive to play a bunch of
SHMUPs over the month of September, and dub it SHMUPtember, and you
better believe I felt smug about the name.

So, if
you're just here for the games and some expanded views on them, welcome
back and for those of you who now regret the last few sections, I'm
terribly sorry. It will happen again on a different topic. So, let's
actually talk about the games I did play during SHMUPtember 2026:
• Legendary Wings NES
• Aero Fighters/Sonic Wings SNES
• Robotech: The Macross Saga GBA
• InsectorX NES
• InsectorX Megadrive/Genesis
• Coryoon: Child of Dragon PC Engine
• Alpha Mission NES
• Curse Megadrive/Genesis
• Final Soldier PC Engine
• U.N Squadron/Area 88 SNES
• Trouble Shooter Megadrive/Cenesis
• Burning Angels PC Engine
• Aleste 2 MSX
• Aleste Gaiden MSX
• GG Aleste 3 Game Gear
You
might think that, looking at the game list, I randomly chucked darts at
a board and just went with the flow, and you'd be partially right in
that assumption but there was also some degree of calculation. Some of
it was just looking at the box art and feeling obligated to play it,
this was the case for both Legendary Wings and Curse. Others, it was
just a matter of looking at some screen shots or the RetroAchievements
mastery badge. But, one core thing, I also looked at any comments or
completion rates on these games. Not everything I played was in the
realms of "everyone has beaten this" territory, as of writing this
Burning Angels only have six other players who have mastered it. So
there was still games that would have and did challenge me
Right,
without any further delay, I think I should start talking about some
games. I will go through them in the order I have laid out above.