Electric Underground Podcast
By Mark MSX
The Electric Underground is a podcast dedicated to shmups (also known as shoot-em ups or STGs) that interviews various members of the community and covers many aspects of the genre. The podcast is intended to help demonstrate how rewarding a genre shmups really are. The Electric Underground is open format and welcomes all members of the community on as guests, you don't need to be, popular, famous, well-known, or anything like that.
I also encourage you check out my website (with actual content) and YouTube!
Electric Underground PodcastSep 07, 2023
Are Fighting Games Improving? EVO 2023 Extensive Discussion with Quash (Guilty Gear XX Player)
Are Fighting Games Improving? EVO 2023 Extensive Discussion with Quash (Guilty Gear XX Player). In today's epic video, Quash and I discuss the past, present, and future of fighting games, leading up to our thoughts on EVO 2023. And for the first time in a long time, I'm actually interested and excited to watch it this year. As of late I have been playing a lot more Tekken and Virtua Fighter, but I'm also interested in a lot of games being played. We go over our thoughts an avalanche of topics, such as: The decline and future of 3D fighting games, Sales vs Tournament entries, Steam Charts vs Tournament entries, the homogenization of game mechanics, the importance of netcode for upcoming pro players, sluggish UI Design, the issues with online Matchmaking, the function of rank modes and why they need fixed, Differences in perception in JP and NA scenes, is the EVO gladiator format still the best, or should they start to look more into leagues? The Final Year of Tekken 7, should Marvel happen every year, the sleeping giant that is the Street Fighter IP, the uncertain fate of Project L, the importance of graphical presentation, my love and concern for Virtua Fighter and Dead or Alive, and so much more. The games and tournaments we discussed are: Street Fighter 6 - 7k entrants Guilty Gear -Strive- 2.4k entrants Mortal Kombat 11: Ultimate - 449 entrants Tekken 7 - 1.5k entrants The King of Fighters XV - 666 entrants Melty Blood: Type Lumina - 554 entrants Dragon Ball FighterZ - 838 entrants Ultimate Marvel vs Capcom 3 - 1.3k entrants
Shmups VS Speedrunning, Natural Vs. Fan-Made Meta | Ft. @neoxaquas
Shmups VS Speedrunning, Natural Vs. Fan-Made Meta | Ft. @neoxaquas . Today's topic has been a subject that has fascinated me for a long time, the difference between shmup scoreplay meta and speedrunning time meta. What's interesting is that for a long time, I've heard speedrunners talk about scoreplay in the tone of an outdated style of competitive design. Like if you watch the history of speedrunning video by Karl Jobst, he describes score play as essentially the ooze from which the glory of speedrunning was born. This makes some sense if you only look at speedrunning from their community perspective. However, over the years I have become more skeptical of community / fan made meta (see my discussion of the subject with the Crimson Blur about Melee) and in today's video I am joined by Aquas who is the perfect guest on the topic as he has world records in both speedrunning and shmup score play (a rare accomplishment!). We cover a variety of fun topics, including his world record progression in Pink Sweets, and the heart of the conversation for me is what are the strengths and weaknesses of fan-made meta, like speedrunning, and what are the strengths and weaknesses of natural built in meta like scoreplay. In the end, I find that I greatly prefer the natural meta of scoreplay (and fighting game tournament play) because it is less arbitrary and prone to manipulation from fellow players and outside forces (besides the developer). However, this doesn't mean that I don't think speedrunning in itself isn't a cool idea, and I even offer what I think is the best solution for the issue in the form of what M2 Shottriggers have been doing with their shmup ports. Imagine if Nintendo actually put some care into their wave of ports and re-releases, and included speedrunning modes and leader boards in their ports. Also I love that Aquas brought up how heavily nostalgia plays into a speedrun game's popularity, because there are tons of speedruns that I think could be fascinating (Dead to Rights Super Cop), but sadly the non-nostalgic games tend to be extremely under-explored. That being said, there are also issues that can rise up from relying solely on the natural meta of a game, like Battle Garegga and its infinite milk, so again I think this is where having robust ports with patches really smooths out a lot of issues, other wise competitive score play is going to rely very heavily on replay analysis and community leader boards and we've seen enough "I GOT A CHEATED RUN PAST THE MODS!" vids for a lifetime.
The Crimson Blur, Has Smash Melee Sabotaged Itself?
The Crimson Blur, Has Smash Melee Sabotaged Itself?This is a FANTASTIC Conversation, even if you aren't plugged into Melee we discuss a lot of relevant topics about game design and competitive integrity. In today's episode, @TheCrimsonBlur and I talk about the current state of Super Smash Bros Melee and have an open conversation about many of my thoughts and critiques of how things are going in competitive Smash right now. I have followed Melee for over a decade now and in this time I think the scene has become increasingly insular and unable to see some of its decisions and ideas from an outside perspective, so I think if you are a fan of Melee or not this conversation is going to be a breath of fresh air outside the usual talking points that you hear repeated on Twitter and on streams over and over. We cover a lot of subjects, but some of the main topics are: Who is Melee's REAL father? As I feel Sakurai is heavily over-creddited for the creation of what we love about Smash 64 and Melee. The nature of Melee as being a community made meta, rather than a natural meta, and how this leads to a lot of more radical decisions when it comes to rule sets (even going so far as to modify the game itself). I talk about the current culture of smash, that obsesses over the e-celeb aspects of its players and personalities, but largely ignores the actual tournament organizers and people who support the scene's infrastructure. Of course we touch on the Nintendo vs Melee community controversy and I share my thoughts on how the community should study Nintendo's motivations more, rather than always relying on social media and fan backlash to protect itself (which I do not believe will work forever). We talk about the recent ruleset changes to ban wobbling and add edge grab limits, and how I feel that these rule changes are reactionary and targeted, rather than being a fair case of assessing outliers in a ruleset. Then there is the sanctioned cheating that is occurring in the ruleset in terms of allowing macros and input processing in the Smash Box as well as the Goomwave. I explain my philosophy behind genuine hardware mods (physical mods) vs cheating mods (introduction of electronics and input processing) and remind the world that Blur, many years ago, predicted these issues but was ignored. Follow Blur at: https://twitter.com/OXY_Crimson Awesome thumbnail by @boghogSTG
The Tragedy Of Fighting Games.
The Tragedy Of Fighting Games. Perhaps a spicy video, but I think it's important to keep it real (sometimes). Today I am talking about one of my favorite video game genres of all time, fighting games. Fighting games are in my top three alongside shmups and beat em' ups. I have been playing fighting games in a competitive and then semi-competitive since around 2010 or so, so I've been around and plugged into the genre for a long time. Today I am discussing what I like to call the tragedy of fighting games, in that no matter how good a fighting game is, no matter how much the player base loves that individual game, all fighting games are doomed to an early appointment with the grim reaper. Even games that have longstanding player bases like Super Smash Bros Melee and Street Fighter 3, Third Strike (or even Street Fighter 2, Super Turbo) cannot continue onward into future generations and be played in a full competitive manner. What I mean is that just being able to match make in a game every now and then is not good enough. In reality most fighting games are only intensely explored and played during a five year window or so, and then that game is put aside for the next iteration of the series. What I find tragic about this though, in the literal sense of the word, is that this fate is inescapable from what I have observed. No matter what approach a developer or fan base take, the end of the game being played at full capacity seems fated. I go into specific detail of why this is in the video. So this video is not meant to be a critique or warning against the genre, but rather a somber celebration of what makes the genre so special and also, ultimately, tragic. I thought it would be fun to discuss this video in light of the upcoming releases of Tekken 8 and Street Fighter 6. At this point I am fully planning on playing Tekken 8 unless it is some kind of abomination, and my interest in the Street Fighter franchise as it is currently being made is gone. But I think I will review and discuss both games here on the channel as I think that will be interesting, as fighting game reviews from impartial experienced players are rather rare. I also am really into Guilty Gear XX Accent Core right now as well as DOA, so I plan on doing some vids about those games in the future as well Thumbnail made by me this time! Though @boghogSTG still helped with advice on how to touch it up.
GAME CRITIQUE IS DEAD: Why Reviewers SHOULD Be Skilled Players | The Definitive Discussion
GAME CRITIQUE IS DEAD: Why Reviewers SHOULD Be Skilled Players | The Definitive Discussion. Today is a very special video where @boghogSTG and I discuss the current (and awful) state of video game reviews and critique. This isn't just a bunch of empty complaining, however (at least I hope so). Instead we discuss the nature of what is good critique, what is the role of the critic vs reviewer, what forces influence critics and reviewers, both conscious and unconscious. We also make our strongest case for why video game reviewers SHOULD be skilled players, why this is an important value a critic should strive for, and how being a skilled player not only improves reviews, but also is an important asset for game developers as well. We also get into the topic of access journalism that we see IGN and the major game publishers engaging in (such as IGN infamously "forgetting" to review Cyber Punk 2077) and how the video game review space has more in common with the Yakuza than it does open artistic discourse. Sphere Hunter may be invited to Capcom events, but she's not at the IGN level of access to be allowed to review the game before the release date. Imagine all the NDA's that level of access would involve. Talking about IGN, eurogamer, Polygon, Kotaku, and Gamespot is one thing, but we also get into what is the role of the youtuber in this equation and how even if the youtuber is not directly being contacted by game publishers, he is still being indirectly shaped by the marketing of AAA games and their vocal fan bases. As a result, we see a cyclical trend of hype marketing around releases like Resident Evil 4 Remake, The Legend of Zelda Breath of the Wild (and soon to be Tears of the Kingdom), and Bayonetta 3, where all the reviews are going to fall in line with the marketing. And if you are more critical of these games during their release window, prepare to be hit by the hype train, which is not going to be a fun experience. As a result, I think we've seen a shift in the youtubing meta away from the over the top reviews that we saw in the Angry Video Game Nerd era of gaming youtube. Instead, we are now in the fluf**** era, where youtubers take games that are already hyped and highly anticipated, and then just dial the hype levels up even higher (as we see on Maxamillion Dood's channel). So now all average games are *amazing* and all good games are modern masterpieces.
JRPG Is NOT Discrimination and Why Genre Terms Matter (NOT POLITICAL)
JRPG Is NOT Discrimination and Why Genre Terms Matter (NOT POLITICAL). All bad ideas seem to spring from RPGs, am I right ;-) Today I am discussing this viral topic of how Game Journalists are pushing for the genre term "JRPG" to be discontinued and why I think this phenomenon is happening. Additionally, I am making this video because I do think that accurate and objective genre terms are really important for communication, review, discussion, and especially discovery. Genre is how most players find new games that they like, and that having a natural network of games that share a core design is EXTREMELY important, no matter what my fellow hipster millennials say about living in a post genre world. So I am making this video because I find discussions of genre really interesting and how this trend of making regional based discussion of games some kind of taboo is very short-sighted and ultimately pointless. Also I explain that the term JRPG is not purely a regional description, it is an artistic movement just like German Expressionism. So a developer who is not from Japan can also make a JRPG, and a Japanese developer can make a western role playing game as well, it's about design composition, not nationality. Once again this whole discussion is mostly about giving people who consider themselves industry insiders some kind of artificial authority and credibility without having to discuss games and their actual game play mechanics or design.
The History Of Beat Em' Ups - Part 2 (AVP Invented Character Action!)
The History Of Beat Em' Ups - Part 2 (AVP Invented Character Action). The extensive history of one the greatest video game genres, Beat em' Ups, continues with our expert guest Kriegor! And we tackle the 90's golden era titles! In today's video we talk about the golden era of the genre (in my opinion) and we even see the birth of the mechanics and design that would go on to define "character action" and action rpg games like Dark Souls, Ninja Gaiden, Devil May Cry, Bayonetta, Godhand, Resident Evil 4, and so many more! What's great about today's discussion is that we are not just giving out release dates and behinds the scenes facts, what we are doing is heavily diving into the design and mechanics of the games and tracing the genre's design philosophy and evolution over the years, which I find deeply fascinating. If you are a fan of action games, character action, beat em' ups, and gaming I think this vid has a lot of fantastic insights that even I didn't know until talking to Kriegor.
UNPROFITABLE CONTENT: Why CAVE Doesn't Make Arcade Shoot Em' Ups Anymore :-(
UNPROFITABLE CONTENT: Why CAVE Doesn't Make Arcade Shoot Em' Ups Anymore :-( Today I am digging into a question that has come up ever since I began playing shoot em' ups (shmups) as to how CAVE went from the "most prolific" shooter developer of all time (according to Guinness World Records) to a studio that hasn't made a new arcade game in the past decade. It's going to be a very long, depressing, and interesting journey and today I am doing my best to sort through all the public information I can come across. Most of the data is from financial reports that CAVE make to their shareholders, but I also dug through VGcharts to see the sales data of the Xbox 360 era releases (a high point in most bullet hell players minds). ONE IMPORTANT NOTE is that I do not claim that the information we review in this analysis is 100% accurate. @boghogstg and I did our best to sort through and analyze all the scattered information we could, but these reports are very difficult to interpret and then there could be all these crazy unknown factors that we aren't even aware of. However, I did do the best I could to cross verify the information we came to with stock value data and so forth. So if you watch this video and have more accurate information, please post in the comments and I'm going to make a pinned comments that compiles all updated info. For those new to CAVE, their famous games include: Dodonpachi, Guwange, Ketsui, Deathsmiles, Mushihimesama, Futari, Esp. Ra. De., Espgaluda, Dangun Feveron, Progear, Akai Katana, SaiDaiOujou, DaiOuJou, Dodonpachi Ressurection, and many more! Same CAVE didn't follow a touhou model, but that's the topic of another video. Link to raw data: https://drive.google.com/file/d/1BPKoII4JKHGMlpAPkDHInKEsEbxZWot1
You're NOT Too OLD to Play Difficult Games!
You are NOT Too OLD to Play Difficult Games! Ever since I have started this channel and have covered difficult arcade genres like Shoot Em' Ups (shmups), Beat Em' Ups, Fighting Games, and Run N' Guns, I often notice in the comments section that many people will say that they can appreciate the difficulty and challenge of these video games, but sadly the are just TOO OLD to be able to keep up with them. Reaction times are often cited in these comments as well. In today's video I wanted to engage in a bit of a rant/pep talk with this mentality because I do not think it is actually accurate. Skill in these genres comes from many different areas such as visualization, mental planning, the ability to think abstractly, practice, experience, the study of routes and mechanics, and the development of automatic responses that don't require "frame perfect" execution. It is my hope that this video will help players who are stuggling against the difficulty walls of these genres break through them and enjoy the purest experience that these games have to offer. If you enjoy this topic and want to learn more, but sure to check out my "How to Shmup" tutorial series in the playlist.
The History of Beat Em' Ups (Part 1 - The Pre-Final Fight Era 1980-1989)
The History of Beat Em' Ups (Part 1 - The Pre-Final Fight Era 1980-1989). Beat Em' Ups is one of my favorite genres of gaming. However, the history of this arcade staple isn't really widely known or discussed. Today I am joined by Kriegor, a man who knows a ton about the genre's history in detail, and we go through the first era Beat Em Ups, the Pre-Final Fight Era. We have termed this era "Pre-Final Fight" becuase, as we discuss at the end of the video, this Capcom classic CHANGED EVERYTHING. Which is crazy to think about how important Capcom is for the arcade genres. Not only did they define the fighting game genre with Street Fighter 2, but they also defined the Beat Em' Up formula with Final Fight 1. The games we discuss in this episode are: Samuraï, Swashbuckler, Spartan X, Nekketsu Koha Kunio-Kun, Double Dragon, The Ninja Warriors, P.O.W.: Prisoners of War, Ninja Gaiden, Golden Axe, Dynasty Wars, River City Randsom, Teenage Mutant Ninja Turtles, Crime Fighters, and FINAL FIGHT! I'm not sure how many of these are availible on modern consoles like Nintendo Switch, PS4, PS5, Xbox, or Steam (PC), but I imagine a good many :-) I know Final Fight is in the Capcom Beat Em' Up Collection, which is pretty sweet!
Psikyo Shoot Em' Up Tier List Ranking! Ft. Super Player @Meriscan
Psikyo Shoot Em' Up Tier List Ranking! Ft. Super Player @Meriscan It's time to discuss which Psikyo Shoot Em' Up (shmup) games are the best with a ranking! And today I am joined by one of the best Psikyo players in the western world, @Meriscan ! For those not in the know, Psikyo is one of the most underrated shmup developers and their games are like a cross between CAVE style bullet hell (danmaku) and Raiden style high speed bullets of death. The games that we cover are: Sengoku Ace, Gunbird, Strikers 1945, Sengoku Blade(Tengai), Strikers 1945 II, Zero Gunner, Gunbird 2, Space Bomber, Strikers 1945 III (1999), Strikers 1945 Plus, Cannon Spike(Gunspike), Dragon Blaze, and Zero Gunner 2! A lot of these games are available on Steam, PS4, PS5, Xbox, and Nintendo Switch. Though I would highly advise staying away from the Nintendo Switch Collections, Bravo and Alpha, as they are both very laggy and bad. Be sure to sub to @Meriscan 's channel! https://www.youtube.com/@Meriscan
What is a Shoot Em' Up? Defining the Genre with Shmup Junkie
What is a Shoot Em' Up? Defining the Genre with Shmup Junkie. This video has literally been years in the making. As much as we all the love Shoot Em' Up (shmup, STG) genre, what's embarrassing is that, up to this point, over all these decades, there has never been a solid criteria or definition of what a shmup even is. For a genre that is so fundamental you'd think this would have been established by now, but due to the nature of online discourse, this question has never been resolved. Over the years, I have worked on what I think are the 3 criteria of what I believe consitute a shmup, and in today's video I explain these criteria and run them by fellow youtuber, Shmup Junkie, to hear his reaction and thoughts. We not only talk about shmups, but also related genres like run n' gun, rail shooter, gallery shooter, first person shooter (fps), third person shooter, single screen games, metal slug, contra, platformers, twin stick shooters, Star Fox, Doom, and many more! I think we have a fantastic discussion and I do think this is one of the most important episode of The Electric Underground :-) I am now going to list off some algorthym tags: Nintendo Switch, Steam, Bullet Hell, PS4. PS5, Xbox, PC, Indie, Hidden Gem, Sega, CAVE, Touhou, Battle Garegga, Longplay, 1cc, Podcast.
Fight N' Rage Developer Interview! The Creation of the Best Modern Beat Em' Up!
Fight N' Rage Developer Interview! The Creation of the Best Modern Beat Em' Up! I'm very excited for today's guest, Sebagames, the developer of Fight N' Rage, my favorite Beat Em' Up of all time! In today's episode we discuss the history of the game, his story and motivation to get such a massive undertaking completed as a solo developer, and of course the possibility of a sequel and what the developers thoughts are on his "creative crisis" in regards to making a follow up. We also discuss classic arcade based design, such as Fight N' Rage, Alien Versus Predator, Final Fight verus the modern simon says style design of Teenage Mutant Ninja Turtles Shredder's Revenge, River City Girls, Scott Pilgram, and these types of games. Another aspect of the episode is talking about how insperational the story of Fight N' Rage can be for other indie developers, but how often the stories of indie devs are overlooked in favor of older studios like Square and their tale of creating Final Fantasy. Fight N' Rage at the time of this recording is on massive sale and I strongly strongly recommend picking it up on Steam, Good Old Games, Nintendo Switch, PS4/PS5, Xbox and wherever else the game pops up.
True Last Boss - Amazing or Awful? A Shoot Em' Up (Shmup) Debate
True Last Boss - Amazing or Awful? A Shoot Em' Up (Shmup) Debate. True Last Boss, the TLB, they are a signature aspect of shoot em' up, shmup, design. Are they fair? Are they outdated and stealing your money? should they be mandatory? Should they be optional? What about TLB's appearing in other genres? Should Super Mario have a true last boss (giga Bowser). What about secret super bosses in RPGs? Today the crew gets back together and Aktane, Boghog, and myself debate this idea. It was a really fun conversation and definitely subscribe to Aktane's channel and check out Boghog's upcoming shmup, Gunvein! It's going to be great 😃
Are Fighting Games Decaying into Drama, Twitch Highlights, And Hype Reaction Videos?
Are Fighting Games Decaying into Drama, Twitch Highlights, And Hype Reaction Videos? A discussion with @RedLineFGC . I have been actively involved with the fighting game scene (attending locals, watching majors, etc) since 2012 and over the past ten years it feels like there has definitely been a big shift in tone where the passion for the games have cooled, despite there being more fighting games being produced than ever, and the passion for the internet sub culture, especially drama, has grown. I'm not an arcade purist or anything like that, but I do think there is a balancing point in terms of the type of content being made and the tone of the content. I would argue that since the esports shift, the tone of the content has become more generic, bland, and more geared towards filler and there also now exists a thriving subculture of pure drama. Also the rate of turnover between games has become so fast that it's essentially impossible to keep up with as a fan, as a player, and as a video maker / youtuber. On top of this, it is a bit of a shame the so many channels that I have enjoyed over the years like Avoiding the Puddle and The Main Man SWE are more on the side of stream highlights than making dedicated videos and podcasts (especially ATP), but I also do understand why this shift has occured. This all being said, keep in mind that I am much less invested in what goes on with fighting games and am perfectly willing to now retire to playing locals and less popular fighting games online :-) I am interested to see what happens with Tekken 8, Street Fighter 6, King of Fighters, Guilty Gear, Dead or Alive, Virtua Fighter, and many other upcoming fighting games, but I'm not holding my breath for a healthy shift in quality and engagement around the games. You never know though! Thanks so much to @RedLineFGC for being a guest on the episode and be sure to check out his "Tekken 7 - A Five Year Critique" video and subscribe to his channel! Link to his vid: https://youtu.be/OlcFHI9RYAs Link to his recommended fighting game channels: Rubbish: https://www.youtube.com/c/HQRubbish Leon Massey: https://www.youtube.com/c/LeonMassey Gekko Squirrel: https://www.youtube.com/c/GekkoSquirrel ProxicOn: https://www.youtube.com/c/Proxic0n TheoryFighter: https://www.youtube.com/c/TheoryFighter
The Nostalgia Economy - We're Addicted! 💉
The discussion of how massive and omnipresent the tactic of nostalgia in today's video games and film is a common topic. Very few would deny how potent nostalgia is and how companies will not hesitate to use it. In today's video though, I want to go beyond the usual conversation of the behavior of the studios and companies (the suppliers) and instead focus my attention on the consumers of nostalgia. Why is it so compelling to us? How has it become so pervasive in all of our media? And analyze why I believe the millenial mind (I am one myself) is espcially supseptible to the powr of nostalgia and how we can bend ourselves into logic pretzles to both justify nostalgic pandering and deny it at the same time. I also go over how I think this addiction to nostalgia has altered our current artsist practices and why everything these days seems to be a copy of a copy.
Gradius Series Ranking and Tier List! Shoot Em' Up Discussion with @KyoKusagani
Gradius Series Ranking and Tier List! Shoot Em' Up Discussion with @KyoKusagani ! There is no Shoot Em' Up (shmup) series more classic and influential than the Gradius series. Konami, in years prior, were a legendary studio and absolutely pushed the genre of shoot em' ups forward in many meaningful ways. Today, I am joined by @KyoKusagani to rank and discuss the Gradius series, as well as related spin off games like Salamander and Parodious. We will go through Gradius 1, Gradius 2, Gradius 3, Salamander/Life Force, Gradius 5, Gradius Gaiden, Gradius 5, Gradius Rebirth, and a few more :-) So you could also consider this video a review of Gradius collection as well! We discuss PCB's, level design, balance, checkpoints, boss fighter, music (ost), graphics, stage design, glitches, and history. These ports appear on tons of consoles like NES, SNES, PS1, PC-98, MSX, PS2, PSP, Wii, and probably a lot more! Fingers crossed for a really solid collection on Switch, PS5/PS5 and Xbox in the future! Be sure to subscribe to Kyo's channel:https://www.youtube.com/channel/UCcou...And for insane Gradius Gameplay, check out G3Fleako and Refkey: https://www.twitch.tv/g3fleako
Elden Ring Debate! Is Elden Ring A Masterpiece or Overrated Spam Fest? (Review, Discussion)
Elden Ring Debate! Is Elden Ring A Masterpiece or Overrated Spam Fest? (Review, Discussion). Today I am joined by talented Shoot Em' Up Dev Boghog (Mechanical Star Astra + Gunvien) and charismatic Shmup commentator, Aktane, to discuss the open-world phenomenon that is taking over the gaming world, Elden Ring, to debate it's merits and try and work through the hype and unrelenting critical praise to decide if Elden Ring lives up to its reputation or if it is flawed and overrated. Topics we cover are the open world design, the level design, the combat, the boss fights, the visuals, the graphics and music, the critical reception, the difficulty, it's placement in the Dark Souls series, how the game relates to other action RPG, the sales, Castlevania, Joseph Anderson "Shattered Masterpiece," input buffer, pc performance, and so much more! If you are looking for a really passionate and fun discussion about the game you can't go wrong! BogHog Twitter: https://twitter.com/boghogoooHis Brilliant Bullet Hell Dev Guide: https://t.co/rr6D69O9RJAktane Youtube: https://www.youtube.com/c/AKTANEARCADEAktane Twitch: https://www.twitch.tv/aktane
Bootlegs, Dictators, & Shoot Em' Ups! Gaming in Brazil | Podcast with ShmupsBR
Bootlegs, Dictators, & Shoot Em' Ups! Gaming in Brazil | Podcast with ShmupsBR. Today on the Electric Underground Podcast/Videocast I speak with @ShmupsBR about his experience playing retro games in Brazil growing up and all the wild stories about playing bootlegs and getting around the rules of a military dictatorship (hardcore!). We discuss a ton of topics in this episode including his top 5 favorite shmups, the modding scene in south america, clone consoles, arcade bootlegs, fights in the arcade, Nintendo, Sega, Master system, NES, NEOGEO, SNES, N64, PS2, import taxes, the ups and downs of youtubing, and so much more! Sub to ShmupsBR! https://www.youtube.com/c/ShmupsBR
Are Shoot Em' Ups Worth Full Price? What Makes Video Games Valuable? Videocast Discussion w/ Aktane!
Are Shoot Em' Ups Worth Full Price? What Makes Video Games Valuable? Videocast Discussion w/ Aktane! With massively popular games coming out right now like Elden Ring (and other Dark Souls like games) the question of how much a video game is worth, especially for older genres like Shoot Em' Ups or other arcade games, is coming up more and more. In a mainstream audience's eyes, its hard to deny that a genre like shmup is often considered less valuable then a massive sprawling RPG like Elden Ring of Final Fantasy 7 Remake. So today, among many other topics, Aktane and I discuss what type of content could be added to modern shmup releases to increase their value and what is particularly appealing to newer players!
Schildmaid MX Developers Interview! New Indie Shmup Podcast!
Schildmaid MX Developers Interview! New Indie Shmup Podcast! Today on the podcast (videocast) I sit down with the developers of the new indie shmup Schildmaid MX! In this episode we talk about the history of the game, the journey of the indie game makers, discuss the process of releasing an indie shoot em' up in the year 2022, the infamous barrel roll, releasing on itch.io, developing with Unity, publishing on Nintendo Switch, PS4, Xbox, Steam, and even more in depth topics too. Going over my review, we also share our thoughts on gameplay mechanics like aspect ratio, bullet canceling, rank, and scoring!
You can buy the game on Itch.io (which I think pairs very well with playnite): https://hitp-studio.itch.io/schildmaid-mx
Background music and game ost by Ed Tremblay of Bullet Heaven: https://mudprintsmusic.bandcamp.com/album/schildmaid-mx-original-soundtrack
FRESH PERSPECTIVE! Shoot Em' Up Discussion With A New Player, RJB!
FRESH PERSPECTIVE! Shoot Em' Up Discussion With A New Player, RJB! In today's episode of the Electric Underground Videocast I discuss the genre with a new a player, RJB, to get a fresh perspective on shmups and to hear his feedback on what ideas and elements of the genre are currently connecting with new players. I really enjoyed the discussion a lot and learned quiet a bit about what elements of the genre we can market research and work towards finding wider appeal. It definitely sounds like the Nintendo Switch, Crimzon Clover World Explosion, CAVE, bullet hell, the PS4, and multiplayer shmups are routes worth exploring in the future. We also talk about game journalism, arcade sticks, controllers, shoot em' up reviews, game length, roguelikes, audience expectation, and the different Magic the Gathering player types and how they would apply to shmups. RJB also did seem to really connect with my idea of bringing Guilty Gear style graphics to bullet hell (come on Platinum, that's what the people want).
Shoot Em' Up Youtubers Unite! An Honest Discussion of the Ups and Downs of Shmups On Youtube
Shoot Em' Up Youtubers Unite! An Honest Discussion of the Ups and Downs of Shmups On Youtube. In today's episode of the show (with video!), I am joined by Shmup Junkie and Ed Tremblay of Studio Mudprints to catch up on how they have been doing and to talk about our experiences with making content around the best but extremely niche video game genre, shoot em' ups (shmups). Topics of today's show include our thoughts on mini consoles like the PC Engine mini, the ethics of being a fair reviewer without selling out, the difficulty of getting an initial audience, the catch 22 of not doing the same style of content too much, but being punished when trying something new. We also cover our personal highlight and lowlights and some really cool upcoming projects!
Subscribe to Shmup Junkie: https://www.youtube.com/channel/UCb6Y45xtdYojo2-x9LHI8mQ
Subscribe to Bullet Heaven: https://www.youtube.com/c/StudioMudprints
Music From Ed's Shieldmaiden MX Ultra Arrange: https://mudprintsmusic.bandcamp.com/album/schildmaid-mx-ultra-arrange
Ketsui World Record Interview with Moglar5K, Featuring Jaimers!
Ketsui World Record Interview with Moglar5K, Featuring Jaimers! Earlier this year a speedrunning content creator, fireb0rn, made a video about Moglar5k being a speedrunning child prodigy and changing how Hollow Knight's speedrun is played. After Hollow Knight and speedrunning, Moglar5k then proceeded deep into the arcade genre of shoot em' ups (shump) and after years of practice, innovation, and grinding, broke the World Record for one of the best and most challenging shmups ever made, Ketsui. Moglar5k is one of the most talented gamer I have ever seen and one of the very few non-Japanese players to hold a world record in a CAVE game, especially a game like Ketsui which has an insane scoring history that has been pushed by the greatest players of all time. In today's interview, Jaimers (another very accomplished shmup player), Moglar, and myself discuss Ketsui as a scoring game and go over Moglar's amazing rise from fresh new face a few years ago, to one of the greatest shmups players active right now. Also, if you want more history on Moglar's journey, there is another episode of the podcast from a few years ago where he, Kiwi, and myself talk about talent in the genre:
Dodonpachi SaiDaiOuJou World Record Interview! Questions For a CAVE Superplayer!
Dodonpachi SaiDaiOuJou World Record Interview! Questions For a CAVE Superplayer! In today's video I speak with Kayar, a world record holder for Dodonpachi SDOJ! In the interview we talk about his recent superplay and his history as a player. Like his first 1cc, his beginnnings as a touhou
Shmups On A Speedrunning Podcast! Mark Joins the FrameSavers to Discuss the Dodonpachi Score Glitch!
Shmups On A Speedrunning Podcast! Mark Joins the FrameSavers to Discuss the Dodonpachi Score Glitch! Back from the vaccuum of the internet, I am happy to present an episode of my favorite speedrunning podcast, The Frame Savers, where I am a guest and try my best to introduce the infamous Dodonpachi Score Glitch and the competative shmup score scene to a speedrunning audience. This episode was recorded about two years ago, but was not online that long as the host podcast, The Frame Savers, got cancelled shortly after the episode aired. Rather then letting the ep fall into the void of the web, however, I have been given permission to re-upload and present it to my audience :-) I've also done a bit of remastering on the audio side of things. ENJOY!
Podcast: Inside Japanese Arcades w/ Twilight EX (Part 2)
Part 2! Electric Underground Podcast: Inside Japanese Arcades with TwilightEX. In this episode of the podcast TwilightEX and I discuss the Japanese arcade scene and I try to learn more about what the social environment in Japan is like.
Electric Underground Podcast: Inside Japanese Arcades with TwilightEX
Surprise!! As a new perk for my Patrons I have decided that I will release the audio for new Electric Underground Podcast Episodes early, since there is usually a delay between when I finish the audio and have the video ready to upload :-) This video will premier at the end of shmup kumite as a surprise, so keep it on the down low ha ;-)
Cheers!
Blue Revolver Developer Interview! (Part 2) The Struggle of Indie "Steam Has All the Leverage"
Blue Revolver Developer Interview! (Part 2) The Struggle of Indie "Steam Has All the Leverage." In part 2 of this interview Danbo, the developer of Blue Revolver, discusses the perils of indie game publishing and how many aspects of steam, especially deep sales culture, punish indie developers and how much stronger of an alternative Itch.io is for shmup and other smaller indie genres. We also discuss shmup game design and Danbo's future plans for development! Buy Blue Revolver on itch (more money goes to dev): https://stellarcircle.itch.io/blue-revolver Gameplay Footage from Kiwi's Channel (Subscribe) https://youtu.be/nzoAMxYL5YI Patreon https://www.patreon.com/electricunderground (Bi-Weekly Patreon Exclusive Podcast for $2) Website: http://electricunderground.io/ Twitch: https://www.twitch.tv/the_electric_underground STG Revision 2020 Discord: https://discord.gg/snRueeH 00:00 Steam DONT Know Shmups Like I DO! 04:51 Shmups are a Lifestyle Genre 10:50 Mainstream Games Are Boring 16:51 Steam's Massive 30% Cut 23:13 Steam Deep Sales Culture is FFffffffffffff 36:50 It s not the Size of the Jiggabyte, It s How You Use It. 43:04 Is Console Porting Worth It? 50:02 I Miss Rail Shooters 53:19 Speed Question Round! What s The New Hotness?! 01:01:45 Virtical Vs Horizontal Shmupping
Interview with Blue Revolver Developer (Danbo)! "I'm Interested in Games, Not Ideas" || Part 1
The secret ending of Shmup Slam 3 was an interview with Danbo, the developer of one of my favorite shmups, Blue Revolver! In Part 1 of this interview, we talk about his history with the genre, his inspiration for game design, and how he seeks polished fundamental design, over novel gimmicks. Buy Blue Revolver on Itch.io (more money goes to dev): https://stellarcircle.itch.io/blue-revolverBuy Blue Revolver on Steam: https://store.steampowered.com/app/439490/BLUE_REVOLVER/Buy Double Action OST: https://bluerevolver.bandcamp.com/album/blue-revolver-double-action-original-soundtrack Patreon https://www.patreon.com/electricunderground(Bi-Weekly Patreon Exclusive Podcast for $2) Website: http://electricunderground.io/Twitch: https://www.twitch.tv/the_electric_undergroundSTG Revision 2020 Discord: https://discord.gg/snRueeH 00:00 Every Great Game Needs a Little Jank 3:26 Goldenbat Flamethrower Fix 6:15 A Boy's Got to GAME! 9:33 Roguelike's need better pacing 11:30 Blue Revolver's Beginnings 14:14 Indie Games Milk Themselves 19:26 Indie Success is a Black Box 24:28 Refinement GREATER THAN Gimmicks 26:22 Avoiding the Euroshmup 30:27 Why Shmups are the BEST GENRE 32:26 Shmups are the Last Bastion of Score Play 37:42 Mark gets the High Score ... in Typing Class? 41:41 Muchi Muchi Pork! 44:46 Danbo Agrees with Mark about Imperishable Night :-D 47:17 The GREAT HITBOX REVELATION! 51:44 Are 120 FPS Shmups the Future? 56:34 CRT Talk ... To Be Continued in PART 2!
Strategic Shmup Marketing and Community Building with UBO (Podcast Part 2)
Strategic Shmup Marketing and Community Building with UBO (Podcast Part 2). In this 2nd half of the Electric Underground Podcast, UBO and I discuss his further efforts to support the shmup community on Steam, Reddit, Twitter, and Twitch. Check out UBO's Twitter: https://twitter.com/STGshmups https://twitter.com/ShmupDeals STG Shmup Reddit: https://new.reddit.com/r/STGshmups/ STG Shmup Twitch: https://www.twitch.tv/directory/game/STG%20Shmups/ STG Shmup Steam Curator Group! https://steamcommunity.com/groups/STGshmups https://store.steampowered.com/curator/39015759-STG-Shmups/
REVIVING SHMUPS! Marketing Arcade Culture into the 21st Century with UBO [Podcast Part 1]
REVIVING SHMUPS! Marketing Arcade Culture into the 21st Century with UBO. In today's episode of the Electric Underground Podcast, we talk about the financial history of the genre and discuss new ideas for marketing shmups to the current gaming audience Check out UBO's Twitter: https://twitter.com/STGshmups https://twitter.com/ShmupDealsSTG Shmup Reddit: https://new.reddit.com/r/STGshmups/STG Shmup Twitch: https://www.twitch.tv/directory/game/STG%20Shmups/STG Shmup Steam Curator Group! https://steamcommunity.com/groups/STGshmups https://store.steampowered.com/curator/39015759-STG-Shmups/
The Great Input Lag Debate! Is It A Big Deal Ft. Shmup Junkie!
A RARE OCCURRENCE of the internet, two people with different viewpoints on input lag have a respectful discussion around the issue. In this episode, we talk about if and when input lag matters. I also share my thoughts on the Nintendo Life reviews I did and my personal standards for input lag. Hopefully, this episode will put the controversy to bed, or at least make it take a nap for a bit ha. Shout outs to Shmup Junkie for being on the episode, he was a great guest!
Check out his channel!
www.youtube.com/c/ShmupJunkie/videos
Patreon
www.patreon.com/electricunderground
Website:
electricunderground.io/
Twitch:
www.twitch.tv/the_electric_underground
STG Revision 2020 Discord:
discord.gg/snRueeH
Also, if you enjoyed this video I now have a weekly exclusive Patreon podcast called 7th Day Electric for $2 :-)
Shmup Day! Announcing The Shmup Wiki, Hall Of Records, & Shmup Leaderboard! Episode XXXVI
August 1st is now officially Shmup Day! Today the Shmup Wiki, Hall of Records, Shmup Leaderboard, and Calice Cup are all announced! In this episode, I talk with Plasmo (Shmup Historian) and Queen Charlene (Creator of Shmup Wiki) about these new projects, their potential to grow the genre, and what the future holds for the genre!
Check out the Shmups Wiki:
shmups.wiki/library/Main_Page
Hall of Records:
shmups.wiki/library/STG_Hall_of_Records
Shmup Open Leaderboard:
electricunderground.io/shmup-leaderb…d-philosophy/
Calice Cup:
calice.snowcrash.fun/tournaments/
Also, if you enjoyed this podcast I now have a weekly exclusive Patreon podcast called 7th Day Electric :-)
Patreon
www.patreon.com/electricunderground
Website:
electricunderground.io/
Twitch:
www.twitch.tv/the_electric_underground
STG Revision 2020 Discord:
discord.gg/snRueeH
Episode XXXV- Twin Galaxies Is ... Complicated (With The Homie, Pearl)
In this episode, Pearl and I discuss the submission practices and requirements of the now controversial scorekeeping entity, Twin Galaxies. Pearl has submitted runs to the website before and I discuss with him my concerns about why I have trouble seeing Twin Galaxies as a future home for shmup and arcade game scorekeeping.
All gameplay is from Pearl's channel (check it out and sub):
www.youtube.com/channel/UCabY4rE2DL9UKthjSx0STsw
and definitely check out his awesome mystery run at Shmup Slam 2:
youtu.be/40xRX1IGUlI
www.patreon.com/electricunderground
Twitter:
twitter.com/Mark_MSX_
Website:
electricunderground.io/
Twitch:
www.twitch.tv/the_electric_underground
STG Revision 2020 Discord:
discord.gg/snRueeH
Episode XXXIV: Electric Underground Podcast's 2nd Birthday! The Lore, the Drama, and the Future!
This episode was streamed live and in it I celebrate two years of the podcast and talk about the history of my content, as well as the future. I had fun ha :-)
www.patreon.com/electricunderground
Website:
electricunderground.io/
Twitch:
www.twitch.tv/the_electric_underground
STG Revision 2020 Discord:
discord.gg/snRueeH
Episode XXXIII: Gusto Returns After Conquering ADGQ! We Talk About His Experience and Shmup Slam 2
After his brilliant showing at AGDQ 2020, Gusto returns to the podcast to discuss his experience and upcoming participation in Shmup Slam 2 (which will take place on my stream Feb 29th, 2020).
Gusto's Twitter: twitter.com/gusyphus
Gusto's Twitch: www.twitch.tv/gusyphus2/
www.patreon.com/electricunderground
Twitter:
twitter.com/Mark_MSX_
Website:
electricunderground.io/
Twitch:
www.twitch.tv/the_electric_underground
STG Revision 2020 Discord:
discord.gg/snRueeH
Episode XXXII: (Part II) Shmups at AGDQ with Gus the Futari Master
SUPPORT GUS And SHMUPS AND TUNE IN FOR HIS RUN JANUARY 8th: Here is the stream schedule (it will auto adjust for your timezone):
gamesdonequick.com/schedule
Part 2 of my interview with Gus.
In this second part, we talk about the different versions of Futari, Gus at Stunfest, and the opportunity for the genre to gain more exposure after Gus's demo at AGDQ.
Gus Stream: www.twitch.tv/gusyphus2
Track 1 from Kof 2003
Track 2 from Robotech
Track 3 from Kof 2003
Track 4 is a remix of Shaun's theme from 3rd strike.
EP XXXII: Shmups at AGDQ! w/ Gus the Futari Master (Part 1)
At AGDQ 2020, Gus, the Futari Master, will be repping the shmup scene with a demonstration of Mushihimesama Futari Ultra Mode 1.01! In Part 1 of this ep I talk with him about his history with Shmups and Futari. In the upcoming Part 2, we'll talk all about his upcoming AGDQ run as well as his previous demonstrations at Stunfest earlier in the year.
You can watch Gus Stream and practice Futari here:
www.twitch.tv/gusyphus2
All music in the ep is from the Futari Arrange soundtrack you can find on khinsider.
Episode XXXI: To Upload or Not to Upload; The Struggle of Self-Expression Online w/ Resonant Arc
This has been a topic that has been on my mind for months now. I have been a fan of Mike's for a long time and saw that he was struggling with the same issue of trying to communicate his thoughts and opinions with his audience, as well as experiencing upload burnout.
I'm very proud of how this episode turned out and definitely encourage you all to give it a listen, even if it doesn't fit exactly into the narrow specifics of shmups or JRPGs (for Mike's listeners). Whether people want to acknowledge the issues we discuss in the episode or not, these struggles do affect video game players and content makers. Maybe this episode will be a bit too real for some people, it'll be interesting to see.
Massive thanks again to Mike for coming on the episode. Like I mention at the end, it's been nearly impossible for me to collab with anyone outside the shmup scene because of how clique YouTube culture works and how people must view me as some sort of biter or joke because of my low view count. Mike coming on the ep shows that he's a real homie.
All the music from this episode was taken from Mike's amazing video: "How Music Moves Us." So if there is a particular track you like, watch the vid and you can see what it is ;-)
youtu.be/zF4yrT6-rFU
Lastly, for any potential new listeners to the podcast (since Mike is exponentially more popular than myself, ha), here are some good follow up episodes to sort of bridge between my hardcore shmup content and this episode:
"Midtier are People Too"
(Youtube): youtu.be/7jTENQkAE84?list=PLM…9ZNMWCiJTfzw54ZeiGuH
(Souncloud): User-306325657 – Episode-xxix-midtier-are-people-too-the-shmup-skill-gap-and-grind-with-kz-the-kusoplayer
"Shmups 2018 in Review"
Youtube: youtu.be/GeH77DyZpTE?list=PLM…9ZNMWCiJTfzw54ZeiGuH
Soundcloud: User-306325657 – Episode-xxiii-shmup-2018-in-review-softdrink-and-mark-talk-about-everything
And if you want to go deep into the lore, "Shmupception"
Youtube: youtu.be/PRyVW39VDf0?list=PLM…9ZNMWCiJTfzw54ZeiGuH
Soundcloud: User-306325657 – Episode-xxiv-shmupception
Episode Xrd: Part 2, Shmup Score Verification (Trashing on Twin Galaxies is Fun!)
In this second part of the episode, we talk about the topic of Japanese world record verification and the future of world records and score keeping. We also talk some trash on Twin Galaxies (which is always fun). We talk about our issues with TG's ignoring of Japanese world records, being generally shady, and their current silly record submission practices (which Pearl had a delightful experience with).
Tracks:
1 = OC Remix, Temple of Life, from Life Force
2= Shrine of Farewell from Hellsinker (Mario Paint Remix)
3= Ojamajo DoReMi (Mario Paint Remix)
4=Fly me to the Moon (from Eva)
Episode Xrd: Shmup Cheating and Score Verification, w/ GG Maximo (part 1)
speedrunning.
Tracks:
Opening = Swans: Mother of the World
2nd = Bomberman 64: Second Attack Metal cover by ToxicEternity
3rd = Lower Nofair Metal Cover by Steamage (I learned to play this on guitar in highschool, ha)
Closing = Super Mario RPG, Battle with Smithy metal cover byRichaadEB
Episode XXIX: Midtier Are People Too, The Shmup Skill Gap and Grind with KZ the Kusoplayer
A really fun episode with fellow Shmup Slam Co-Host, KZ the Kusoplayer. In this episode we talk about the struggles of being midtier players and the scene's tendency to only pay attention to top tier level play. We also talk about the grind, getting into scoring versus survival only, and other attitudes we've run up against.
I'm super proud of how this episode turned out, so please check it out.
Episode XXVIII: The Shmup Evangelist, Hustling STG with Frenetic (the Homie)
Today the podcast is graced by Frenetic, a co-founder of STG Weekly, contributing member of the overall scene, shmup evangelist, and awesome host of many shmup-meetups over the years.
We talk about the start of STG Weekly, his history with the genre, the Cali arcade scene, as well as some ideas for hustling shmups to a wider audience. We also discuss my idea for a shmup meetup for next year: Shmup Invasion 2020.
Episode XXVII [Part 2]: Breaking the Wall, Getting Good at Shmups w/ Kiwi and Moglar5k
[Part II]
This week two up-and-coming shmup players, Kiwi and Moglar5k, join me to dig into the great Shakespearean question: "How do I get good at shmups?"
Kiwi Youtube: www.youtube.com/channel/UCbmYIZGgr1ugjcA4WUYqkOQ
Moglar5k Youtube:
www.youtube.com/channel/UCxGk4EHg09dlIp1QlQjS_GQ
Episode XXVII: Breaking the Wall, Getting Good at Shmups w/ Kiwi and Moglar5k [Part I]
Episode XXVII: Breaking the Wall, Getting Good at Shmups w/ Kiwi and Moglar5k [Part I]
EP 27, Breaking the Wall, Getting Good with Kiwi and Moglar5k (part 1).mp3
This week two up-and-coming shmup players, Kiwi and Moglar5k, join me to dig into the great Shakespearean question: "How do I get good at shmups?"
Kiwi Youtube: www.youtube.com/channel/UCbmYIZGgr1ugjcA4WUYqkOQ
Moglar5k Youtube:
www.youtube.com/channel/UCxGk4EHg09dlIp1QlQjS_GQ
Episode XXVI: Wine, Cheese, and Hibachies; Stunfest 2019 with Plasmo
Today l get the chance to talk with the omega-level homie, Plasmo, about Stunfest 2019! This year was killer as always and we go over everything (at least that I could think of).
Featured players this year were Maribel (playing lunatic Touhou Ten Desires), Kiwi (playing parallel Blue Revolver), and Gus (playing 1.5 and 1.01 Futari Ultra). All the runs are highly recommended viewings.
Links:
Original Stunfest Stream (you can view the Twitch highlights):
www.twitch.tv/os_yom/videos
||Maribel||
Survival Run: youtu.be/eaJI0YaEULo
Scoring Run: youtu.be/G37qKzNUMCA
Youtube: www.youtube.com/c/MaribelHearn
Twitch: twitch.tv/maribel_hearn
||Kiwi||
1st Run with Danbo the developer on mic: youtu.be/nzoAMxYL5YI
2nd Run with Jaimers and Plasmo on mic: youtu.be/uPQvza8WRwk
Youtube: www.youtube.com/user/Igiveyouablock
Twitch: twitch.tv/kiwi33
||Gus||
Version 1.5 Run: youtu.be/zh_-gzkI3l4
Version 1.01 Run: youtu.be/qfrEFfJbLAw
Twitch: www.twitch.tv/gusyphus2/
Youtube: www.youtube.com/channel/UCbHo2qLSia_ZLHHOr_RMxWQ
SMC Article about 1.01 and 1.5 version differences:
electricunderground.io/guest-article…ences-by-smc/
Episode XXV: Emulation is Religion + Future of STG
Solo Mode. Title pretty much says it all.
Link to GGPO Panel Vid:
www.youtube.com/watch?v=k9JTIn1SVQ4
Episode XXIV: Shmupception//Greatest Shmups of All-Time
A crazy huge episode.
Topics Covered:
-EUP Discord Closed
-Greatest Shmups of All Time List
-Why community matters with guests Dingo and Shoryusatsu
Much love for all the members of my discord, the whole thing was so much fun! Also, my infinite apologies to Dingo and Shoryusatsu for their episode getting caught in development hell.
Episode XXIII: Shmup 2018 in Review, Softdrink and Mark Talk About Everything!
In 1876 Leo Tolstoy published War and Peace.
In January of 2019 Softdrink and Mark MSX recorded a 2018 Shmup year in review episode and talked about Everything.
Seriously though, I think this is a killer episode and huge thanks to Softdrink for being such an awesome guest.
twitter.com/Softdrink_117