The fluidity of motion in R-Type was remarkable gameplay. With the scrolling environment and clouds of shots and moving enemies, I was having to think and execute complex paths.
For me, the epitome of side-scrolling shooters is the original Nemesis (named Gradius in Japan), by Konami. Now, R-Type was great also, but I didn't 'click' quite the same way with that game, perhaps because it's a much more recent title (by a full two years and two months - whoah.) I have such memories of watching kids my age back in the 80s hang out in the local burger joint at the harbor square and play this game. Playing it myself too, of course, but watching was cheaper.
Next to it was a Renegade, with its rough-hewn graphics contrasting starkly to Nemesis' subtly shaded pixels.
My oh my. Those were the days...!
Maybe the modern gamer can do that with the crazy particles of modern shooters,. but it seems to me it's more about timing items and shields and the like.
There's a video/s on youtube of some guy/s playing two-player Ikaruga with one hand on either joystick. I can't get ANYwhere in that game with just one ship to keep track of, much less two... Ugh!
Also, Ikaruga first came out on the Dreamcast, or possibly, arcade hardware version of the DC, so it's hardly new. Shooters with tons of junk flying around have been around for roughly/almost half as long by now as the scrolling shooter genre has existed since its inception...a little depending on when the first proper "bullet hell" shooter can be said to have premiered. I don't know if that actually was Ikaruga or not, but I wouldn't bet on it.
I'm guessing because of the voxel-based level construction, that there aren't nearly as many "actual" assets as other games? (I'm not making that up, am I? Voxels are generated at render time, right?)
They're generated at render time about as much as polygons are, IE, you still need to store their positions in memory, and if you want reproducable levels (as in not randomly or seed generated), they have to be designed and saved much like more traditional 2D or 3D titles. Almost 1GB for this game does seem like quite a lot. Maybe there's a lot more than just five backgrounds/levels, and that's what takes up so bloody much diskspace...
After all, there's obviously huge numbers of voxels packed into those fairly simple structures we see on the screen!
I wonder, are the voxels drawn as polygonal, GPU-rendered objects or plotted pixel by pixel with a software renderer? Those are DAMN small polys if they're polygons, wonder how efficient that can be...