Keep On Truxton: The Soothing Stress of Shoot ‘Em Ups
The Shmuptake #10: Yeah, Sure, I'm Doing This Again

Welcome to The Shmuptake, an occasional column about the history of the shoot ‘em up, aka the “shmup.” Here’s an introduction, and here’s an archive of every column so far.
A few years ago I started a column about a certain type of game I played a lot as a kid and occasionally turn to today when I need to unwind, relax, or just generally dissociate from the real world for a bit. The Shmuptake concerned itself with shoot ‘em ups, or shooters, or shmups, or STGs, or whatever you want to call ‘em; you know, those games where you fly your little character around the screen, both shooting AND dodging bullets as waves of jerks rush towards you. It’s an ancient genre dating back to the earliest days of arcade games, and although they’re typically very hard, I find them to also be incredibly peaceful—up to a point. I did 10 or so pieces over the course of a year before kind of forgetting about the whole thing, but I’ve been playing a lot of shmups again lately and it seems like a real good time to get back to some serious dissociation, so let’s do it. Let’s shmup again.
I got a Steam Deck last year, and it’s been a godsend for my shmup intake. It’s replaced the Switch as my shooter system of choice, although the deep roster of shoot ‘em ups found in Hamster’s Arcade Archives series keeps the Switch in heavy rotation as well. And the shmup I’ve played the most on Steam Deck over the last few months, which is available both individually on Steam and in a variety of different bundles and collections, is a game called Truxton (or, as it’s known in Japan, Tatsujin). It’s by Toaplan, who was one of the best studios cranking out shooters in the ‘80s and ‘90s, and it originally came out in arcades and on the Genesis / Mega Drive and PC Engine in 1988. It’s an ideal shmup for me, personally, because it’s less about lightning-fast reflexes or pro skills than it is memorization—and, despite my best efforts over the last 25 years, my memory’s still pretty good.
Truxton doesn’t fill the screen with bullets. It’s not a fast-moving game. It scrolls vertically at a stately pace as chains of enemy ships swoop down at the same time and in the same pattern every time you play it. Quick reflexes are invaluable to getting through a new level on your very first play, but odds are you’ll die and have to burn some of these patterns to your memory to win in the future. This becomes obvious near the end of the first level, when a trio of ships that spit deadly lasers approach and start to three-card monte their way across the top of the screen. The lasers are twofers, twin beams too close together for a ship to fly through, and all three ships fire them at the same time. At first it seems like the three ships are going to follow a basic, predictable pattern, with uniform spacing between all of their lasers, making them easy to dodge; but then there’s a little hiccup in their movement, a virtual stutter step as they swap positions that you probably won’t anticipate, and if you’re not fast enough to react it will kill you. That unexpected motion is something you’ll have to remember every time you play Truxton, and since you already have to remember a number of (less tricky, more straight-forward) patterns just to get to the point where this one happens, it may not always be sitting at the top of your mind.