(Invidious link)

From the description:

A rant about how and why autofire can (despite popular consensus) be problematic in certain STGs - particularly older titles. Using a combination of primary sources, secondary sources and good ol’ conjecture, I seek to prove that autofire did indeed create a balancing issue for shmup developers. However, their solutions to this problem led to some of the most interesting and creative mechanics that the genre had ever seen.

EDIT: This video is about the hardware trends that were adopted by arcades, how that affected the design of previously existing games and how developers changed the mechanics of future releases in order to accomodate for these hardware changes. While using modified hardware that a game was not designed for is objectively an inauthentic experience (in terms of preserving the intended balance and game design), the purpose of this video is to discuss how and why these changes happened and how it changed the genre. I’m not trying to dictate how you choose to enjoy games in your own spare time, that’s none of my concern.>

  • pasdechanceM
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    16 hours ago

    I enjoyed this video. As a latecomer to the world of shmups, every game I’ve played has autofire by default. The games that do not usually have a way to fine tune it (at least a few of the Arcade Archives games I have played on Switch give you advice to which frequency to use). So far I’ve played a few games where I cannot use autofire because it makes it more challenging.