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I was contemplating this question as I worked on the my latest NES/Famicom guide for StrategyWiki, a Famicom Disk System vertical shooter called Gall Force - Eternal Story (Click here for the guide). Some old-school anime fan may recognize this as the title of a mid-80s series about a crew of seven female space pilots. The game uses the same cast and overall concept, but rewrites the story for the sake of the shooter game play.
To be honest, at first I was going to dismiss this game and just stub an article for someone else to write about if anyone ever felt like it. But I dug into the game a little more, and found a few aspects of it enjoyable enough to write about, so I wrote a one-page guide. Most of the guides on StrategyWiki encompass several pages, so that it's easier for readers to isolate the information that they're looking for. However. when a game simply does not have a lot of depth, you can usually write all that you can about it on one page, and not inundate the reader with too much info. This turns out to be the case with most shmups, including two other recent guides that I posted for Tiger-Heli and Terra Cresta. I find that writing a play-by-play of shooter experiences to be somewhat useless. With RPGs, Adventure games, or even Action games, you can sometime find yourself in a position where you wonder, "What do I do next?" You rarely ever ask yourself that in a shooter. You just... shoot. And survive. I don't think anyone is every going to pause the game to find out what's going to come next, because you pretty much know in a shooter: more enemies or a boss. So I find that the only really useful thing to do is write about the system, especially the power-up system, if one exists. Granted, some shooters deserve more coverage, so I went into a lot more depth about the different stages in Gradius, and Zanac was especially worth expanding, since a lot of events and encounters are scripted, despite having a random assembly of smaller enemies. But I don't know, when you all play a shmup, do you ever find yourself wishing for a walkthrough? I just don't see that as being something very useful to most players (especially shmup fans).
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The only shmup I can think of that would warrant a full walk-through is maybe the R-Type series... I remember playing the last level in R-Type III wondering what to do next because I saw no possible way of advancing...
I find articles covering shmups in the way are the most useful.
As far as walkthroughs for a shmup are concerned, I never thought about it actually. I usually have so much fun finding my own strategies for shmups that I don't bother looking for any.
I'd probably echo what MATTFOO said and only add that youtube videos of level play throughs are far more helpful than anything else. Actually being able to see how others play and then adapting their gameplan in to yours is half the fun sometimes. Especially with shmups like Ikaruga.