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Shoot 'em up

Shoot 'em ups (also known as shmups or STGs[1][2]) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives.

The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game Spacewar! (1962). The shoot 'em up genre was established by the hit arcade game Space Invaders, which popularised and set the general template for the genre in 1978, and spawned many clones. The genre was then further developed by arcade hits such as Asteroids and Galaxian in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun games and rail shooters. In the mid-1990s, shoot 'em ups became a niche genre based on design conventions established in the 1980s, and increasingly catered to specialist enthusiasts, particularly in Japan. "Bullet hell" games are a subgenre of shooters that features overwhelming numbers of enemy projectiles, often in visually impressive formations.

Definition

A "shoot 'em up", also known as a "shmup"[3][4] or "STG" (the common Japanese abbreviation for "shooting games"),[1][2] is a game in which the protagonist combats a large number of enemies by shooting at them while dodging their fire. The controlling player must rely primarily on reaction times to succeed.[5][6] Beyond this, critics differ on exactly which design elements constitute a shoot 'em up. Some restrict the genre to games featuring some kind of craft, using fixed or scrolling movement.[5] Others widen the scope to include games featuring such protagonists as robots or humans on foot, as well as including games featuring "on-rails" (or "into the screen") and "run and gun" movement.[6][7][8] Mark Wolf restricts the definition to games featuring multiple antagonists ("'em" being short for "them"), calling games featuring one-on-one shooting "combat games".[9] Formerly, critics described any game where the primary design element was shooting as a "shoot 'em up",[6] but later shoot 'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s.[7]

Common elements

Shoot 'em ups are a subgenre of action game. These games are usually viewed from a top-down or side-view perspective, and players must use ranged weapons to take action at a distance. The player's avatar is typically a vehicle or spacecraft under constant attack. Thus, the player's goal is to shoot as quickly as possible at anything that moves or threatens them to reach the end of the level with a boss battle.[10] In some games, the player's character can withstand some damage or a single hit will result in their destruction.[4] The main skills required in shoot 'em ups are fast reactions and memorising enemy attack patterns. Some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive. These games belong to one of the fastest-paced video game genres.

Large numbers of enemy characters programmed to behave in an easily predictable manner are typically featured.[11] These enemies may behave in a certain way dependent on their type, or attack in formations that the player can learn to predict. The basic gameplay tends to be straightforward with many varieties of weapons.[4] Shoot 'em ups rarely have realistic physics. Characters can instantly change direction with no inertia, and projectiles move in a straight line at constant speeds.[10] The player's character can collect "power-ups" which may afford the character's greater protection, an "extra life", health, shield, or upgraded weaponry.[12] Different weapons are often suited to different enemies, but these games seldom keep track of ammunition. As such, players tend to fire indiscriminately, and their weapons only damage legitimate targets.[10]

Types

Shoot 'em ups are categorized by their design elements, particularly viewpoint and movement:[6]

Fixed shooters restrict the player and enemies to a single screen, and the player primarily movies along a single axis, such as back and forth along the bottom of the screen.[13] Examples include Space Invaders (1978), Galaxian (1979), Centipede (1980), and Galaga (1981). In Pooyan (1982), the fixed axis of movement is vertical, along the right side of the screen.

Multidirectional shooters feature 360-degree movement where the protagonist may rotate and move in any direction[14] such as Asteroids (1979) and Mad Planets (1983). Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called twin-stick shooters. One of the first games to popularize twin-stick controls was Robotron: 2084 (1982).[15][16]

 
Project Starfighter, a side-view space shooter

Space shooters are a thematic variant of involving spacecraft in outer space. Following the success of Space Invaders, space shooters were the dominant subgenre during the late 1970s to early 1980s.[17] These games can overlap with other subgenres as well as space combat games.

Tube shooters feature craft flying through an abstract tube,[18] such as Tempest (1981) and Gyruss (1983). There is still a single axis of motion, making these a subset of fixed shooters.

Rail shooters limit the player to moving around the screen while following a specific route;[19] these games often feature an "into the screen" viewpoint, with which the action is seen from behind the player character, and moves "into the screen", while the player retains control over dodging.[6][20] Examples include Space Harrier (1985), Captain Skyhawk (1990), Starblade (1991), Star Fox (1993), Star Wars: Rebel Assault (1993), Panzer Dragoon (1995), and Sin and Punishment (2000). Rail shooters that use light guns are called light gun shooters, such as Virtua Cop (1994), Time Crisis (1995) and The House of the Dead (1996). Light-gun games that are "on rails" are usually not considered to be in the shoot-em-up category, but rather their own first-person light-gun shooter category.[21]

Cute 'em ups feature brightly colored graphics depicting surreal settings and enemies. Cute 'em ups tend to have unusual, oftentimes completely bizarre opponents for the player to fight, with Twinbee and Fantasy Zone first pioneering the subgenre,[22] along with Parodius, Cotton, and Harmful Park being additional key games.[23] Some cute 'em ups may employ overtly sexual characters and innuendo.[24]

Scrolling shooters

Vertically scrolling shooters present the action from above and scroll up (or occasionally down) the screen.

Horizontally scrolling shooters usually present a side-on view and scroll left to right (or less often, right to left).[6][7][25]

Isometrically scrolling shooters or isometric shooters, such as Sega's Zaxxon (1982), use an isometric point of view.[7]

A popular implementation style of scrolling shooters has the player's flying vehicle moving forward, at a fixed rate, through an environment. Examples are Scramble (1981), Xevious (1982), and Gradius (1986). In contrast, Defender (1981) allows the player to move left or right at will.

Run and gun games have protagonists that move through the world on foot and shoot attackers. Examples include the vertically scrolling, overhead view games Front Line (1982), Commando (1985), and Ikari Warriors(1986). Side-scrolling run and gun games often combine elements from platform games, such as the ability to jump: Contra (1987), Metal Slug (1996) and Cuphead (2017). Run and gun games may also use isometric viewpoints and may have multidirectional movement.[26][27][28]

Bullet hell

 
Nuclear Throne (2015), a bullet hell game

Bullet hell (弾幕, danmaku, literally "barrage" or "bullet curtain") is a subgenre of shooters in which the entire screen is completely filled with enemy bullets.[29] This type is also known as "curtain fire",[30] "manic shooters"[7] or "maniac shooters".[31] This style of game originated in the mid-1990s as an offshoot of scrolling shooters.[31]

Trance shooters

A small subgenre of shooter games that emphasizes chaotic, reflex-based gameplay designed to put the player in a trance-like state. In trance shooters, enemy patterns usually have randomized elements, forcing the player to rely on reflexes rather than pattern memorization. Games of this type usually feature colorful, abstract visuals, and electronic music (often techno music). Jeff Minter is commonly credited with originating the style with Tempest 2000 (1994) and subsequent games including Space Giraffe, Gridrunner++, and Polybius (2017). Other examples include the Geometry Wars series, Space Invaders Extreme, Super Stardust HD, and Resogun.

History

Origins

 
Spacewar! (1962), an early mainframe game with shooting and spacecraft

The concept of shooting games existed before video games, dating back to shooting gallery carnival games in the late 19th century.[32] Mechanical target shooting games first appeared in England's amusement arcades around the turn of the 20th century,[33] before appearing in America by the 1920s.[34] Shooting gallery games eventually evolved into more sophisticated target shooting electro-mechanical games (EM games) such as Sega's influential Periscope (1965). Shooting video games have roots in EM shooting games.[32][35]

Video game journalist Brian Ashcraft argues the early mainframe game Spacewar! (1962) was the first shoot 'em up video game.[36] It was developed at the Massachusetts Institute of Technology in 1961, for the developers' amusement, and presents a space battle between two craft. It was remade four times as an arcade video game in the 1970s. [37]

Emergence of shoot 'em up genre (late 1970s)

Space Invaders (1978) is most frequently cited as the "first" or "original" in the genre.[6][7][38][39] A seminal game created by Tomohiro Nishikado of Japan's Taito, it led to shooter games becoming prolific.[40] It pitted the player against multiple enemies descending from the top of the screen at a constantly increasing speed.[39] Nishikado conceived the game by combining elements of Breakout (1976) with those of earlier target shooting games, and simple alien creatures inspired by H. G. Wells' The War of the Worlds. The hardware was unable to render the movement of aircraft, so the game was set in space, with a black background. It had a more interactive style of play than earlier target shooting games, with multiple enemies who responded to the player-controlled cannon's movement and fired back at the player. The game ended when the player was killed by the enemies.[41][35] While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first where multiple enemies fired back at the player.[42] It also introduced the idea of giving the player multiple lives[43] and popularized the concept of achieving a high score[44][45][46]

With these elements, Space Invaders set the general template for the shoot 'em up genre.[47] It became one of the most widely cloned shooting games, spawning more than 100 imitators with only the most minor differences (if any) from the original.[48] Most shooting games released since then[40] have followed its "multiple life, progressively difficult level" paradigm, according to Eugene Jarvis.[49]

Golden age and refinement (late 1970s to early 1980s)

Following the success of Space Invaders, shoot 'em ups became the dominant genre for much of the golden age of arcade video games, from the late 1970s up until the early 1980s, particularly the "space shooter" subgenre.[17] In 1979, Namco's Galaxian—"the granddaddy of all top-down shooters", according to IGN—was released.[50] Its use of colour graphics and individualised antagonists were considered "strong evolutionary concepts" among space ship games.[51] Atari's Asteroids (1979) was a hit multi-directional shooter, allowing the player to shoot in any direction by rotating the game's spacecraft.[52]

The Space Invaders format evolved into the vertical scrolling shooter sub-genre.[35] SNK's debut shoot 'em up Ozma Wars (1979) featured vertical scrolling backgrounds and enemies,[53] and it was the first action game to feature a supply of energy, similar to hit points.[54] Namco's Xevious, released in 1982, was one of the first and most influential vertical scrolling shooters.[7] Xevious is also the first to convincingly portray dithered/shaded organic landscapes as opposed to blocks-in-space or wireframe obstacles.[55]

Side-scrolling shoot 'em ups emerged in the early 1980s. Defender, introduced by Williams Electronics in late 1980 and entering production in early 1981, allowed side-scrolling in both directions in a wrap-around game world, unlike most later games in the genre.[7] The scrolling helped remove design limitations associated with the screen,[56] and it also featured a minimap radar.[57] Scramble, released by Konami in early 1981, had continuous scrolling in a single direction and was the first side-scrolling shooter with multiple distinct levels.[7]

In the early 1980s, Japanese arcade developers began moving away from space shooters towards character action games, whereas American arcade developers continued to focus on space shooters during the early 1980s, up until the end of the arcade golden age. According to Eugene Jarvis, American developers were greatly influenced by Japanese space shooters but took the genre in a different direction from the "more deterministic, scripted, pattern-type" gameplay of Japanese games, towards a more "programmer-centric design culture, emphasizing algorithmic generation of backgrounds and enemy dispatch" and "an emphasis on random-event generation, particle-effect explosions and physics" as seen in arcade games such as his own Defender and Robotron: 2084 (1982) as well as Atari's Asteroids (1979).[17] Robotron: 2084 was an influential game in the multi-directional shooter subgenre.[58][59]

Some games experimented with pseudo-3D perspectives at the time. Nintendo's attempt at the genre, Radar Scope (1980), borrowed heavily from Space Invaders and Galaxian, but added a three-dimensional third-person perspective; the game was a commercial failure, however.[60] Atari's Tempest (1981) was one of the earliest tube shooters and a more successful attempt to incorporate a 3D perspective into shooter games;[61] Tempest went on to influence several later rail shooters.[62][63] Sega's Zaxxon (1981) introduced isometric video game graphics to the genre.[17]

The term "shmup" is believed to have been coined in 1985 by the British Commodore 64 magazine Zzap!64. In the July 1985 issue, the term was used by the editor Chris Anderson and reviewer Julian Rignall.[64]

1985 saw the release of Konami's Gradius, which gave the player greater control over the choice of weaponry, thus introducing another element of strategy.[7] The game also introduced the need for the player to memorise levels in order to achieve any measure of success.[65] Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels.[66] The following year saw the emergence of one of Sega's forefront series with its game Fantasy Zone. The game received acclaim for its surreal graphics and setting and the protagonist, Opa-Opa, was for a time considered Sega's mascot.[67] The game borrowed Defender's device of allowing the player to control the direction of flight and along with the earlier TwinBee (1985), is an early archetype of the "cute 'em up" subgenre.[7][68] In 1986, Taito released KiKi KaiKai, an overhead multi-directional shooter. The game is notable for using a traditional fantasy setting in contrast to most shoot 'em up games filled with science fiction motifs.[69] R-Type, an acclaimed side-scrolling shoot 'em up, was released in 1987 by Irem, employing slower paced scrolling than usual, with difficult, claustrophobic levels calling for methodical strategies.[3][70] 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period.[71][72]

Run and gun and rail shooters (1980s to early 1990s)

Run and gun games became popular in the mid-1980s. These games feature characters on foot, rather than spacecraft, and often have military themes. The origins of this type of shooter go back to Sheriff by Nintendo, released in 1979.[73] SNK's Sasuke vs. Commander (1980), which had relatively detailed background graphics for its time, pit a samurai against a horde of ninjas,[74] along with boss fights.[75] Taito's Front Line (1982) introduced the vertical scrolling format later popularized by Capcom's Commando (1985), which established the standard formula used by later run and gun games.[28][76] Sega's Ninja Princess (1985), which released slightly before Commando, was a run and gun game that was distinctive for its feudal Japan setting and female ninja protagonist who throws shuriken and knives.[76] SNK's TNK III, released later in 1985, combined the Front Line tank shooter format with unique rotary joystick controls, which they later combined with Commando-inspired run and gun gameplay to develop Ikari Warriors (1986), which further popularized run and gun shooters.[77] Ikari Warriors also drew inspiration from the action film Rambo: First Blood Part II (1985),[53] which it was originally intended to be an adaptation of.[77] Contemporary critics considered military themes and protagonists similar to Rambo or Schwarzenegger prerequisites for a shoot 'em up, as opposed to an action-adventure game.[28][78] The success of Commando and Ikari Warriors led to run and gun games becoming the dominant style of shoot 'em up during the late 1980s to early 1990s, with the term "shoot 'em up" itself becoming synonymous with "run and gun" during this period.[28]

Konami's Green Beret (1985), known as Rush'n Attack in North America, adapted the Commando formula to a side-scrolling format.[79] Later notable side-scrolling run and gun shooters include Namco's Rolling Thunder (1986), which added cover mechanics to the formula,[80] and Data East's RoboCop (1988).[28] In 1987, Konami created Contra, a side-scrolling coin-op arcade game, and later a NES game, that was particularly acclaimed for its multi-directional aiming and two-player cooperative gameplay. By the early 1990s and the popularity of 16-bit consoles, the scrolling shooter genre was overcrowded, with developers struggling to make their games stand out, with exceptions such as the inventive Gunstar Heroes (1993) by Treasure.[81]

Sega's pseudo-3D rail shooter Buck Rogers: Planet of Zoom demonstrated the potential of 3D shoot 'em up gameplay in 1982.[82] Sega's Space Harrier, a rail shooter released in 1985, broke new ground graphically and its wide variety of settings across multiple levels gave players more to aim for than high scores.[83][84] In 1986, Arsys Software released WiBArm, a shooter that switched between a 2D side-scrolling view in outdoor areas to a fully 3D polygonal third-person perspective inside buildings, while bosses were fought in an arena-style 2D battle, with the game featuring a variety of weapons and equipment.[85] In 1987, Square's 3-D WorldRunner was an early stereoscopic 3-D shooter played from a third-person perspective,[86] followed later that year by its sequel JJ,[87] and the following year by Space Harrier 3-D which used the SegaScope 3-D shutter glasses.[88] That same year, Sega's Thunder Blade switched between both a top-down view and a third-person view, and featured the use of force feedback, where the joystick vibrates.[89]

Bullet hell and niche appeal (mid-1990s to present)

 
Japanese players at a shoot 'em up arcade in Akihabara, Tokyo. (2017)

A new type of shooters up emerged in the early 1990s: variously termed "bullet hell", "manic shooters", "maniac shooters" and danmaku (弾幕, "barrage"), these games required the player to dodge overwhelming numbers of enemy projectiles and called for still more consistent reactions from players.[7][31] Bullet hell games arose from the need for 2D shoot 'em up developers to compete with the emerging popularity of 3D games: huge numbers of missiles on screen were intended to impress players.[31] Toaplan's Batsugun (1993) provided the prototypical template for this new breed,[90] with Cave (formed by former employees of Toaplan, including Batsugun's main creator Tsuneki Ikeda, after the latter company collapsed) inventing the type proper with 1995's DonPachi.[91] Bullet hell games marked another point where the shooter genre began to cater to more dedicated players.[7][31] Games such as Gradius had been more difficult than Space Invaders or Xevious,[65] but bullet hell games were yet more inward-looking and aimed at dedicated fans of the genre looking for greater challenges.[7][92] While shooter games featuring protagonists on foot largely moved to 3D-based genres, popular, long-running series such as Contra and Metal Slug continued to receive new sequels.[93][94][95] Rail shooters have rarely been released in the new millennium, with only Rez and Panzer Dragoon Orta achieving cult recognition.[19][84][96]

Treasure's shoot 'em up, Radiant Silvergun (1998), introduced an element of narrative to the genre. It was critically acclaimed for its refined design, though it was not released outside Japan and remains a much sought-after collector's item.[3][7][97][98] Its successor Ikaruga (2001) featured improved graphics and was again acclaimed as one of the best games in the genre. Both Radiant Silvergun and Ikaruga were later released on Xbox Live Arcade.[3][7][99] The Touhou Project series spans 26 years and 30 games as of 2022 and was listed in the Guinness World Records in October 2010 for being the "most prolific fan-made shooter series".[100] The genre has undergone something of a resurgence with the release of the Xbox 360, PlayStation 3 and Wii online services,[99] while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity.[101] Geometry Wars: Retro Evolved was released on Xbox Live Arcade in 2005 and in particular stood out from the various re-releases and casual games available on the service.[102] The PC has also seen its share of dōjin shoot 'em ups like Crimzon Clover, Jamestown: Legend of the Lost Colony, Xenoslaive Overdrive, and the eXceed series. However, despite the genre's continued appeal to an enthusiastic niche of players, shoot 'em up developers are increasingly embattled financially by the power of home consoles and their attendant genres.[101][103]

See also

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Bibliography

  • Ashcraft, Brian, (2008) Arcade Mania! The Turbo-Charged World of Japan's Game Centers, (Kodansha International)

External links

  •   Media related to Shoot 'em ups at Wikimedia Commons

shoot, film, shoot, film, also, known, shmups, stgs, genre, action, games, there, consensus, which, design, elements, compose, shoot, some, restrict, definition, games, featuring, spacecraft, certain, types, character, movement, while, others, allow, broader, . For the film see Shoot Em Up film Shoot em ups also known as shmups or STGs 1 2 are a sub genre of action games There is no consensus as to which design elements compose a shoot em up some restrict the definition to games featuring spacecraft and certain types of character movement while others allow a broader definition including characters on foot and a variety of perspectives The genre s roots can be traced back to earlier shooting games including target shooting electro mechanical games of the mid 20th century and the early mainframe game Spacewar 1962 The shoot em up genre was established by the hit arcade game Space Invaders which popularised and set the general template for the genre in 1978 and spawned many clones The genre was then further developed by arcade hits such as Asteroids and Galaxian in 1979 Shoot em ups were popular throughout the 1980s to early 1990s diversifying into a variety of subgenres such as scrolling shooters run and gun games and rail shooters In the mid 1990s shoot em ups became a niche genre based on design conventions established in the 1980s and increasingly catered to specialist enthusiasts particularly in Japan Bullet hell games are a subgenre of shooters that features overwhelming numbers of enemy projectiles often in visually impressive formations Contents 1 Definition 1 1 Common elements 2 Types 2 1 Scrolling shooters 2 2 Bullet hell 2 3 Trance shooters 3 History 3 1 Origins 3 2 Emergence of shoot em up genre late 1970s 3 3 Golden age and refinement late 1970s to early 1980s 3 4 Run and gun and rail shooters 1980s to early 1990s 3 5 Bullet hell and niche appeal mid 1990s to present 4 See also 5 References 5 1 Bibliography 6 External linksDefinition EditA shoot em up also known as a shmup 3 4 or STG the common Japanese abbreviation for shooting games 1 2 is a game in which the protagonist combats a large number of enemies by shooting at them while dodging their fire The controlling player must rely primarily on reaction times to succeed 5 6 Beyond this critics differ on exactly which design elements constitute a shoot em up Some restrict the genre to games featuring some kind of craft using fixed or scrolling movement 5 Others widen the scope to include games featuring such protagonists as robots or humans on foot as well as including games featuring on rails or into the screen and run and gun movement 6 7 8 Mark Wolf restricts the definition to games featuring multiple antagonists em being short for them calling games featuring one on one shooting combat games 9 Formerly critics described any game where the primary design element was shooting as a shoot em up 6 but later shoot em ups became a specific inward looking genre based on design conventions established in those shooting games of the 1980s 7 Common elements Edit Shoot em ups are a subgenre of action game These games are usually viewed from a top down or side view perspective and players must use ranged weapons to take action at a distance The player s avatar is typically a vehicle or spacecraft under constant attack Thus the player s goal is to shoot as quickly as possible at anything that moves or threatens them to reach the end of the level with a boss battle 10 In some games the player s character can withstand some damage or a single hit will result in their destruction 4 The main skills required in shoot em ups are fast reactions and memorising enemy attack patterns Some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive These games belong to one of the fastest paced video game genres Large numbers of enemy characters programmed to behave in an easily predictable manner are typically featured 11 These enemies may behave in a certain way dependent on their type or attack in formations that the player can learn to predict The basic gameplay tends to be straightforward with many varieties of weapons 4 Shoot em ups rarely have realistic physics Characters can instantly change direction with no inertia and projectiles move in a straight line at constant speeds 10 The player s character can collect power ups which may afford the character s greater protection an extra life health shield or upgraded weaponry 12 Different weapons are often suited to different enemies but these games seldom keep track of ammunition As such players tend to fire indiscriminately and their weapons only damage legitimate targets 10 Types EditShoot em ups are categorized by their design elements particularly viewpoint and movement 6 Fixed shooters restrict the player and enemies to a single screen and the player primarily movies along a single axis such as back and forth along the bottom of the screen 13 Examples include Space Invaders 1978 Galaxian 1979 Centipede 1980 and Galaga 1981 In Pooyan 1982 the fixed axis of movement is vertical along the right side of the screen Multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction 14 such as Asteroids 1979 and Mad Planets 1983 Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called twin stick shooters One of the first games to popularize twin stick controls was Robotron 2084 1982 15 16 Project Starfighter a side view space shooter Space shooters are a thematic variant of involving spacecraft in outer space Following the success of Space Invaders space shooters were the dominant subgenre during the late 1970s to early 1980s 17 These games can overlap with other subgenres as well as space combat games Tube shooters feature craft flying through an abstract tube 18 such as Tempest 1981 and Gyruss 1983 There is still a single axis of motion making these a subset of fixed shooters Rail shooters limit the player to moving around the screen while following a specific route 19 these games often feature an into the screen viewpoint with which the action is seen from behind the player character and moves into the screen while the player retains control over dodging 6 20 Examples include Space Harrier 1985 Captain Skyhawk 1990 Starblade 1991 Star Fox 1993 Star Wars Rebel Assault 1993 Panzer Dragoon 1995 and Sin and Punishment 2000 Rail shooters that use light guns are called light gun shooters such as Virtua Cop 1994 Time Crisis 1995 and The House of the Dead 1996 Light gun games that are on rails are usually not considered to be in the shoot em up category but rather their own first person light gun shooter category 21 Cute em ups feature brightly colored graphics depicting surreal settings and enemies Cute em ups tend to have unusual oftentimes completely bizarre opponents for the player to fight with Twinbee and Fantasy Zone first pioneering the subgenre 22 along with Parodius Cotton and Harmful Park being additional key games 23 Some cute em ups may employ overtly sexual characters and innuendo 24 Scrolling shooters Edit Vertically scrolling shooters present the action from above and scroll up or occasionally down the screen Horizontally scrolling shooters usually present a side on view and scroll left to right or less often right to left 6 7 25 Isometrically scrolling shooters or isometric shooters such as Sega s Zaxxon 1982 use an isometric point of view 7 A popular implementation style of scrolling shooters has the player s flying vehicle moving forward at a fixed rate through an environment Examples are Scramble 1981 Xevious 1982 and Gradius 1986 In contrast Defender 1981 allows the player to move left or right at will Run and gun games have protagonists that move through the world on foot and shoot attackers Examples include the vertically scrolling overhead view games Front Line 1982 Commando 1985 and Ikari Warriors 1986 Side scrolling run and gun games often combine elements from platform games such as the ability to jump Contra 1987 Metal Slug 1996 and Cuphead 2017 Run and gun games may also use isometric viewpoints and may have multidirectional movement 26 27 28 Bullet hell Edit Nuclear Throne 2015 a bullet hell game Bullet hell 弾幕 danmaku literally barrage or bullet curtain is a subgenre of shooters in which the entire screen is completely filled with enemy bullets 29 This type is also known as curtain fire 30 manic shooters 7 or maniac shooters 31 This style of game originated in the mid 1990s as an offshoot of scrolling shooters 31 Trance shooters Edit A small subgenre of shooter games that emphasizes chaotic reflex based gameplay designed to put the player in a trance like state In trance shooters enemy patterns usually have randomized elements forcing the player to rely on reflexes rather than pattern memorization Games of this type usually feature colorful abstract visuals and electronic music often techno music Jeff Minter is commonly credited with originating the style with Tempest 2000 1994 and subsequent games including Space Giraffe Gridrunner and Polybius 2017 Other examples include the Geometry Wars series Space Invaders Extreme Super Stardust HD and Resogun History EditOrigins Edit Spacewar 1962 an early mainframe game with shooting and spacecraft The concept of shooting games existed before video games dating back to shooting gallery carnival games in the late 19th century 32 Mechanical target shooting games first appeared in England s amusement arcades around the turn of the 20th century 33 before appearing in America by the 1920s 34 Shooting gallery games eventually evolved into more sophisticated target shooting electro mechanical games EM games such as Sega s influential Periscope 1965 Shooting video games have roots in EM shooting games 32 35 Video game journalist Brian Ashcraft argues the early mainframe game Spacewar 1962 was the first shoot em up video game 36 It was developed at the Massachusetts Institute of Technology in 1961 for the developers amusement and presents a space battle between two craft It was remade four times as an arcade video game in the 1970s 37 Emergence of shoot em up genre late 1970s Edit Space Invaders 1978 is most frequently cited as the first or original in the genre 6 7 38 39 A seminal game created by Tomohiro Nishikado of Japan s Taito it led to shooter games becoming prolific 40 It pitted the player against multiple enemies descending from the top of the screen at a constantly increasing speed 39 Nishikado conceived the game by combining elements of Breakout 1976 with those of earlier target shooting games and simple alien creatures inspired by H G Wells The War of the Worlds The hardware was unable to render the movement of aircraft so the game was set in space with a black background It had a more interactive style of play than earlier target shooting games with multiple enemies who responded to the player controlled cannon s movement and fired back at the player The game ended when the player was killed by the enemies 41 35 While earlier shooting games allowed the player to shoot at targets Space Invaders was the first where multiple enemies fired back at the player 42 It also introduced the idea of giving the player multiple lives 43 and popularized the concept of achieving a high score 44 45 46 With these elements Space Invaders set the general template for the shoot em up genre 47 It became one of the most widely cloned shooting games spawning more than 100 imitators with only the most minor differences if any from the original 48 Most shooting games released since then 40 have followed its multiple life progressively difficult level paradigm according to Eugene Jarvis 49 Golden age and refinement late 1970s to early 1980s Edit See also Golden age of arcade video games Following the success of Space Invaders shoot em ups became the dominant genre for much of the golden age of arcade video games from the late 1970s up until the early 1980s particularly the space shooter subgenre 17 In 1979 Namco s Galaxian the granddaddy of all top down shooters according to IGN was released 50 Its use of colour graphics and individualised antagonists were considered strong evolutionary concepts among space ship games 51 Atari s Asteroids 1979 was a hit multi directional shooter allowing the player to shoot in any direction by rotating the game s spacecraft 52 The Space Invaders format evolved into the vertical scrolling shooter sub genre 35 SNK s debut shoot em up Ozma Wars 1979 featured vertical scrolling backgrounds and enemies 53 and it was the first action game to feature a supply of energy similar to hit points 54 Namco s Xevious released in 1982 was one of the first and most influential vertical scrolling shooters 7 Xevious is also the first to convincingly portray dithered shaded organic landscapes as opposed to blocks in space or wireframe obstacles 55 Side scrolling shoot em ups emerged in the early 1980s Defender introduced by Williams Electronics in late 1980 and entering production in early 1981 allowed side scrolling in both directions in a wrap around game world unlike most later games in the genre 7 The scrolling helped remove design limitations associated with the screen 56 and it also featured a minimap radar 57 Scramble released by Konami in early 1981 had continuous scrolling in a single direction and was the first side scrolling shooter with multiple distinct levels 7 In the early 1980s Japanese arcade developers began moving away from space shooters towards character action games whereas American arcade developers continued to focus on space shooters during the early 1980s up until the end of the arcade golden age According to Eugene Jarvis American developers were greatly influenced by Japanese space shooters but took the genre in a different direction from the more deterministic scripted pattern type gameplay of Japanese games towards a more programmer centric design culture emphasizing algorithmic generation of backgrounds and enemy dispatch and an emphasis on random event generation particle effect explosions and physics as seen in arcade games such as his own Defender and Robotron 2084 1982 as well as Atari s Asteroids 1979 17 Robotron 2084 was an influential game in the multi directional shooter subgenre 58 59 Some games experimented with pseudo 3D perspectives at the time Nintendo s attempt at the genre Radar Scope 1980 borrowed heavily from Space Invaders and Galaxian but added a three dimensional third person perspective the game was a commercial failure however 60 Atari s Tempest 1981 was one of the earliest tube shooters and a more successful attempt to incorporate a 3D perspective into shooter games 61 Tempest went on to influence several later rail shooters 62 63 Sega s Zaxxon 1981 introduced isometric video game graphics to the genre 17 The term shmup is believed to have been coined in 1985 by the British Commodore 64 magazine Zzap 64 In the July 1985 issue the term was used by the editor Chris Anderson and reviewer Julian Rignall 64 1985 saw the release of Konami s Gradius which gave the player greater control over the choice of weaponry thus introducing another element of strategy 7 The game also introduced the need for the player to memorise levels in order to achieve any measure of success 65 Gradius with its iconic protagonist defined the side scrolling shoot em up and spawned a series spanning several sequels 66 The following year saw the emergence of one of Sega s forefront series with its game Fantasy Zone The game received acclaim for its surreal graphics and setting and the protagonist Opa Opa was for a time considered Sega s mascot 67 The game borrowed Defender s device of allowing the player to control the direction of flight and along with the earlier TwinBee 1985 is an early archetype of the cute em up subgenre 7 68 In 1986 Taito released KiKi KaiKai an overhead multi directional shooter The game is notable for using a traditional fantasy setting in contrast to most shoot em up games filled with science fiction motifs 69 R Type an acclaimed side scrolling shoot em up was released in 1987 by Irem employing slower paced scrolling than usual with difficult claustrophobic levels calling for methodical strategies 3 70 1990 s Raiden was the beginning of another acclaimed and enduring series to emerge from this period 71 72 Run and gun and rail shooters 1980s to early 1990s Edit Run and gun games became popular in the mid 1980s These games feature characters on foot rather than spacecraft and often have military themes The origins of this type of shooter go back to Sheriff by Nintendo released in 1979 73 SNK s Sasuke vs Commander 1980 which had relatively detailed background graphics for its time pit a samurai against a horde of ninjas 74 along with boss fights 75 Taito s Front Line 1982 introduced the vertical scrolling format later popularized by Capcom s Commando 1985 which established the standard formula used by later run and gun games 28 76 Sega s Ninja Princess 1985 which released slightly before Commando was a run and gun game that was distinctive for its feudal Japan setting and female ninja protagonist who throws shuriken and knives 76 SNK s TNK III released later in 1985 combined the Front Line tank shooter format with unique rotary joystick controls which they later combined with Commando inspired run and gun gameplay to develop Ikari Warriors 1986 which further popularized run and gun shooters 77 Ikari Warriors also drew inspiration from the action film Rambo First Blood Part II 1985 53 which it was originally intended to be an adaptation of 77 Contemporary critics considered military themes and protagonists similar to Rambo or Schwarzenegger prerequisites for a shoot em up as opposed to an action adventure game 28 78 The success of Commando and Ikari Warriors led to run and gun games becoming the dominant style of shoot em up during the late 1980s to early 1990s with the term shoot em up itself becoming synonymous with run and gun during this period 28 Konami s Green Beret 1985 known as Rush n Attack in North America adapted the Commando formula to a side scrolling format 79 Later notable side scrolling run and gun shooters include Namco s Rolling Thunder 1986 which added cover mechanics to the formula 80 and Data East s RoboCop 1988 28 In 1987 Konami created Contra a side scrolling coin op arcade game and later a NES game that was particularly acclaimed for its multi directional aiming and two player cooperative gameplay By the early 1990s and the popularity of 16 bit consoles the scrolling shooter genre was overcrowded with developers struggling to make their games stand out with exceptions such as the inventive Gunstar Heroes 1993 by Treasure 81 Sega s pseudo 3D rail shooter Buck Rogers Planet of Zoom demonstrated the potential of 3D shoot em up gameplay in 1982 82 Sega s Space Harrier a rail shooter released in 1985 broke new ground graphically and its wide variety of settings across multiple levels gave players more to aim for than high scores 83 84 In 1986 Arsys Software released WiBArm a shooter that switched between a 2D side scrolling view in outdoor areas to a fully 3D polygonal third person perspective inside buildings while bosses were fought in an arena style 2D battle with the game featuring a variety of weapons and equipment 85 In 1987 Square s 3 D WorldRunner was an early stereoscopic 3 D shooter played from a third person perspective 86 followed later that year by its sequel JJ 87 and the following year by Space Harrier 3 D which used the SegaScope 3 D shutter glasses 88 That same year Sega s Thunder Blade switched between both a top down view and a third person view and featured the use of force feedback where the joystick vibrates 89 Bullet hell and niche appeal mid 1990s to present Edit This article needs to be updated Please help update this article to reflect recent events or newly available information August 2017 Japanese players at a shoot em up arcade in Akihabara Tokyo 2017 A new type of shooters up emerged in the early 1990s variously termed bullet hell manic shooters maniac shooters and danmaku 弾幕 barrage these games required the player to dodge overwhelming numbers of enemy projectiles and called for still more consistent reactions from players 7 31 Bullet hell games arose from the need for 2D shoot em up developers to compete with the emerging popularity of 3D games huge numbers of missiles on screen were intended to impress players 31 Toaplan s Batsugun 1993 provided the prototypical template for this new breed 90 with Cave formed by former employees of Toaplan including Batsugun s main creator Tsuneki Ikeda after the latter company collapsed inventing the type proper with 1995 s DonPachi 91 Bullet hell games marked another point where the shooter genre began to cater to more dedicated players 7 31 Games such as Gradius had been more difficult than Space Invaders or Xevious 65 but bullet hell games were yet more inward looking and aimed at dedicated fans of the genre looking for greater challenges 7 92 While shooter games featuring protagonists on foot largely moved to 3D based genres popular long running series such as Contra and Metal Slug continued to receive new sequels 93 94 95 Rail shooters have rarely been released in the new millennium with only Rez and Panzer Dragoon Orta achieving cult recognition 19 84 96 Treasure s shoot em up Radiant Silvergun 1998 introduced an element of narrative to the genre It was critically acclaimed for its refined design though it was not released outside Japan and remains a much sought after collector s item 3 7 97 98 Its successor Ikaruga 2001 featured improved graphics and was again acclaimed as one of the best games in the genre Both Radiant Silvergun and Ikaruga were later released on Xbox Live Arcade 3 7 99 The Touhou Project series spans 26 years and 30 games as of 2022 and was listed in the Guinness World Records in October 2010 for being the most prolific fan made shooter series 100 The genre has undergone something of a resurgence with the release of the 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