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Shoot 'em up (also known as shmup or STG[1][2]) is a subgenre of the shooter genre of video games. In a shoot 'em up, the player character engages in a lone assault, often in a spacecraft or aircraft, shooting large numbers of enemies while dodging their attacks. 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; others allow a broader definition including characters on foot and a variety of perspectives. Shoot 'em ups call for fast reactions and for the player to memorize levels and enemy attack patterns. "Bullet hell" games feature overwhelming numbers of enemy projectiles.Types of Shumps
The genre's origins can be traced back to Spacewar!, one of the earliest computer games, developed in 1962 and eventually released in amusement arcades in the early 1970s. However, Tomohiro Nishikado, creator of Space Invaders, is generally credited with inventing the genre. Space Invaders premiered in Japanese arcades in 1978. Shoot 'em ups were popular throughout the 1980s and early 1990s. 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.
Shoot 'em ups are categorized by design elements, particularly viewpoint and movement:[6]Golden age and refinement
Fixed shooters (such as Space Invaders) restrict the protagonist to a single axis of motion, enemies attack in a single direction (such as descending from the top of the screen), and each level is contained within a single screen.[13] These games are sometimes called "gallery shooters".[7] Atari's Centipede is a hybrid, in that the player can move freely, but that movement is constrained to a small area at the bottom of the screen, and the game otherwise meets the fixed shooter definition.
Rail shooters limit the player to moving around the screen while the game follows a specific route;[14] 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][15] Examples include Space Harrier (1985), Captain Skyhawk (1990), Panzer Dragoon (1995), Star Fox 64 (1997), and Sin and Punishment (2000). Light-Gun games that are "on-rails" are not in the shoot-em-up category but the FPS category,[16] and the term has also been applied to scripted events in first-person shooters such as Call of Duty.[17][18]
Tube shooters feature craft flying through an abstract tube.[19] Technically, most tube shooters are also fixed shooters, because the player is still constrained to left/right movement, but it's mapped to the shape of the tube.
Scrolling shooters include vertical or horizontal scrolling games.
Vertically scrolling shooters: In a vertically scrolling shoot 'em up (or "vertical scroller"), the action is viewed from above and scrolls up (or very occasionally down) the screen.
Horizontally scrolling shooters: In a "horizontal shooter" or "side-scrolling shooter", in which the action is viewed side-on and scrolls horizontally.[6][7][20]
Isometrically scrolling shooters: A small number of scrolling shooters, such as Sega's Zaxxon, feature an isometric point of view.[7]
Multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction.[21] Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called "twin-stick shooters."[22][23]
Bullet hell (弾幕 danmaku?, literally "barrage" or "bullet curtain") is a shoot 'em up in which the entire screen is often almost completely filled with enemy bullets.[12] This type is also known as "curtain fire",[24] "manic shooters"[7] or "maniac shooters".[25] This style of game originated in the mid-1990s, and is an offshoot of scrolling shooters.[25]
Cute 'em ups feature brightly coloured graphics depicting surreal settings and enemies.[7] Newer, particularly Japanese, cute 'em ups may employ overtly loveual characters and innuendo.[26] Cute 'em ups tend to have unusual, oftentimes completely bizarre opponents for the player to fight, with the Parodius franchise being an example.
Run and gun (or "run 'n' gun") describes a shoot 'em up in which the protagonist fights on foot, perhaps with the ability to jump. Run and gun games may use side scrolling, vertical scrolling or isometric viewpoints and may feature multidirectional movement.[8][27][28]
Arena based shooters or area based shooters take place in a single screen, e.g. Robotron: 2084, Smash TV.
In 1979, Namco's Galaxian—"the granddaddy of all top-down shooters", according to IGN—was released.[40] Its use of colour graphics and individualised antagonists were considered "strong evolutionary concepts" among space ship games.[41] That same year saw the release of SNK's debut shoot 'em up Ozma Wars, notable for being the first action game to feature a supply of energy, resembling a life bar, a mechanic that has now become common in the majority of modern action games.[42] It also featured vertically scrolling backgrounds and enemies.[43]Bullet hell and niche appeal
In 1981, Defender established scrolling in shoot 'em ups, offering horizontally extended levels. Unlike most later games in the genre, the player could move in either direction.[7] The game's use of scrolling helped remove design limitations associated with the screen,[44] and though the game's minimap feature had been introduced before, Defender integrated it into the gameplay in a more essential manner.[45] Konami's Scramble, released in 1981, is a side-scrolling shooter with forced scrolling. It was the first scrolling shooter to offer multiple, distinct levels.[7] Atari's Tempest, released in 1981, is one of the earliest tube shooters and an early attempt to incorporate a 3D perspective into shooter games.[46] Tempest ultimately went on to influence major rail shooters.[47][48]
Vertical scrolling shooters emerged around the same time. Namco's Xevious, released in 1982, is frequently cited as the first vertical scrolling shooter and, although it was in fact preceded by several other games of that type, it is considered one of the most influential.[7] Xevious is also the first to convincingly portray realistic landscapes as opposed to purely science fiction settings.[49] While Asteroids (1979) allowed the player to rotate the game's spacecraft,[50] 1982's highly acclaimed Robotron: 2084 was most influential on subsequent multi-directional shooters.[51][52]
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.[53][54] 1985 also 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.[55] Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels.[56] 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.[57] 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][58] R-Type, an acclaimed side-scrolling shoot 'em up, was released in 1987 by Irem, employing slower paced scrolling than usual, with difficult levels calling for methodical strategies.[3][59] 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period.[60][61]
Shoot 'em ups such as SNK's Ikari Warriors (1986) featuring characters on foot, rather than spacecraft, became popular in the mid-1980s in the wake of action movies such as Rambo: First Blood Part II.[43] The origins of this type go back to Sheriff by Nintendo, released in 1979. Taito's Front Line (1982) established the upwards-scrolling formula later popularized by Commando, in 1985.[28] Commando also drew comparisons to Rambo[62] and indeed 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] 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.[63] In 1987, Square's 3-D WorldRunner was an early stereoscopic 3-D shooter played from a third-person perspective,[64] followed later that year by its sequel JJ,[65] and the following year by Space Harrier 3-D which used the SegaScope 3-D shutter glasses.[66] That same year, Sega's Thunder Blade switched between both a top-down view and a third-person view, and introduced the use of force feedback, where the joystick vibrates.[67] Also in 1987, Konami created Contra as an coin-op arcade game that was particularly acclaimed for its multi-directional aiming and two player cooperative gameplay. However, 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 (one exception being the inventive Gunstar Heroes, by Treasure).
A new type of shoot 'em 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][25] 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.[25] Toaplan's Batsugun (1993) provided the prototypical template for this new breed, 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.[69] Manic shooter games marked another point where the shoot 'em up genre began to cater to more dedicated players.[7][25] Games such as Gradius had been more difficult than Space Invaders or Xevious,[55] but bullet hell games were yet more inward-looking and aimed at dedicated fans of the genre looking for greater challenges.[7][70] 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.[71][72][73] Rail shooters have rarely been released in the new millennium, with only Rez and Panzer Dragoon Orta achieving cult recognition.[14][54][74]quotes from the wiki: https://en.wikipedia.org/wiki/Shoot_'em_up
Treasure's shoot 'em up, Radiant Silvergun (1998), introduced an element of narrative to the genre. It was lavished with critical acclaim for its refined design, though it was not released outside Japan and remains a much sought after collectors' item.[3][7][75][76] 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][77] The Touhou Project series spans nineteen years and twenty-four games as of 2015 and was listed in the Guinness World Records in October 2010 for being the "most prolific fan-made shooter series".[78] The genre has undergone something of a resurgence with the release of the Xbox 360, PlayStation 3 and Wii online services,[77] while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity.[79] 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.[80] The PC has also seen its share of dōjin shoot 'em ups like Crimzon Clover, Jamestown: Legend of the Lost Colony, 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.
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