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.


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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.

Fixed shooters restrict the player and enemies to a single screen, and the player primarily moves along a single axis, such as back and forth along the bottom of the screen.[13] Examples include Space Invaders (1978), Galaxian (1979), Phoenix (1980), and Galaga (1981). In Pooyan (1982), the fixed axis of movement is vertical, along the right side of the screen. In Centipede (1980) and Gorf (1981), the player primarily moves left and right along the bottom, but several inches of vertical motion are also allowed within an invisible box.

Multidirectional shooters allow 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]

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 Operation Wolf (1987), Lethal Enforcers (1992), Virtua Cop (1994), Point Blank (1994), Time Crisis (1995), The House of the Dead (1996) and Elemental Gearbolt (1997). 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]

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), Gradius (1986), R-Type (1987), Einhnder (1997). In contrast, Defender (1981) allows the player to move left or right at will.

Bullet hell (, danmaku, literally "barrage" or "bullet curtain") is a subgenre of shooters in which the screen becomes crowded with complex "curtain fire" enemy patterns. It is also characterized by collision boxes that are smaller than the sprites themselves, to accommodate maneuvering through these crowded firing patterns.[29][30] This style of game, also known as "manic shooters"[7] or "maniac shooters",[31] originated in the mid-1990s as an offshoot of scrolling shooters.[31] The DonPachi and Touhou Project series are early titles establishing the principle of bullet hells.[32]

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.

Video game journalist Brian Ashcraft argues the early mainframe game Spacewar! (1962) was the first shoot 'em up video game.[38] 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. [39]

Space Invaders (1978) is most frequently cited as the "first" or "original" in the genre.[6][7][40][41] A seminal game created by Tomohiro Nishikado of Japan's Taito, it led to proliferation of shooter games.[42] It pitted the player against multiple enemies descending from the top of the screen at a constantly increasing speed.[41] 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.[43][37] While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first where multiple enemies fired back at the player.[44] It also introduced the idea of giving the player multiple lives[45] and popularized the concept of achieving a high score[46][47][48]

The Space Invaders format evolved into the vertical scrolling shooter sub-genre.[37] SNK's debut shoot 'em up Ozma Wars (1979) featured vertical scrolling backgrounds and enemies,[57] and it was the first action game to feature a supply of energy, similar to hit points.[58] 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.[59]

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,[60] and it also featured a minimap radar.[61] 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.[62][63]

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.[64] Atari's Tempest (1981) was one of the earliest tube shooters and a more successful attempt to incorporate a 3D perspective into shooter games;[65] Tempest went on to influence several later rail shooters.[66][67] Sega's Zaxxon (1981) introduced isometric video game graphics to the genre.[17] e24fc04721

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