Shoot 'em up: Difference between revisions

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==Types==
==Types==
Shoot 'em ups are often categorized by the player's viewpoint and movement.<ref name="ysguide"/>
Shoot 'em ups are often categorized by design elements, particularly viewpoint and movement.<ref name="ysguide"/>


[[Image:Kingball.gif|thumb|right|[[King & Balloon]] is a fixed shooter. The player may only shoot straight up, and can only move from left to right.]]
[[Image:Kingball.gif|thumb|right|[[King & Balloon]] is a fixed shooter. The player may only shoot straight up, and can only move from left to right.]]

===Fixed shooters===
''Fixed shooters'' consist of levels that can each fit within a single screen. The player's movement is fixed to a single axis of motion, and enemies attack in a single direction (such descending from the top of the screen).<ref>Provo, Frank [http://uk.gamespot.com/wii/action/galaga90/review.html Galaga '90], ''GameSpot'', August 10, 2007, Accessed June 17, 2008</ref> These games are sometimes also called ''gallery shooters''.<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref>
''Fixed shooters'' consist of levels that can each fit within a single screen. The player's movement is fixed to a single axis of motion, and enemies attack in a single direction (such descending from the top of the screen).<ref>Provo, Frank [http://uk.gamespot.com/wii/action/galaga90/review.html Galaga '90], ''GameSpot'', August 10, 2007, Accessed June 17, 2008</ref> These games are sometimes also called ''gallery shooters''.<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref>


===Scrolling shooters===
In a vertically scrolling shoot 'em up (or "vertical scroller"), the action is viewed from above and scrolls up (or very occasionaly down) the screen. This has the advantage of allowing complex patterns of enemies as well allowing even simple graphics to function convincingly. Vertical scrollers are best suited to arcade machines with tall screens; screens used with home computers or consoles tend to be wider than they are tall and thus less suited to vertical scrolling.<ref name="ysguide"/> The other main type of scrolling shooter is a "horizontal shooter" or "scrolling shooter", in which the action is viewed side-on and scrolls horizontally.<ref name="ysguide"/><ref name="lecture"/><ref>Smith, Rachael, "Sidewize," ''Your Sinclair,'' Oct 1987 (issue 22), p38</ref>
In a vertically scrolling shoot 'em up (or "vertical scroller"), the action is viewed from above and scrolls up (or very occasionaly down) the screen. This has the advantage of allowing complex patterns of enemies as well allowing even simple graphics to function convincingly. Vertical scrollers are best suited to arcade machines with tall screens; screens used with home computers or consoles tend to be wider than they are tall and thus less suited to vertical scrolling.<ref name="ysguide"/> The other main type of scrolling shooter is a "horizontal shooter" or "scrolling shooter", in which the action is viewed side-on and scrolls horizontally.<ref name="ysguide"/><ref name="lecture"/><ref>Smith, Rachael, "Sidewize," ''Your Sinclair,'' Oct 1987 (issue 22), p38</ref>


A small numbers of scrolling shooters, such as [[Sega]]'s ''[[Zaxxon]]'', feature an [[isometric]] point of view.<ref name="lecture"/> Others dispense with scrolling altogether: instead, when a player reaches the edge of the screen, a whole new scene appears at once.<ref name="ysguide"/>
A small numbers of scrolling shooters, such as [[Sega]]'s ''[[Zaxxon]]'', feature an [[isometric]] point of view.<ref name="lecture"/> Others dispense with scrolling altogether: instead, when a player reaches the edge of the screen, a whole new scene appears at once.<ref name="ysguide"/>


{{nihongo|'''Bullet hell'''|弾幕|danmaku|lit. "barrage" or "bullet curtain"}} is a [[shoot 'em up]] in which the entire screen is often almost completely filled with enemy bullets.<ref>Ashcraft, p66</ref> The genre is also known as '''curtain fire,'''<ref>{{cite web | url = http://www.gamesradar.com/wii/castle-of-shikigami-iii/review/castle-of-shikigami-iii/a-20080617161311239012/g-2008041012538549048 | title = Review: Castle of Shikigami III | author = Eric Bratcher | publisher = GamesRadar | date = 2008-06-17 | accessdate = 2008-06-30 }}</ref><ref>{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=18348 | title = Q&A: Capcom's Kujawa On Revisiting Classics, Bullet Hell | publisher = Gamasutra | author = Brandon Sheffield | date = 2008-04-22 | accessdate = 2008-06-30 }}</ref> '''manic shooters'''<ref name="lecture"/> or '''maniac shooters'''.<ref name="ashcraft77">Ashcraft, p77</ref> This style of game originated in the mid-[[1990]]s, and is an offshoot of scrolling shooters.<ref name="ashcraft77"/>
[[Image:JAG Tempest 2000.png|thumb|left|''[[Tempest 2000]]'' is a tube shooter.]]
[[Image:JAG Tempest 2000.png|thumb|left|''[[Tempest 2000]]'' is a tube shooter.]]


===Tube and rail shooters===
In a "rail shooter" a player is limited to moving around the screen while the game follows a specific track;<ref>Goldstein, Hilary, [http://uk.xbox.ign.com/articles/382/382195p1.html Panzer Dragoon Orta], ''IGN'', January 10, 2003, July 17, 2008</ref> these games feature an "into the screen" viewpoint, with which the action is seen from behind the character.<ref name="ysguide"/><ref>Kalata, Kurt, [http://hg101.classicgaming.gamespy.com/spaceharrier/spaceharrier.htm Space Harrier], ''Hardcore Gaming 101,'' Accessed Feb 14, 2009</ref> The earliest games in the style were termed "tube shooters".<ref>Roper, Chris, [http://uk.psp.ign.com/articles/829/829253p1.html The Games of Atari Classics Evolved: Part 2], ''IGN'', October 22, 2007, Accessed June 17, 2008</ref>
In a "rail shooter" a player is limited to moving around the screen while the game follows a specific track;<ref>Goldstein, Hilary, [http://uk.xbox.ign.com/articles/382/382195p1.html Panzer Dragoon Orta], ''IGN'', January 10, 2003, July 17, 2008</ref> these games feature an "into the screen" viewpoint, with which the action is seen from behind the character.<ref name="ysguide"/><ref>Kalata, Kurt, [http://hg101.classicgaming.gamespy.com/spaceharrier/spaceharrier.htm Space Harrier], ''Hardcore Gaming 101,'' Accessed Feb 14, 2009</ref> The earliest games in the style were termed "tube shooters".<ref>Roper, Chris, [http://uk.psp.ign.com/articles/829/829253p1.html The Games of Atari Classics Evolved: Part 2], ''IGN'', October 22, 2007, Accessed June 17, 2008</ref>


===Multidirectional shooter===
[[Image:Robotron: 2084.png|right|thumb| ''[[Robotron: 2084]]'' is a multidirectional shooter.]]
[[Image:Robotron: 2084.png|right|thumb| ''[[Robotron: 2084]]'' is a multidirectional shooter.]]
Some shooters may feature multi-directional movement ("multi-directional shooter") generally with a static screen.<ref>Onyett, Charles, [http://uk.xbox360.ign.com/articles/688/688334p1.html Crystal Quest], ''IGN'', February 13, 2006, Accessed June 17, 2008</ref><ref name ="joystiq">Rea, Jared, [http://www.joystiq.com/2007/08/07/todays-multi-directional-videos-everyday-shooter-and-mutant-stor/ Today's multi-directional videos: Everyday Shooter & Mutant Storm Empire], ''Joystiq'', August 7 2007, Accessed June 17, 2008</ref>
Some shooters may feature multi-directional movement ("multi-directional shooter") generally with a static screen.<ref>Onyett, Charles, [http://uk.xbox360.ign.com/articles/688/688334p1.html Crystal Quest], ''IGN'', February 13, 2006, Accessed June 17, 2008</ref><ref name ="joystiq">Rea, Jared, [http://www.joystiq.com/2007/08/07/todays-multi-directional-videos-everyday-shooter-and-mutant-stor/ Today's multi-directional videos: Everyday Shooter & Mutant Storm Empire], ''Joystiq'', August 7 2007, Accessed June 17, 2008</ref>


===Run and gun===
"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.<ref name="bloodywolf">Provo, Frank, [http://uk.gamespot.com/wii/action/bloodywolf/review.html?om_act=convert&om_clk=gssummary&tag=summary;review Bloody Wolf], ''GameSpot'', July 7, 2007, Accessed June 17, 2008</ref><ref>Dunham, Jeremy, [http://uk.ps2.ign.com/articles/533/533263p1.html First Look: Alien Hominid], ''IGN'', July 27, 2004, Accessed June 17, 2008</ref><ref>Bielby, Matt, "The YS Complete Guide To Shoot-'em-ups Part II", ''Your Sinclair,'' August 1990 (issue 56), p19</ref>
"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.<ref name="bloodywolf">Provo, Frank, [http://uk.gamespot.com/wii/action/bloodywolf/review.html?om_act=convert&om_clk=gssummary&tag=summary;review Bloody Wolf], ''GameSpot'', July 7, 2007, Accessed June 17, 2008</ref><ref>Dunham, Jeremy, [http://uk.ps2.ign.com/articles/533/533263p1.html First Look: Alien Hominid], ''IGN'', July 27, 2004, Accessed June 17, 2008</ref><ref>Bielby, Matt, "The YS Complete Guide To Shoot-'em-ups Part II", ''Your Sinclair,'' August 1990 (issue 56), p19</ref>

===Bullet hell===
{{nihongo|'''Bullet hell'''|弾幕|danmaku|lit. "barrage" or "bullet curtain"}} is a [[shoot 'em up]] in which the entire screen is often almost completely filled with enemy bullets.<ref>Ashcraft, p66</ref> The genre is also known as '''curtain fire,'''<ref>{{cite web | url = http://www.gamesradar.com/wii/castle-of-shikigami-iii/review/castle-of-shikigami-iii/a-20080617161311239012/g-2008041012538549048 | title = Review: Castle of Shikigami III | author = Eric Bratcher | publisher = GamesRadar | date = 2008-06-17 | accessdate = 2008-06-30 }}</ref><ref>{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=18348 | title = Q&A: Capcom's Kujawa On Revisiting Classics, Bullet Hell | publisher = Gamasutra | author = Brandon Sheffield | date = 2008-04-22 | accessdate = 2008-06-30 }}</ref> '''manic shooters'''<ref name="lecture"/> or '''maniac shooters'''.<ref name="ashcraft77">Ashcraft, p77</ref> This style of game originated in the mid-[[1990]]s, and is an offshoot of scrolling shooters.<ref name="ashcraft77"/>


== History ==
== History ==

Revision as of 13:41, 14 February 2009

Shoot 'em up (also known as shmups[1]) is a subgenre of the shooting video game genre, in which the player controls a vehicle or character and fights large numbers of enemies with shooting attacks. The tone of the game may range from amusing to serious, and the style from fantasy and science fiction to realistic settings.[1]

Shoot 'em ups originated in

3D graphics became more common in video games, the simplicity and arcade sensibilities of the genre slowly relegated their popularity to that of a niche. The genre remains most alive in Japan.[3][4]

Definition

A "shoot 'em up" 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.[7][6][8] During the 1980s, critics described any game where the primary design element was shooting as "shoot 'em ups,"[6] but latterly shoot 'em ups became a specific, inward-looking genre based on design conventions established in those 1980s shooting games.[7]

Common design elements

File:Rtypedoppelganger.png
Dobkeratops, the first R-Type boss.

In most shoot 'em ups, enemies appear in waves. Passing a level on the earliest shoot 'em ups usually required defeat or evasion of all enemies in that level. In later shoot 'em ups, levels began including

multiplayer gameplay, with both players playing on the same screen.[11]

Types

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

King & Balloon is a fixed shooter. The player may only shoot straight up, and can only move from left to right.

Fixed shooters consist of levels that can each fit within a single screen. The player's movement is fixed to a single axis of motion, and enemies attack in a single direction (such descending from the top of the screen).[12] These games are sometimes also called gallery shooters.[7]

In a vertically scrolling shoot 'em up (or "vertical scroller"), the action is viewed from above and scrolls up (or very occasionaly down) the screen. This has the advantage of allowing complex patterns of enemies as well allowing even simple graphics to function convincingly. Vertical scrollers are best suited to arcade machines with tall screens; screens used with home computers or consoles tend to be wider than they are tall and thus less suited to vertical scrolling.[6] The other main type of scrolling shooter is a "horizontal shooter" or "scrolling shooter", in which the action is viewed side-on and scrolls horizontally.[6][7][13]

A small numbers of scrolling shooters, such as Sega's Zaxxon, feature an isometric point of view.[7] Others dispense with scrolling altogether: instead, when a player reaches the edge of the screen, a whole new scene appears at once.[6]

Bullet hell (弾幕, danmaku, lit. "barrage" or "bullet curtain") is a shoot 'em up in which the entire screen is often almost completely filled with enemy bullets.[14] The genre is also known as curtain fire,[15][16] manic shooters[7] or maniac shooters.[17] This style of game originated in the mid-1990s, and is an offshoot of scrolling shooters.[17]

Tempest 2000 is a tube shooter.

In a "rail shooter" a player is limited to moving around the screen while the game follows a specific track;[18] these games feature an "into the screen" viewpoint, with which the action is seen from behind the character.[6][19] The earliest games in the style were termed "tube shooters".[20]

Robotron: 2084 is a multidirectional shooter.

Some shooters may feature multi-directional movement ("multi-directional shooter") generally with a static screen.[21][22]

"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][23][24]

History

Early years and golden age

1981
.

The genre's exact origins are a matter of some confusion.[6] Ashcraft pinpoints Spacewar! (one of the very earliest computer games) as the first shoot 'em up[25] but the later Space Invaders is more frequently cited as the "first" or "original" in the genre.[2][6][7]

Spacewar! was developed at the

H.G. Wells) because the developers were unable to render the movement of aircraft; in turn the aliens replaced human enemies because of moral concerns (regarding the portrayal of the killing of humans) on the part of Taito Corporation. As with subsequent shoot 'em ups of the time, the game was set in space as the available technology only permitted a black background. The game also introduced the device of giving the player a number of "lives". Space Invaders was a massive commercial success, causing a coin shortage in Japan.[27][28] Subsequently, Namco's Galaxian took the genre further with more complex enemy patterns and richer graphics.[29]

1980's

Scramble, a side scrolling shooter with forced scrolling. It was the first scrolling shooter to offer multiple, distinct levels.[7] Vertical scrolling shooters emerged around the same time. Xevious (released in 1982) is frequently cited as the first vertical shooter and while in fact it was preceded by several other games featuring vertical scrolling, it was the most influential.[7] Xevious was also the first shoot 'em up to convincingly portray realistic landscapes as opposed to purely science fiction settings.[30]

1985 saw the release of

Twinbee (1985), was an early archetype of the "cute 'em up" sub-genre.[7][34] R-Type, another premier side-scrolling shoot 'em up, was released in 1987 by Irem, employing slower paced scrolling than usual, with difficult levels calling for methodical strategy.[1][35] 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period.[36][37]

"Bullet hell" evolution and niche appeal

File:PCByukari140.jpg
An example of bullet hell in Touhou Project ~ Perfect Cherry Blossom, a manic shooter.

A new type of shoot 'em up emerged in the early 1990s: variously termed "bullet hell," "manic shooters" and "maniac shooters", these games required the player to dodge overwhelming amounts of enemy projectiles and called for still faster reactions from players.[7][17] Toaplans's Batsugan (1993) provided the prototypical template for this new breed, with Cave (formed by former employees of Toaplan, including Batsugan's main creator Tsuneki Ikeda, after the latter company collapsed) inventing the type proper with 1995's DonPachi.[38] Manic shooter games marked another point where the shoot 'em up genre began to cater for more dedicated players.[7][17] Games such as Gradius had been more difficult than Space Invaders or Xevious,[31] but bullet hell games were yet more inward-looking and aimed at dedicated fans of the genre looking for greater challenges.[7][39]

Treasure's shoot 'em up, Radiant Silvergun, introduced an element of narrative to the genre. It was lavished with critical acclaim for its refined design, though it was never released outisde of Japan and remains a much sought after collectors' item.[7][1][40][41] It's successor Ikaruga featured improved graphics and was again acclaimed as one of the best games in the genre. Unlike Radiant Silvergun, it was later afforded a release on Xbox Live Arcade.[7][1][42] The genre has undergone something of a resurgence with the release of the Xbox 360 and Wii online services,[42] while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity.[43] 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.[44] 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.[43][45]

References

Template:Reflist-2

  1. ^ a b c d e Buchanan, Levi, Top 10 Classic Shoot 'Em Ups, IGN, April 8, 2008, May 26, 2008
  2. ^ a b c Buchanan, Levi, Space Invaders, IGN, March 31, 2003, Accessed June 14, 2008
  3. ^ Staff, E3: Konami Goes Oldschool with Salamander, IGN, June 19, 1997, Accessed June 14, 2008
  4. ^ a b Fahey, Rob, Every Extend Extra, EuroGamer, 7 February, 2007, Accessed 17 June, 2008
  5. ^ a b Ashcraft, p70
  6. ^ a b c d e f g h i j Bielby, Matt, "The Complete YS Guide to Shoot 'Em Ups", Your Sinclair, July, 1990 (issue 55), p33
  7. ^ a b c d e f g h i j k l m n o p q Game Genres: Shmups, Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008
  8. ^ a b Provo, Frank, Bloody Wolf, GameSpot, July 7, 2007, Accessed June 17, 2008
  9. ^ a b Alien Stars, Binary Joy, September 1, 2006, AccessedJune 20, 2008
  10. ^ a b Beck, Ian, Jets'n'Guns, Inside Mac Games, May 19, 2006, Accessed July 20, 2008
  11. ^ Rea, Jared, Today's multi-directional videos: Everyday Shooter & Mutant Storm Empire, Joystiq, August 7 2007, Accessed June 17, 2008
  12. ^ Provo, Frank Galaga '90, GameSpot, August 10, 2007, Accessed June 17, 2008
  13. ^ Smith, Rachael, "Sidewize," Your Sinclair, Oct 1987 (issue 22), p38
  14. ^ Ashcraft, p66
  15. ^ Eric Bratcher (2008-06-17). "Review: Castle of Shikigami III". GamesRadar. Retrieved 2008-06-30.
  16. ^ Brandon Sheffield (2008-04-22). "Q&A: Capcom's Kujawa On Revisiting Classics, Bullet Hell". Gamasutra. Retrieved 2008-06-30.
  17. ^ a b c d Ashcraft, p77
  18. ^ Goldstein, Hilary, Panzer Dragoon Orta, IGN, January 10, 2003, July 17, 2008
  19. ^ Kalata, Kurt, Space Harrier, Hardcore Gaming 101, Accessed Feb 14, 2009
  20. ^ Roper, Chris, The Games of Atari Classics Evolved: Part 2, IGN, October 22, 2007, Accessed June 17, 2008
  21. ^ Onyett, Charles, Crystal Quest, IGN, February 13, 2006, Accessed June 17, 2008
  22. ^ Rea, Jared, Today's multi-directional videos: Everyday Shooter & Mutant Storm Empire, Joystiq, August 7 2007, Accessed June 17, 2008
  23. ^ Dunham, Jeremy, First Look: Alien Hominid, IGN, July 27, 2004, Accessed June 17, 2008
  24. ^ Bielby, Matt, "The YS Complete Guide To Shoot-'em-ups Part II", Your Sinclair, August 1990 (issue 56), p19
  25. ^ a b Ashcraft, Brian, (2008) Arcade Mania! The Turbo-Charged World of Japan's Game Centers, (Kodansha International), p72
  26. ^ Surette, Tim, Gaming pioneer passes away, GameSpot, June 7, 2006, Accessed June 16, 2008
  27. ^ Ashcraft p72-3
  28. ^ Design your own Space Invaders, Science.ie,4 Mar 2008, Accessed 17 June 2008
  29. ^ Buchanan, Levi, Galaxian Mini, IGN, April 21, 2003, Accessed June 17, 2008
  30. ^ Ashcraft, p75
  31. ^ a b Ashcraft, p76
  32. ^ Kasavin, Greg, Gradius Collection Review, GameSpot, Jun 7, 2006 Accessed Feb 12, 2009
  33. ^ Fahs, Travis, Fantasy Zone Retrospective, IGN, October 1, 2008, Accessed Feb 13, 2009
  34. ^ Kalata, Kurt, Fantasy Zone, Harcore Gaming 101, Accessed Feb 13, 2009
  35. ^ Todd, Brett, R-Type Dimensions Review, GameSpot, Feb 7, 2009, Accessed Feb 13, 2009
  36. ^ Navarro, ALex, Raiden Review, GameSpot, Nov 17, 2004, Accessed Feb 13, 2009
  37. ^ Buchanan, Levi, Raiden, IGN, Feb 17, 2004, Accessed Feb 13, 2009
  38. ^ Ashcraft, p78-80
  39. ^ Ashcraft, p77-78
  40. ^ Buchanan, Levi, Fond Memories: Radiant Silvergun, IGN, April 7, 2008, Accessed Feb 13, 2009
  41. ^ McCarthy, Dave, The Best Games That Never Came out in Britain, IGN, January 26, 2009, Accessed Feb 13, 2009
  42. ^ a b Staff, Top 10 Tuesday: 2D Space Shooters, IGN, March 6, 2007, Accessed Feb 13, 2009
  43. ^ a b Ashcraft, p88
  44. ^ Gouskos, Carrie, Geometry Wars: Retro Evolved Review, GameSpot, Nov 23, 2005, Accessed Feb 13, 2009
  45. ^ Staff, State of the Shoot ‘Em Up, Edge, Nov 17, 2008, Accessed Feb 13, 2009