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Electro-mechanical games (EM games) are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games , combat flight simulators and sports games . EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill .

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104-682: Angry Birds Transformers is a 2014 shoot 'em up mobile game and the tenth installment in the Angry Birds series. The game is a crossover between Angry Birds and the Transformers franchise, featuring battles between the Autobirds and Deceptihogs, Angry Birds ' versions of the Autobots and Decepticons . It was published by Rovio Entertainment with collaboration from Hasbro , being released on October 15, 2014, for iOS, and

208-407: A Super Shot basketball skill-toss game manufactured by Doyle & Associates, was released in 1985 and became a hit, inspiring numerous imitators within a year, leading to super shot games becoming popular in the late 1980s. In 1990, Capcom entered the bowling industry with Bowlingo , a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation; it was smaller than

312-463: A Western theme and was one of the first games to feature competitive head-to-head shooting between two players, inspiring several early Western-themed shooter video games . Notably, the game's concept was adapted by Tomohiro Nishikado into Taito 's shooter video game Western Gun (1975), which Midway released as Gun Fight in North America. Sega's Jet Rocket , developed in 1969, was

416-467: A combat flight simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. The game displayed three-dimensional terrain with buildings, produced using a new type of special belt technology along with fluorescent paint to simulate a night view. At Japan's 1970 Coin Machine Show, Jet Rocket

520-550: A forward - scrolling road projected on a screen. Taito's similar 1970 rear-projection driving game Super Road 7 involved driving a car down an endlessly scrolling road while having to dodge cars, which inspired Tomohiro Nishikado to develop the Taito racing video game Speed Race (1974). Chicago Coin adapted Speedway into a motorbike racing game, Motorcycle , in 1970. Speedway also had an influence on Atari founder Nolan Bushnell , who had originally planned to develop

624-408: A side-scrolling format. Later notable side-scrolling run and gun shooters include Namco's Rolling Thunder (1986), which added cover mechanics to the formula, and Data East's RoboCop (1988). 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

728-431: 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

832-477: A zoetrope to produce moving animations on a screen . They often had vertical playfields that used mirrors to create an artificial sense of depth. It was a fresh approach to gun games that Sega introduced with Duck Hunt , which began location testing in 1968 and released in January 1969. It had animated moving targets which disappear from the screen when shot, solid-state electronic sound effects, and awarded

936-471: A "shmup" or "STG" (the common Japanese abbreviation for "shooting games"), 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. 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. Others widen

1040-426: A 1970s driving game, The Driver , which projected live-action video footage filmed by Toei Company . There were also two EM racing games from 1971 that gave the illusion of three-dimensional holography, Bally's Road Runner and Sega's Monte Carlo . The player's car was animated with holographic-like technology, while the rival cars were standard model cars like other EM games. During a collision, an animation shows

1144-401: 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. While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first where multiple enemies fired back at

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1248-440: A character, however gems to upgrade instantly (slowly earned or purchased with real money) make the upgrade happen instantly. At SDCC 2014, IDW Publishing and Rovio announced an Angry Birds Transformers crossover comic books series; it was written by John Barber and art by Marcelo Ferreira and published in early 2015 as a four issue mini-series. Shoot %27em up Shoot 'em ups (also known as shmups or STGs ) are

1352-634: A clone market in North America. Japanese manufacturers responded by releasing new game concepts every few months to stay ahead of the clone competition, but the American clones gradually succeeded in driving Japanese firms out of the North American market in the early 1970s. Despite this, Japan continued to have a thriving local market with more than 500,000–700,000 arcade machines by 1973, mostly consisting of EM shooting and driving games from Japanese manufacturers alongside pinball machines imported from

1456-628: A driving video game, influenced by Speedway which at the time was the biggest-selling game at his arcade, but he ended up developing Pong (1972) instead. Atari eventually developed a driving video game later on, Gran Trak 10 (1974). Sega's EM driving games Stunt Car (1970) and Dodgem Crazy (1972) are seen as precursors to later driving video games that involve ramming cars, such as Exidy 's Destruction Derby (1975) and Death Race (1976) as well as Atari's Crash 'N Score (1975), while lacking their dynamically changing open arenas enabled by video game technology. Kasco used 8 mm film for

1560-439: A gun-like peripheral (such as a light gun or similar device), similar to light gun shooter video games. "General" arcade games refer to all other types of EM arcade games, including various different types of sports games. "Audio-visual" or "realistic" games referred to novelty games that used advanced special effects to provide a simulation experience. Coin-operated arcade amusements based on games of skill emerged around

1664-432: A healthy arcade environment for video games to flourish in the 1970s. The success of Periscope led to American distributors turning to Japan for new arcade games in the late 1960s, which in turn encouraged competition from traditional Chicago arcade manufacturers. American arcade firms such as Midway Manufacturing , Chicago Coin and Allied Leisure responded by cloning the latest novelty games from Japan, establishing

1768-410: A higher score for head shots . Missile , a shooter and vehicular combat game released by Sega in 1969, had electronic sound and a moving film strip to represent the targets on a projection screen. A two-way joystick with a fire button was used to shoot and steer the missile onto oncoming planes displayed on a screen, while two directional buttons were used to move the player's tank; when

1872-567: A more successful attempt to incorporate a 3D perspective into shooter games; Tempest went on to influence several later rail shooters. Sega's Zaxxon (1981) introduced isometric video game graphics to the genre. 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 . 1985 saw

1976-427: A moving sky-blue background from a film canister on a rotating drum. The game was a hit, but too large for most locations, so it was followed by a scaled-down version, Sky Fighter II , which sold 3,000 arcade cabinets. In 1972, Sega released an electro-mechanical game called Killer Shark , a first-person light-gun shooter that used similar projection technology to Sega's earlier shooting games, and made an appearance in

2080-646: A new wave of EM arcade games emerged that were able to generate significant earnings for arcade operators. Periscope , a submarine simulator and light gun shooter , was released by Nakamura Manufacturing Company (later called Namco) in 1965 and then by Sega in 1966. It used lights and plastic waves to simulate sinking ships from a submarine, and had players look through a periscope to direct and fire torpedoes, which were represented by colored lights and electronic sound effects. Sega's version became an instant success in Japan, Europe, and North America, where it

2184-508: A non-programmable electro-mechanical computer that played games of Nim , using electro-mechanical relays, buttons, and lightbulbs. The device, intended solely for entertainment, saw nearly 100,000 games during the fair, and may have inspired the Nimrod , a full digital computer programmed to play Nim at the 1951 Festival of Britain , considered as one of the precursors of the video game. In 1941, International Mutoscope Reel Company released

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2288-475: A plane is hit, an animated explosion appears on screen, accompanied by the sound of an explosion. According to Ken Horowitz, it may have been the first arcade game to use a joystick with a fire button. Missile became a major arcade hit for Sega in the United States, inspiring a number of manufacturers to produce similar games. Midway later released a version called S.A.M.I. (1970) and adapted it into

2392-417: 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. 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

2496-543: A screen, resembling a windscreen view. It had collision detection, with players having to dodge cars to avoid crashing, as well as electronic sound for the car engines and collisions. This gave it greater realism than earlier driving games, and it resembled a prototypical arcade racing video game , with an upright cabinet, yellow marquee, three-digit scoring, coin box, steering wheel and accelerator pedal. Indy 500 sold over 2,000 arcade cabinets in Japan, while Speedway sold over 10,000 cabinets in North America, becoming

2600-478: A shoot 'em up, as opposed to an action-adventure game . 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. Konami 's Green Beret (1985), known as Rush'n Attack in North America, adapted the Commando formula to

2704-414: A similar format but had a longer cabinet allowing a longer road. Capitol Projector's 1954 machine Auto Test was a driving test simulation that used film reel to project pre-recorded driving video footage, awarding the player points for making correct decisions as the footage is played. These early driving games consisted of only the player vehicle on the road, with no rival cars to race against. By

2808-526: A straight line at constant speeds. The player's character can collect " power-ups " which may afford the character's greater protection, an " extra life ", health, shield, or upgraded weaponry. 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. Shoot 'em ups are categorized by their design elements, particularly viewpoint and movement: Fixed shooters restrict

2912-410: A strong presence in arcades for much of the 1970s. In Japan, EM games remained more popular than video games up until the late 1970s. Japanese arcade manufacturers initially lacked expertise with solid-state electronics and found Pong -style video games to be simplistic compared to more complex EM games, so it took longer for video games to penetrate Japan than it had in the United States. Meanwhile in

3016-524: A third-person view, and featured the use of force feedback , where the joystick vibrates. Over the course of the 1990s, a new subgenre of shooters evolved, known as " danmaku ( 弾幕 , "barrage") in Japan, and often referred to as "bullet hell" or "manic shooters" in English-speaking regions. These games are characterized by high numbers of enemy projectiles, often in complex "curtain fire" patterns, as well as collision boxes that are smaller than

3120-487: 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, usually with a boss battle . In some games, the player's character can withstand some damage or a single hit will result in their destruction. 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

3224-555: A wrap-around game world, unlike most later games in the genre. The scrolling helped remove design limitations associated with the screen, and it also featured a minimap radar. 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 . 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

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3328-482: 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. This style of game, also known as "manic shooters" or "maniac shooters", originated in the mid-1990s as an offshoot of scrolling shooters. The DonPachi and Touhou Project series are early titles establishing

3432-477: Is notable for using a traditional fantasy setting in contrast to most shoot 'em up games filled with science fiction motifs. 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. 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period. Run and gun games became popular in

3536-864: 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; 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. 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

3640-411: Is the fourth game in the franchise to be compatible with Angry Birds ' Telepods , a toys-to-life toy line that is also used in other Angry Birds games; Angry Birds Star Wars II , Angry Birds Go! , and Angry Birds Stella . When using Telepods, it can summon the toy's Transformer and either boost its power or recharge its armour. It is necessary to scan the toy's QR code each time after

3744-515: The Geometry Wars series, Space Invaders Extreme , Super Stardust HD , and Resogun . The concept of shooting games existed before video games , dating back to shooting gallery carnival games in the late 19th century and target sports such as archery , bowling and darts . Mechanical target shooting games first appeared in England 's amusement arcades around the turn of

3848-575: 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. Ikari Warriors also drew inspiration from the action film Rambo: First Blood Part II (1985), which it was originally intended to be an adaptation of. Contemporary critics considered military themes and protagonists similar to Rambo or Schwarzenegger prerequisites for

3952-466: The Xbox 360 , PlayStation 3 and Wii online services, while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity. 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. The PC has also seen its share of dōjin shoot 'em ups like Crimzon Clover , Jamestown: Legend of

4056-430: The vertical scrolling format later popularized by Capcom 's Commando (1985), which established the standard formula used by later run and gun games. 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. SNK 's TNK III , released later in 1985, combined

4160-557: The 1950s, EM games were using a timer to create a sense of urgency in the gameplay. An example of this is the boxing game K.O. Champ (1955) by International Mutoscope Reel Company. By 1961, however, the US arcade industry had been stagnating. This in turn had a negative effect on Japanese arcade distributors such as Sega that had been depending on US imports up until then. Sega co-founder David Rosen responded to market conditions by having Sega develop original arcade games in Japan. From

4264-480: The 1970s have remained popular in arcades through to the present day, notably air hockey , whac-a-mole and medal games . Medal games started becoming popular with Sega's Harness Racing (1974), Nintendo's EVR Race (1975) and Aruze 's The Derby Vφ (1975). The first whac-a-mole game, Mogura Taiji ("Mole Buster"), was released by TOGO in 1975. Mogura Taiji became the second highest-grossing EM game of 1976 in Japan, second only to Namco's F-1 that year. In

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4368-498: 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. A "shoot 'em up", also known as

4472-416: The 1980s. A new type of driving game was introduced in Japan, with Kasco's 1968 racing game Indy 500 , which was licensed by Chicago Coin for release in North America as Speedway in 1969. It had a circular racetrack with rival cars painted on individual rotating discs illuminated by a lamp, which produced colorful graphics projected using mirrors to give a pseudo-3D first-person perspective on

4576-530: The 20th century, before appearing in America by the 1920s. 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. Video game journalist Brian Ashcraft argues the early mainframe game Spacewar! (1962) was the first shoot 'em up video game. It

4680-511: 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. 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

4784-460: The EM industry with sports games such as Crown Soccer Special (1967), a two-player game that simulated association football using electronic components such as pinball flippers, and Crown Basketball , which debuted in the US as the highest-earning arcade game at the 1968 Tampa Fair and also had a quarter-play option. Sega released an EM game similar to air hockey in 1968, MotoPolo , where two players moved around motorbikes to knock balls into

4888-604: 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. Electro-mechanical games EM games typically combined mechanical engineering technology with various electrical components , such as motors , switches , resistors , solenoids , relays , bells, buzzers and electric lights . EM games lie somewhere in

4992-522: The Transformers. It has also turned the eggs into the EggBots, which are turning all non-bipal pigs into their minions and then turning non-living things into monsters that want to destroy life, replacing it with technological beings across the island. The Autobirds and Deceptihogs must put their differences aside to destroy the transformed pigs and to chase the mischievous Eggbots, ultimately rescuing

5096-473: The United States, after the market became flooded with Pong clones, the Pong market crashed around the mid-1970s, which led to traditional Chicago coin-op manufacturers mainly sticking to EM games up until the late 1970s. EM games eventually declined following the arrival of Space Invaders (1978) and the golden age of arcade video games in the late 1970s. Several electro-mechanical games that appeared in

5200-419: The United States. Atari founder Nolan Bushnell , when he was a college student, worked at an arcade where he became familiar with EM games such as Chicago Coin's Speedway (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. Periscope established a trend of missile-launching gameplay during

5304-514: The app is closed since the application will reset the effects of Telepods upon startup. Angry Birds Transformers has received generally positive reviews, with a Metacritic score of 70/100 based on 13 reviews. The Guardian praised that the game appeals to Transformers fans, while also providing more proof that the Angry Birds can fit neatly into new stories and game genres, while the downside there are timers of multiple hours to upgrade

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5408-427: The arcade video game Guided Missile (1977). Midway also released the submarine-themed missile-launching games Sea Raider (1969) and Sea Devil (1970). Joysticks subsequently became the standard control scheme for arcade games. Sega's Gun Fight (1969) had two players control cowboy figurines on opposing sides of a playfield full of obstacles, with each player attempting to shoot the opponent's cowboy. It had

5512-418: The biggest arcade hit in years. Like Periscope , Speedway also charged a quarter per play, further cementing quarter-play as the US arcade standard for over two decades. Other EM racing games derived from Indy 500 included Namco's Racer and Sega's Grand Prix , the latter a 1969 release that similarly had a first-person view , electronic sound, a dashboard with a racing wheel and accelerator, and

5616-404: The catalyst for the "novelty renaissance" where a wide variety of novelty/specialty games (also called "land-sea-air" games) were released during the late 1960s to early 1970s, from quiz games and racing games to hockey and football games, many adopting the quarter-play price point. As Japan's arcade industry grew rapidly, a new category of "audio-visual" novelty games began being manufactured in

5720-634: The closure of Toaplan, the following year, a number of studios formed from former Toaplan staff that would continue to develop this style, including Cave (formed by Batsugun's main creator Tsuneki Ikeda) who released 1995's seminal DonPachi , and Takumi, who would develop the GigaWing series. Bullet hell games marked another point where the shooter genre began to cater to more dedicated players. Games such as Gradius had been more difficult than Space Invaders or Xevious , but bullet hell games were yet more inward-looking and aimed at dedicated fans of

5824-629: 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). Robotron: 2084

5928-400: 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 . Sega's pseudo-3D rail shooter Buck Rogers: Planet of Zoom demonstrated the potential of 3D shoot 'em up gameplay in 1982. Sega's Space Harrier ,

6032-544: The electro-mechanical driving game Drive Mobile , which had an upright arcade cabinet similar to what arcade video games would later use. It was derived from older British driving games from the 1930s. In Drive Mobile , a steering wheel was used to control a model car over a road painted on a metal drum , with the goal being to keep the car centered as the road shifts left and right. Kasco (short for Kansai Seisakusho Co.) introduced this type of electro-mechanical driving game to Japan in 1958 with Mini Drive , which followed

6136-503: 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 . 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. In 1986, Taito released KiKi KaiKai , an overhead multi-directional shooter. The game

6240-414: The fate of their homeland. Coins may be collected either during runs, by popping pigs or simply by waiting and collecting coins that generate over time from freed areas. Some levels or features can be only unlocked when the player has upgraded enough Transformers. In addition, gems can also be collected and can be used to purchase and to keep going through a run or upgrade a Transformer instantly. The game

6344-494: The first games to popularize twin-stick controls was Robotron: 2084 (1982). 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. These games can overlap with other subgenres as well as space combat games . Tube shooters feature craft flying through an abstract tube, such as Tempest (1981) and Gyruss (1983). There

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6448-457: The game featuring a variety of weapons and equipment. In 1987, Square's 3-D WorldRunner was an early stereoscopic 3-D shooter played from a third-person perspective, followed later that year by its sequel JJ , and the following year by Space Harrier 3-D which used the SegaScope 3-D shutter glasses . That same year, Sega's Thunder Blade switched between both a top-down view and

6552-431: The genre looking for greater challenges. 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. Rail shooters have rarely been released in the new millennium, with only Rez and Panzer Dragoon Orta achieving cult recognition. In the early 2000s, the genre achieved recognition through

6656-544: The highest-grossing EM arcade game of 1977 in the United States. Namco's F-1 is believed to have been influenced by Kasco's Indy 500 , and in turn F-1 provided the basis for Namco's hit racing video game Pole Position (1982), which was co-designed by F-1 designer Sho Osugi. EM bowling games called "bowlers" included Bally Manufacturing 's Bally Bowler and Chicago Coin's Corvette in 1966. EM baseball games included Midway's Little League (1966) and Chicago Coin's All Stars Baseball (1968). Taito entered

6760-965: The hit Steven Spielberg film Jaws (1975). In 1974, Nintendo released Wild Gunman , a light-gun shooter based on the Laser Clay Shooting System that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. Several EM arcade games gave the illusion of holography in the 1970s. The San Francisco based Multiplex Company used its "rotating cylindrical hologram" technology to provide animation for several shooting games from Kasco and Midway. Kasco used it in Gun Smoke (1975), Samurai and Bank Robbers (1977), while Midway used it in Top Gun (1976). These games predated Sega's later arcade video game Time Traveler (1991) in their use of holographic-like technology. Kasco's Bank Robbers

6864-460: The landscape. In Japan, it was one of the top ten highest-grossing EM arcade games of 1977, and it released in North America the same year. One of the last successful EM shooting games was Namco's light gun game Shoot Away (1977), which was Japan's third highest-grossing EM arcade game of 1977 and highest-grossing EM arcade game of 1980 , while maintaining a presence in Western arcades into

6968-414: The late 1960s from Japanese arcade manufacturers, with the four largest being Sega, Taito , Nakamura Manufacturing, and Kasco. Their "audio-visual" games were exported internationally to North America and Europe, selling in large quantities that had not been approached by most arcade machines in years. This led to a "technological renaissance" in the late 1960s, which would later be critical in establishing

7072-403: The late 1960s to 1970s, with the game's periscope viewer cabinet design later adopted by arcade video games such as Midway's Sea Wolf (1976) and Atari 's Battlezone (1980). In the late 1960s, Sega began producing gun games which somewhat resemble first-person shooter video games, but which were in fact electro-mechanical games that used rear image projection in a manner similar to

7176-663: The late 1960s, EM games incorporated more elaborate electronics and mechanical action to create a simulated environment for the player. These games overlapped with the introduction of arcade video games, and in some cases, were prototypical of the experiences that arcade video games offered. The late 1960s to early 1970s were considered the "electro-mechanical golden age" in Japan, and the "novelty renaissance" or "technological renaissance" in North America. A new category of "audio-visual" novelty games emerged during this era, mainly established by several Japanese arcade manufacturers. Arcades had previously been dominated by jukeboxes , before

7280-512: The late 1970s, arcade centers in Japan began to be flooded with "mole buster" games. Mogura Taiji was introduced to North America in 1976, which inspired Bob's Space Racers to produce their own version of the game called "Whac-A-Mole" in 1977, while Namco released their own popular "mole buster" game called Sweet Licks (1981). Electro-mechanical games experienced a resurgence during the 1980s. Air hockey, whac-a-mole and medal games have since remained popular arcade attractions. Hoop Shot ,

7384-420: 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. SNK 's Sasuke vs. Commander (1980), which had relatively detailed background graphics for its time, pit a samurai against a horde of ninjas , along with boss fights . Taito's Front Line (1982) introduced

7488-411: The mid-20th-century, but did not receive a video game release until 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 has 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

7592-453: The middle between fully electronic games and mechanical games. EM games have a number of different genres/categories. "Novelty" or "land-sea-air" games refer to simulation games that simulate aspects of various vehicles, such as cars (similar to racing video games ), submarines (similar to vehicular combat video games), or aircraft (similar to combat flight simulator video games). Gun games refer to games that involve shooting with

7696-432: The mobile game Space Impact , which is considered one of the important games in the history of mobile games . 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. Its successor Ikaruga (2001) featured improved graphics and

7800-442: The opponent's goal; it also used an 8-track player to play back the sounds of the motorbikes. Air hockey itself was later created by a group of Brunswick Billiards employees between 1969 and 1972. The arrival of arcade video games eventually led to the decline of electro-mechanical games during the 1970s. Following the arrival of arcade video games with Pong (1972) and its clones, electro-mechanical games continued to have

7904-456: The player against multiple enemies descending from the top of the screen at a constantly increasing speed. 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

8008-401: 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. 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),

8112-574: 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. 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. Shoot 'em ups rarely have realistic physics. Characters can instantly change direction with no inertia , and projectiles move in

8216-491: 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

8320-480: 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 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

8424-440: The player's car flipping into the air several times. One of the last successful electro-mechanical arcade racing games was F-1 , a racing game developed by Namco and distributed by Atari in 1976. The gameplay is viewed from the perspective of the driver's viewpoint, which is displayed on the screen using a projector system. It was the highest-grossing arcade game of 1976 and 1977 in Japan (ahead of every video game), and

8528-415: The player's flying vehicle moving forward, at a fixed rate, through an environment. Examples are Scramble (1981), Xevious (1982), Gradius (1986), Darius (1987), R-Type (1987), Einhänder (1997). 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

8632-549: The player. It also introduced the idea of giving the player multiple lives and popularized the concept of achieving a high score . With these elements, Space Invaders set the general template for the shoot 'em up genre. 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. Most shooting games released since then have followed its "multiple life, progressively difficult level " paradigm, according to Eugene Jarvis . Following

8736-548: The principle of bullet hells. A bullet heaven or reverse bullet hell is a subgenre characterized by the player character collecting or unlocking abilities and attacks whose visuals overlap and clutter the game screen as the game progresses. They also share a feature of many enemy characters, commonly called "hordes", walking toward the player from off-screen. This genre is generally attributed to Vampire Survivors , released in 2022. A small subgenre of shooter games that emphasizes chaotic, reflex-based gameplay designed to put

8840-416: The release of Konami's Gradius , which gave the player greater control over the choice of weaponry, thus introducing another element of strategy. The game also introduced the need for the player to memorise levels in order to achieve any measure of success. Gradius , with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels. The following year saw

8944-423: 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. Mark Wolf restricts the definition to games featuring multiple antagonists ("'em" being short for "them"), calling games featuring one-on-one shooting "combat games". Formerly, critics described any game where the primary design element

9048-477: The sprites themselves, allowing the player to fit between the narrow gaps in enemy fire. Bullet hell games were first popularized in Japanese arcades during a time when 3D games and fighting games were eclipsing other games. The flashy firing patterns were intended to grab players attention. Toaplan 's Batsugun (1993) is often considered a pivotal point in the development of this subgenre. After

9152-601: The stigma of pinball. The transition from mechanical arcade games to electro-mechanical games dates back to around the time of World War II , with different types of arcade games gradually making the transition during the post-war period between the 1940s and 1960s. At the 1939–1940 New York World's Fair , in April 1940, Edward Condon of the Westinghouse Electric Company displayed the Nimatron ,

9256-455: The structures or making TNT explode. Since it is a side-scrolling video game , pigs who have gone out the screen can no longer be eliminated. The player can use the user's Facebook friends unlocked characters or randomly generated characters to assist in a level for a limited time. The EggSpark has crashed into the surface of Piggy Island, cyberforming the Birds and Pigs and turning them into

9360-612: The subgenre, along with Parodius , Cotton , and Harmful Park being additional key games. Some cute 'em ups may employ overtly sexual characters and innuendo. 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). Isometrically scrolling shooters or isometric shooters , such as Sega 's Zaxxon (1982), use an isometric point of view . A popular implementation style of scrolling shooters has

9464-550: 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. In 1979, Namco 's Galaxian —"the granddaddy of all top-down shooters", according to IGN—was released. Its use of colour graphics and individualised antagonists were considered "strong evolutionary concepts" among space ship games. In 1981 Gorf brought joystick control and (limited) vertical as well as horizontal movement to

9568-705: The turn of the 20th century, such as fortune telling , strength tester machines and mutoscopes . Normally installed at carnivals and fairs, entrepreneurs created standalone arcades to house these machines More interactive mechanical games emerged around the 1930s, such as skee-ball , as well as the first simple pinball games. However, when pinball was first introduced, it lacked features such as user-controlled flippers, and were considered to be games of chance . This led to several jurisdictions to ban pinball machines fearing their influence on youth. Alternatives to pinball were electro-mechanical games (EM games) that clearly demonstrated themselves as games of skill to avoid

9672-472: 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. Bullet hell ( 弾幕 , danmaku , literally "barrage" or "bullet curtain")

9776-545: The vertically-oriented fixed-shooter genre, while Space Invaders and Galaxian have only horizontal movement controlled by a pair of buttons. Atari 's Asteroids (1979) was a hit multi-directional shooter, taking from Spacewar! the ability for the player's ship to roam the entire screen and to rotate, move and shoot in any direction. The Space Invaders format evolved into the vertical scrolling shooter sub-genre. SNK 's debut shoot 'em up Ozma Wars (1979) featured vertical scrolling backgrounds and enemies, and it

9880-413: Was Heli-Shooter (1977), a combat flight simulator that combines the use of a CPU processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting a helicopter using a throttle joystick (to accelerate and decelerate) and pedals (to maneuver left and right) across a realistic three-dimensional landscape and shooting at military targets across

9984-509: Was a commercial success, becoming the eighth highest-grossing EM arcade game of 1978 in Japan. Taito also announced a holographic-like arcade gun game at the AMOA show in October 1975. In 1977, Kasco released a shooting EM ninja game called Ninja Gun , which helped introduce a number of American children to ninjas in popular culture by the early 1980s. One of the last EM games from Sega

10088-475: Was again acclaimed as one of the best games in the genre. Both Radiant Silvergun and Ikaruga were later released on Xbox Live Arcade . 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". The genre has undergone something of a resurgence with the release of

10192-421: Was an influential game in the multi-directional shooter subgenre. 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. Atari's Tempest (1981) was one of the earliest tube shooters and

10296-514: Was considered the best game at the show. Upon its debut, the game was cloned by three Chicago manufacturers, which led to the game under-performing in North America and Sega leaving the North American arcade market for years. Sega released several other similar EM flight combat games, including Dive Bomber (1971) and Air Attack (1972). Tomohiro Nishikado developed the target shooting EM game Sky Fighter , released by Taito in 1971. The game used mirrors to project images of model planes in front of

10400-506: 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. Space Invaders (1978) is most frequently cited as the "first" or "original" in the genre. A seminal game created by Tomohiro Nishikado of Japan's Taito , it led to proliferation of shooter games. It pitted

10504-462: Was released for Android on October 30, 2014. The release includes related licensed merchandise and a toy line from Hasbro. The goal is to survive through the run, shooting at pigs, structures, and other targets as well as transforming into various types of vehicles (which all stay at ground level), since failure to survive results in no pigs popped and that character losing all health . Pigs can be eliminated by shooting directly at them or by destroying

10608-404: Was shooting as a "shoot 'em up", but later shoot 'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s. 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

10712-546: Was the first action game to feature a supply of energy, similar to hit points . Namco's Xevious , released in 1982, was one of the first and most influential vertical scrolling shooters. Xevious is also the first to convincingly portray dithered/shaded organic landscapes as opposed to blocks-in-space or wireframe obstacles. 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

10816-400: Was the first arcade game to cost a quarter per play, which would remain the standard price for arcade games for many years to come. The success of Periscope was a turning point for the arcade industry. Periscope revived the novelty game business, and established a "realistic" or "audio-visual" category of games, using advanced special effects to provide a simulation experience. It was

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