Shoot 'em ups (also known as shmups or STGs) are a subgenre 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, 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 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.
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 a straight line at constant speeds. The player's character can collect "" 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.
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. 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 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 (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,Reed, Kristan, Gyruss , Eurogamer, April 19, 2007. Accessed February 17, 2009 such as Tempest (1981) and Gyruss (1983). There is still a single axis of motion, making these a subset of fixed shooters.
Rail shooter limit the player to moving around the screen while following a specific route; Goldstein, Hilary, Panzer Dragoon Orta , IGN, January 10, 2003; July 17, 2008 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.Kalata, Kurt, "Space Harrier" , Hardcore Gaming 101. Accessed February 02, 2010 Examples include Space Harrier (1985), Captain Skyhawk (1990), Starblade (1991), Star Fox (1993), (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.
Cute 'em ups feature brightly colored graphics depicting surreal settings and enemies. Cute 'em ups tend to have unusual, oftentimes completely bizarre opponents for the player to fight, with Twinbee and Fantasy Zone first pioneering the subgenre, along with Parodius, Cotton, and Harmful Park being additional key games. Some cute 'em ups may employ overtly sexual characters and innuendo.Ashcraft, p. 82
Horizontally scrolling shooters usually present a side-on view and scroll left to right (or less often, right to left).Smith, Rachael, "Sidewize", Your Sinclair, October 1987 (issue 22), p. 38
Isometrically scrolling shooters or isometric shooters, such as Sega's Zaxxon (1981), use an isometric point of view.
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 (1983), Gradius (1985), 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 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.Provo, Frank, Bloody Wolf , GameSpot, July 7, 2007. Accessed June 17, 2008Dunham, Jeremy, First Look: Alien Hominid , IGN, July 27, 2004. Accessed June 17, 2008Bielby, Matt, "The YS Complete Guide To Shoot-'em-ups Part II" , Your Sinclair, August 1990 (issue 56), p. 19
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.
Video game journalist Brian Ashcraft argues the early mainframe game Spacewar! (1962) was the first shoot 'em up video game.Ashcraft, p. 72 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.Surette, Tim, Gaming pioneer passes away , GameSpot, June 7, 2006. Accessed June 16, 2008
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.
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 was the first action game to feature a supply of energy, similar to hit points. Playing With Power: Great Ideas That Have Changed Gaming Forever , 1UP 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.Ashcraft, p. 75
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. 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 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 (1982) as well as Atari's Asteroids (1979). Robotron: 2084 was an influential game in the multi-directional shooter subgenre.Gerstmann, Jeff, Robotron: 2084 Review, GameSpot, December 20, 2005. Accessed February 17, 2009Staff, Top 10 Tuesday: Game Designers , IGN. Accessed February 17, 2009
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 a more successful attempt to incorporate a 3D perspective into shooter games;Roper, Chris, The Games of Atari Classics Evolved: Part 2 , IGN, October 22, 2007. Accessed June 17, 2008 Tempest went on to influence several later rail shooters. Terminator 3: The Redemption (0, Yahoo! Games. Accessed March 2, 2009Leo, Jonathan, "Rez HD", GameAxis Unwired, March 2008, p. 47 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.
The same year saw 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.Ashcraft, p. 76 Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and Gradius spanning several sequels.Kasavin, Greg, Gradius Collection Review, GameSpot, June 7, 2006. Accessed February 12, 2009 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.Fahs, Travis, Fantasy Zone Retrospective , IGN, October 1, 2008. Accessed February 13, 2009 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.Kalata, Kurt, Fantasy Zone , Hardcore Gaming 101. Accessed February 02, 2010 In 1986, Taito released KiKi KaiKai, an overhead multi-directional shooter. The game is notable for using a traditional fantasy setting in contrast to most shoot 'em up games filled with science fiction motifs. 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.Todd, Brett, R-Type Dimensions Review, GameSpot, February 7, 2009. Accessed February 13, 2009 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period.Navarro, ALex, Raiden Review , GameSpot, November 17, 2004. Accessed February 13, 2009Buchanan, Levi, Raiden (, IGN, February 17, 2004. Accessed February 13, 2009.
Konami's Green Beret (1985), known as Rush'n Attack in North America, adapted the Commando formula to a side-scrolling format. Later notable side-scrolling run and gun shooters include Namco's Rolling Thunder (1986), which added Cover system 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 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. IGN's Top 100 Games , IGN, July 25, 2005. Accessed February 19, 2009
Sega's pseudo-3D rail shooter demonstrated the potential of 3D shoot 'em up gameplay in 1982. 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.Buchanan, Levi, Space Harrier Retrospective , IGN, September 5, 2008. Accessed February 17, 2009 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. Reprinted from 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 a third-person view, and featured the use of force feedback, where the joystick vibrates.
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.
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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.Buchanan, Levi, Fond Memories: Radiant Silvergun , IGN, April 7, 2008. Accessed February 13, 2009McCarthy, Dave, The Best Games That Never Came out in Britain , IGN, January 26, 2009, Accessed February 13, 2009 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. The Touhou Project series spans 28 years and 32 games as of 2024 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 the Xbox 360, PlayStation 3 and Wii online services, while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity. was released on Xbox Live Arcade in 2005 and in particular stood out from the various re-releases and available on the service.Gouskos, Carrie, Geometry Wars: Retro Evolved Review , GameSpot, November 23, 2005. Accessed February 13, 2009 The PC has also seen its share of dōjin shoot 'em ups like Crimzon Clover, , 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.Ashcraft, p. 88
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