1970s '' (1978), an early
shoot 'em up Shooter games have been around since the beginning of the
video game industry. Notable examples of shooting
arcade video games during the early-to-mid-1970s include
Syzygy Engineering's
Computer Space (1971),
Galaxy Game (1971),
Tank (1974) by
Kee Games,
Gun Fight (1975) by
Taito and
Midway Manufacturing, and Midway's
Sea Wolf (1976). In turn, early arcade shooter video games were inspired by
early mainframe games such as
Spacewar! (1962) as well as arcade
electro-mechanical games such as
Periscope (1965) and
gun games. A major turning point for action video games came with the 1978 release of Taito's
shoot 'em up game
Space Invaders, The game was designed by
Tomohiro Nishikado, who drew inspiration from
Atari's
Breakout (1976) and the
science fiction genre. Nishikado added several interactive elements to
Space Invaders that he found lacking in earlier video games, such as the ability for enemies to react to the player's movement and fire back and a
game over triggered by enemies killing the player, either by getting hit or enemies reaching the bottom of the screen, rather than a timer running out. In contrast to earlier arcade games which often had a timer,
Space Invaders introduced the "concept of going
round after round." It also gave the player multiple
lives before the game ends, and saved the
high score. It also had a basic story with animated characters along with a "crescendo of action and climax" which laid the groundwork for later video games, according to
Eugene Jarvis, who said many games "still rely on the multiple
life, progressively difficult
level paradigm" of
Space Invaders. Following the mainstream success of
Space Invaders, the industry came to be dominated by action games, and it is considered one of the most influential games of all time. During the arcade golden age, from the late 1970s to early 1980s, a wide variety of new subgenres were created. The success of
Space Invaders led to space shooters becoming the dominant genre in arcades for a few years, before a new genre of character-driven action games emerged in the early 1980s. The emphasis on character-driven gameplay in turn enabled a wider variety of subgenres. It was one of the first popular non-shooting action games, defining key elements of the genre such as "parallel visual processing" which requires simultaneously keeping track of multiple entities, including the player character, the character's location, the enemies, and the energizers. as well as
Konami's
Frogger (1981) While Japanese developers were creating a character-driven action game genre in the early 1980s, American developers largely adopted a different approach to game design at the time. According to Eugene Jarvis, American arcade developers focused mainly on
space shooters during the late 1970s to early 1980s, greatly influenced by Japanese space shooters but taking 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 (1981) In the mid-1980s,
side-scrolling character action games emerged, combining elements from earlier side-view, single-screen character action games, such as single-screen platformers, with the side-scrolling of space shooters. These new side-scrolling character-driven action games featured large character
sprites in colorful, side-scrolling environments, with the core gameplay consisting of fighting large groups of weaker enemies using attacks/weapons such as punches, kicks, guns, swords,
ninjutsu or magic. and the most influential side-scrolling martial arts action game. It was based upon two
Hong Kong martial arts films,
Bruce Lee's
Game of Death (1973) and
Jackie Chan's
Wheels on Meals (1984), This side-scrolling arcade action format became popular during the mid-to-late 1980s, with examples including
ninja action games such as Taito's
The Legend of Kage (1985) and
Sega's
Shinobi (1987),
run and gun video games such as
Namco's
Rolling Thunder (1986), and beat 'em ups such as
Technōs Japan's
Renegade (1986) and
Double Dragon (1987). It went on to have a significant impact on the
video game industry, establishing the conventions of the side-scrolling platformer sub-genre and helping to reinvigorate the North American home video game market (after it had
crashed in 1983).
1990s '' (1991), a
fighting game A trend that was popularized for action games in the early 1990s was competitive
multiplayer, including what would later be known as
esports tournaments. The arcade fighting game
Street Fighter II (1991) by
Capcom popularized the concept of direct, tournament-level competition between two players. Previously, action games most often relied on
high scores to determine the best player, but this changed with
Street Fighter II, where players would instead challenge each other directly, "face-to-face," to determine the best player, Inspired by
Street Fighter II, along with the
SNK fighting games
Fatal Fury (1991) and
Art of Fighting (1992),
John Romero created the deathmatch mode in
id Software's
Doom (1993), which popularized competitive multiplayer
online games. In the 1990s, there was a "3D Revolution" where action games made the transition from
2D and
pseudo-3D graphics to
real-time 3D polygon graphics. 3D
arcade system boards that were originally designed for 3D
racing games during the late 1980s to early 1990s, such as the
Namco System 21,
Sega Model 1 and
Sega Model 2, were used to produce 3D arcade action games in the early 1990s, including 3D
rail shooters such as
Namco's
Galaxian 3 (1990) and
Solvalou (1991), 3D
fighting games such as
Sega AM2's
Virtua Fighter (1993) and Namco's
Tekken (1994), and 3D
light gun shooters such as Sega AM2's
Virtua Cop (1994) and Namco's
Time Crisis (1995). 3D polygon
texture mapping appeared in action games around the mid-1990s, introduced to fighting games by Sega AM2's
Virtua Fighter 2 (1994), to light gun shooters by Sega AM2's
Virtua Cop in 1994, and to FPS games by
Parallax Software's
Descent (1995). ==References==