Origins '' (1962), an
early mainframe game with shooting and spacecraft 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 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 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.
Emergence of shoot 'em up genre (late 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 the player against multiple enemies descending from the top of the screen at a constantly increasing speed. 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
Golden age and refinement (late 1970s to early 1980s) Following 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 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. Namco's
Xevious, released in 1982, was one of the first and most influential vertical scrolling shooters.
Side-scrolling shoot 'em ups emerged in the early 1980s.
Defender, released by
Williams Electronics in 1981, allowed side-scrolling in both directions in a wrap-around game world, unlike most later games in the genre. 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. 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;
Tempest went on to influence several later rail shooters. Sega's
Zaxxon (1981) introduced
isometric video game graphics to the genre. 1985 saw the release of Konami's
Gradius, which gave the player greater control over the choice of weaponry, thus introducing another element of strategy.
Gradius, with its iconic protagonist, defined the side-scrolling shoot 'em up and
spawned a series spanning several sequels. 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. 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 multidirectional shooter notable for using a traditional fantasy setting in contrast to most shoot 'em up games 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 and rail shooters (1980s to early 1990s) Run and gun games became popular in 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 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.
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. 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. 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). 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, 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 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 and niche appeal (mid-1990s to present) (2017) Over the course of the 1990s, a new subgenre of shooters evolved, known as " 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 the sprites themselves, allowing the player to fit between the narrow gaps in enemy fire. After 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. 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 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 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 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. The PC has also seen its share of
dōjin shoot 'em ups like
Crimzon Clover,
Jamestown: Legend of 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. ==See also==