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Some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive.
Shoot 'em ups call for fast reactions and for the player to memorize levels and enemy attack patterns.
"Bullet hell" games feature overwhelming numbers of enemy projectiles.
Thus, the player's goal is to shoot as quickly as possible at anything that moves or threatens him.
The main skills required in shoot 'em ups are fast reactions and memorising enemy attack patterns.
Run and gun games may use side scrolling, vertical scrolling or isometric viewpoints and may feature multidirectional movement. was developed at the Massachusetts Institute of Technology in 1961, for the amusement of the developers; it was, however, remade four times as an arcade game in the early to mid-1970s. The game used alien creatures inspired by The War of the Worlds (by H. 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 killing 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.
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.
Shoot 'em ups are a subgenre of shooter game, in turn a type of action game.
Shoot 'em ups such as SNK's Ikari Warriors (1986) featuring characters on foot, rather than spacecraft, became popular in the mid-1980s in the wake of action movies such as Rambo: First Blood Part II.
In 1986, Arsys Software released Wi BArm, 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.