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Shooter Game
Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons. Shooter games test the player's spatial awareness, reflexes, and speed in both isolated single player or networked multiplayer environments. Shooter games encompass many subgenres that have the commonality of focusing on the actions of the avatar engaging in combat with a weapon against both code-driven NPC enemies or other avatars controlled by other players. Subgenres Shoot 'em up Shoot ' ...
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Action Video Game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games. In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the g ...
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Bosconian
is a multidirectional scrolling shooter arcade game which was developed and released by Namco in Japan in 1981. In North America, it was manufactured and distributed by Midway Games. The goal of the game is to earn as many points as possible by destroying enemy missiles and bases using a ship which shoots from both the front and back. ''Bosconian'' became the first shoot 'em up game to feature diagonal movement. ''Bosconian'' was commercially successful in Japan and received positive critical reception, but did not achieve the global commercial success of other shoot 'em up games from the golden age of arcade video games. The game was ported to home computers as ''Bosconian '87'' in 1987, and spawned two sequels: ''Blast Off'' in 1989, and ''Final Blaster'' in 1990. The game has subsequently been regarded by critics as influential in the shoot 'em up genre. Gameplay The objective of ''Bosconian'' is to score as many points as possible by destroying enemy missiles and bases. Th ...
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Ikari Warriors
''Ikari Warriors'', known as in Japan, is a vertically-scrolling, run-and-gun shooter arcade video game released by SNK in 1986. It was published in North America by Tradewest. The game was released at the time when there were many ''Commando'' clones on the market. What distinguished ''Ikari Warriors'' were rotary joysticks and a two-player cooperative mode. The rotary joystick controls were in turn based on SNK's earlier ''TNK III'' (1985). ''Ikari'' was originally intended it to be an official licensed adaptation of the film '' Rambo: First Blood Part II'' (1985), but SNK were initially unable to acquire the rights to the film. The game was a major commercial success in arcades. It was Japan's second highest-grossing table 1986, and London's third highest-grossing arcade game that year. It was also a major breakthrough US release for SNK, ranking among America's top five highest-grossing dedicated arcade games for two years in a row, in 1986 and 1987. Gameplay The player t ...
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Commando (video Game)
''Commando'', released as in Japan, is a vertical scrolling run-and-gun shooter game released by Capcom for arcades in 1985. The game was designed by Tokuro Fujiwara. It was distributed in North America by Data East, and in Europe by several companies including Capcom, Deith Leisure and Sega, S.A. SONIC. Versions were released for various home computers and video game consoles. It is unrelated to the 1985 film of the same name, which was released six months after the game. ''Commando'' was a critical and commercial success, becoming one of the highest-grossing arcade video games of 1985 and one of the best-selling home video games of 1986. It was highly influential, spawning numerous clones following its release, while popularizing the run-and-gun shooter genre. Its influence can be seen in many later shooter games, especially those released during the late 1980s to early 1990s. The game later appeared on ''Capcom Classics Collection'', ''Activision Anthology'', and on the ...
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Isometric Video Game Graphics
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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Vertical Scrolling
A vertically scrolling video game or vertical scroller is a video game in which the Player (game), player views the field of play principally from a top-down perspective, while the background Scrolling, scrolls from the top of the screen to the bottom (or, less often, from the bottom to the top) to create the illusion that the player character is moving in the game world. Continuous vertical scrolling is designed to suggest the appearance of constant forward motion, such as driving. The game sets a pace for play, and the player must react quickly to the changing environment. History In the 1970s, most vertically scrolling games involved driving. The first vertically scrolling video game was Taito's ''Speed Race'', released in November 1974. Atari's ''Hi-way'' was released eleven months later in 1975. Rapidly there were driving games that combined vertical, horizontal, and even diagonal scrolling, making the vertical-only distinction less important. Both Atari's ''Super Bug (video g ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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Scrolling
In computer displays, filmmaking, television production, and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally. "Scrolling," as such, does not change the layout of the text or pictures but moves ( pans or tilts) the user's view across what is apparently a larger image that is not wholly seen. A common television and movie special effect is to scroll credits, while leaving the background stationary. Scrolling may take place completely without user intervention (as in film credits) or, on an interactive device, be triggered by touchscreen or a keypress and continue without further intervention until a further user action, or be entirely controlled by input devices. Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text a ...
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Viewpoint (video Game)
is an isometric-scrolling shooter arcade game developed by Aicom and originally released in 1992 by Sammy and SNK for the Neo Geo hardware family. Gameplay ''Viewpoint'' is Sammy's only game for the Neo-Geo Multi Video System hardware.''Viewpoint'' user's manual (Neo Geo AES, US) By default, Player 1 and Player 2 can only play one after another; in the Service Mode though, simultaneous gameplay can be enabled. Along with the ship's primary weapons, the player also has access to three bombs: one that can make a wave of fire that starts from behind the player's ship and scrolls "up" the screen, one that makes a powerful circular, nova-like blast, and one that shoots several mini-missiles capable of homing in on multiple targets. The game has six stages. Development and release ''Viewpoint'' was developed by Aicom, a small Japanese studio known for games such as ''The Legendary Axe'' and ''Astyanax''. It was published in November 1992 by Sammy Corporation, being their first for ...
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Zaxxon
is an isometric shooter arcade game, developed and released by Sega in 1982, in which the player pilots a ship through heavily defended space fortresses. Japanese electronics company Ikegami Tsushinki is also credited for having worked on the development of the game., , , 2005, . ''Zaxxon'' was the first game to employ axonometric projection, which lent its name to the game (''AXXON'' from ''AXON''ometric projection). The type of axonometric projection is isometric projection: this effect simulates three dimensions from a third-person viewpoint. It was also the first arcade game to be advertised on television, with a commercial produced by Paramount Pictures for $150,000. The game was a critical and commercial success upon release, becoming one of the top five highest-grossing arcade games of 1982 in the United States. Sega followed it with the arcade sequel ''Super Zaxxon'' (1982) and the isometric platformer ''Congo Bongo'' (1983). Gameplay The objective of the game i ...
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Isometric Graphics In Video Games
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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