Scrolling shooters are a type of video game, a subgenre of shoot 'em up . Shoot 'em ups, moreover, are sub-types of shooting games. The term "shmup" is used particularly in English-speaking portions of Europe. The term is less common (and even held in disregard) elsewhere.
There are several subclasses of this genre. For example:
Horizontal and vertical scrollers are the most common, and have become well-defined subgenres in their own right. They have come to typify the definition of a shooter. The shooter's perspective defines whether a shooter is horizontal or vertical, rather than the direction of scroll. It is becoming increasingly common for shooters not to follow a linear path.
The first horizontal scroller was arguably Defender, released in 1980, although it shares few features with other horizontal scrollers.
Typically, the scrolling in these games is continuous, such that the player is led through a level by the game. There is also sometimes a degree of vertical freedom, in which the player can move up or down on a playing area which is taller than the screen itself. (Thunder Force IV and Dragon Breed are two games which take this to extremes).
As well as battling enemies, some of the challenge in horizontal scrollers tends to come from navigating the environment, as invariably contact with the level results in the death of or damage to the player's character.
Perhaps because of this difference, vertical scrollers tend to be more intense, focusing on shooting and dodging projectiles.
The first vertical scroller was Xevious, released in 1982. This game introduced many concepts that are standard in scrolling shooters today, such as an episodic level structure, and bosses.
It can be argued that very early games like Galaxian can be considered vertical scrollers, as they are set against a constantly scrolling starfield. However, they are generally classed as fixed shooters along with Space Invaders, as the stars are purely for visual effect and add nothing to the gameplay.
When the "top-down" or "overhead" names are used, the line becomes blurrier. By this definition, Space Invaders would likely be the first game of the type -- and indeed, many consider it the first true top-down shooter.
As with their horizontal counterparts, some vertical shooters may allow a degree of free horizontal movement.
Traditionally, the player starts off with only a weak, single-shot, forward-firing gun which is sometimes informally referred to as a 'peashooter'. This gun can usually be improved or replaced by collecting power-ups.
Common weapons in scrolling shooters are:
Larger, but mobile enemies tend to have either more guns or more powerful weapons, or both.
Some enemies adhere to surfaces, either by gravity or by clinging to them. These occur in horizontal and vertical scrollers; in the latter, however, there is usually little difference between them and airborne enemies. For example, Raiden features tanks that travel along the ground, but they are destroyed in the same way as other enemies. However other games such as Xevious and Deimos Rising have separate weapon systems to destroy ground targets, usually striking a specific point ahead of the player (to simulate a real-life bomb trajectory).
In horizontal scrollers, ground-based enemies present more of a challenge, as they are usually in a difficult position for the player to shoot at, but still fire back.
Acceleration and drag are also often disregarded, allowing the player to move with a constant speed, even through denser media such as water. The horizontal scrollers Project X and Whip Rush have been noted for not ignoring the effects of acceleration, which gives them distinctive style and feel.
Commonly, groups of enemies attack in ordered formations or patterns, known as attack waves.
It is very common for scrolling shooters to feature bosses at the end of every level. This may be an attempt to break up the inherent linearity of these games, or it might simply be tradition. Generally the scrolling stops when the player reaches a boss.
Some shooters also feature 'minibosses' - powerful, but lesser bosses - which appear at some intermediate point in the level.
A notable example of a scrolling shooter without power-ups is Radiant Silvergun. This is not due to primitive design (the game was released in 1998) - the player has three buttons which can be pressed in different combinations to access any of seven different weapons at any time. The weapons are improved in power and range by destroying enemies, not unlike an RPG.
Common non-weapon power-ups include speed boosts and shields.
Some games use a smaller collision zone than the area occupied by the ship's graphics, where a player's ship is destroyed only when an enemy's attack hits the reduced zone, usually located at the cockpit of the ship. This system allows more enemies and shots to fill the screen without making the game impossible to complete. Some shooters even include smaller collision zones for enemy projectiles.
Taking the concept of smaller collisions further, some games incorporate a two-collision zone system, where hitting only non-critical portions of the player's ship becomes beneficial to the player. This introduces a whole new way to design and play shooters. This system was taken to an extreme in Psyvariar, where taking hits from bullets is essential for high scores, and improves firepower. Some variants of such games have been designed so that it becomes possible to complete the game in a pacifist manner. In other words, you may be able to finish the game without firing a single shot, or at least using only a limited supply of weapons.
An open source implementation called BulletML (Java required) creates barrage patterns by using XML-based scripts.
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"Scrolling shooter".
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