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DANMAKU CARD GAME

13-05-2021 by admin

(Redirected from Danmaku)


TOUHOU MERCH

Is a non-collectible card game based on the popular Japanese shooting game
series Touhou Project. If you're reading these lines but don't anything about
Touhou, it's fine. Doesn't rely on that kind of knowledge and can be enjoyed by
anybody looking for a party game with colorful characters and depth. Danmaku
Legend 2 Adjust Screen Maximize 3.4 MB Added on 11 dec 2008 Played 622,394
times. Game controls: Movement Fire Add to your favorites. Find discussions
related to Y8's top games. Don’t hesitate to join the Y8 Discord! Go to Y8
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Part of a series onAction games
 * Action-adventure game
 * Platform game
 * Shooter game

Shoot 'em up (also known as shmup or STG[1][2]) is a subgenre of video games
within the shooter subgenre in the action genre. There is no consensus as to
which design elements compose a shoot 'em up. Some restrict the definition to
games featuring spacecraft and certain types of character movement; others allow
a broader definition including characters on foot and a variety of perspectives.

The genre's roots can be traced back to Spacewar!, one of the earliest computer
games, developed in 1962. The shoot 'em up genre was later established by the
hit arcade gameSpace Invaders, which popularised and set the general template
for the genre in 1978, and the genre was then further developed by arcade hits
such as Asteroids and Galaxian in 1979. Shoot 'em ups were popular throughout
the 1980s and early 1990s. 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. 'Bullet hell' games are a
subgenre that features overwhelming numbers of enemy projectiles, often in
visually impressive formations.

 * 1Definition
 * 3History


DANMAKU CARD GAME ONLINE


DEFINITION[EDIT]

A 'shoot 'em up', also known as a 'shmup'[3][4] or 'STG' (the common Japanese
abbreviation for 'shooting games'),[1][2] is a game in which the protagonist
combats a large number of enemies by shooting at them while dodging their fire.
The controlling player must rely primarily on reaction times to succeed.[5][6]
Beyond this, critics differ on exactly which design elements constitute a shoot
'em up. Some restrict the genre to games featuring some kind of craft, using
fixed or scrolling movement.[5] Others widen the scope to include games
featuring such protagonists as robots or humans on foot, as well as including
games featuring 'on-rails' (or 'into the screen') and 'run and gun'
movement.[6][7][8] Mark Wolf restricts the definition to games featuring
multiple antagonists ('em' being short for 'them'), calling games featuring
one-on-one shooting 'combat games'.[9] Formerly, critics described any game
where the primary design element was shooting as a 'shoot 'em up',[6] but later
shoot 'em ups became a specific, inward-looking genre based on design
conventions established in those shooting games of the 1980s.[7]


COMMON ELEMENTS[EDIT]

Shoot 'em ups are a subgenre of shooter game, in turn a type of action game.
These games are usually viewed from a top-down or side-view perspective, and
players must use ranged weapons to take action at a distance. The player's
avatar is typically a vehicle under constant attack. Thus, the player's goal is
to shoot as quickly as possible at anything that moves or threatens them.[10] In
some games, the player's character can withstand some damage; in others, a
single hit will result in their destruction.[4] The main skills required in
shoot 'em ups are fast reactions and memorising enemy attack patterns. Some
games feature overwhelming numbers of enemy projectiles and the player has to
memorise their patterns to survive.[3][11][12] These games belong to one of the
fastest-paced video game genres.[10]

Large numbers of enemy characters programmed to behave in an easily predictable
manner are typically featured.[13] These enemies may behave in a certain way
dependent on their type, or attack in formations that the player can learn to
predict. The basic gameplay tends to be straightforward and many games offset
this with boss battles and a variety of weapons.[4] Shoot 'em ups rarely have
realistic physics. Characters can instantly change direction with no inertia,
and projectiles move in a straight line at constant speeds.[10] The player's
character can collect 'power-ups' which may afford the character greater
protection, an 'extra life', or upgraded weaponry.[11] Different weapons are
often suited to different enemies, but these games seldom keep track of
ammunition. As such, players tend to fire indiscriminately, and their weapons
only damage legitimate targets.[10]


TYPES[EDIT]

A screenshot from Project Starfighter, a side-scrolling shoot-'em-up video game

Shoot 'em ups are categorized by design elements, particularly viewpoint and
movement:[6]

Fixed shooters (such as Space Invaders) restrict the protagonist to a single
axis of motion, enemies attack in a single direction (such as descending from
the top of the screen), and each level is contained within a single screen.[14]
Atari's Centipede is a hybrid, in that the player can move freely, but that
movement is constrained to a small area at the bottom of the screen, and the
game otherwise meets the fixed shooter definition.

Tube shooters feature craft flying through an abstract tube,[15] such as Tempest
and Gyruss.

Rail shooters limit the player to moving around the screen while the game
follows a specific route;[16] these games often feature an 'into the screen'
viewpoint, with which the action is seen from behind the player character, and
moves 'into the screen', while the player retains control over dodging.[6][17]
Examples include Space Harrier (1985), Captain Skyhawk (1990), Starblade (1991),
Star Wars: Rebel Assault (1993), Panzer Dragoon (1995), Star Fox 64 (1997), and
Sin and Punishment (2000). Light-Gun games that are 'on-rails' are not in the
shoot-em-up category but the FPS category,[18] and the term has also been
applied to scripted events in first-person shooters such as Call of
Duty.[19][20]

Scrolling shooters include vertical or horizontal scrolling games.

 * Vertically scrolling shooters: In a vertically scrolling shoot 'em up (or
   'vertical scroller'), the action is viewed from above and scrolls up (or very
   occasionally down) the screen.
 * Horizontally scrolling shooters: In a 'horizontal shooter' or 'side-scrolling
   shooter', the action is viewed side-on and scrolls horizontally.[6][7][21]
 * Isometrically scrolling shooters: A small number of scrolling shooters, such
   as Sega's Zaxxon, feature an isometric point of view.[7]

Multidirectional shooters feature 360 degree movement where the protagonist may
rotate and move in any direction.[22] Multidirectional shooters with one
joystick for movement and one joystick for firing in any direction independent
of movement are called 'twin-stick shooters.'[23][24]

Bullet hell (弾幕danmaku, literally 'barrage' or 'bullet curtain') is a shoot 'em
up in which the entire screen is often almost completely filled with enemy
bullets.[12] This type is also known as 'curtain fire',[25] 'manic shooters'[7]
or 'maniac shooters'.[26] This style of game originated in the mid-1990s, and is
an offshoot of scrolling shooters.[26]

Cute 'em ups feature brightly colored graphics depicting surreal settings and
enemies. Cute 'em ups tend to have unusual, oftentimes completely bizarre
opponents for the player to fight, with key games in the genre including
Parodius, Cotton, Twinbee, and Harmful Park.[27] Some cute 'em ups may employ
overtly sexual characters and innuendo.[28]

Run and gun (or 'run 'n' gun') describes a shoot 'em up in which the protagonist
fights on foot, perhaps with the ability to jump. Run and gun games may use side
scrolling, vertical scrolling or isometric viewpoints and may feature
multidirectional movement.[8][29][30]


HISTORY[EDIT]


ORIGINS AND RISE[EDIT]

Spacewar!, an early computer game featuring shooting and spacecraft

The genre's exact origins are a matter of some confusion.[6]Video game
journalist Brian Ashcraft pinpoints Spacewar! (one of the very earliest computer
games) as the first shoot 'em up,[31] but the later Space Invaders is more
frequently cited as the 'first' or 'original' in the
genre.[6][7][32][33]Spacewar! 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 featured combat
between two spacecraft.[34]


TOUHOU LOCATIONS

Space Invaders (1978) set the template for the shoot 'em up genre

However, it was not until 1978's seminal Space Invaders, created by Tomohiro
Nishikado at Japan's Taito Corporation, that the shooter genre became
prolific.[35]Space Invaders pitted the player against multiple enemies
descending from the top of the screen at a constantly increasing rate of
speed.[33] The game used alien creatures inspired by The War of the Worlds (by
H. G. 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. The game also introduced
the idea of giving the player a number of 'lives'. It popularised a more
interactive style of gameplay with the enemies responding to the
player-controlled cannon's movement,[36] and it was the first video game to
popularise the concept of achieving a high score,[37][38][39] being the first to
save the player's score.[37] The aliens of Space Invaders return fire at the
protagonist, making them the first arcade game targets to do so.[40] It set the
template for the shoot 'em up genre,[41] and has influenced most shooting games
released since then.[35]


LIST OF CARD GAMES


GOLDEN AGE AND REFINEMENT[EDIT]

In 1979, Namco's Galaxian—'the granddaddy of all top-down shooters', according
to IGN—was released.[42] Its use of colour graphics and individualised
antagonists were considered 'strong evolutionary concepts' among space ship
games.[43] That same year saw the release of SNK's debut shoot 'em up Ozma Wars,
notable for being the first action game to feature a supply of energy,
resembling a life bar, a mechanic that has now become common in the majority of
modern action games.[44] It also featured vertically scrolling backgrounds and
enemies.[45]


DANMAKU CARD GAME

In 1981, Defender established scrolling in shoot 'em ups, offering horizontally
extended levels. Unlike most later games in the genre, the player could move in
either direction.[7] The game's use of scrolling helped remove design
limitations associated with the screen,[46] and though the game's minimap
feature had been introduced before, Defender integrated it into the gameplay in
a more essential manner.[47]Konami's Scramble, released in 1981, is a
side-scrolling shooter with forced scrolling. It was the first scrolling shooter
to offer multiple, distinct levels.[7]Atari's Tempest, released in 1981, is one
of the earliest tube shooters and an early attempt to incorporate a 3D
perspective into shooter games.[48]Tempest ultimately went on to influence major
rail shooters.[49][50]

Vertical scrolling shooters emerged around the same time. Namco's Xevious,
released in 1983, is frequently cited as the first vertical scrolling shooter
and, although it was in fact preceded by several other games of that type, it is
considered one of the most influential.[7]Xevious is also the first to
convincingly portray realistic landscapes as opposed to purely science fiction
settings.[51] While Asteroids (1979) allowed the player to rotate the game's
spacecraft,[52] 1982's highly acclaimed Robotron: 2084 was most influential on
subsequent multi-directional shooters.[53][54]

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.[55][56] 1985 also saw the release of Konami's
Gradius, which gave the player greater control over the choice of weaponry, thus
introducing another element of strategy.[7] The game also introduced the need
for the player to memorise levels in order to achieve any measure of
success.[57]Gradius, with its iconic protagonist, defined the side-scrolling
shoot 'em up and spawned a series spanning several sequels.[58] 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.[59] 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.[7][60]R-Type, an acclaimed side-scrolling shoot 'em up,
was released in 1987 by Irem, employing slower paced scrolling than usual, with
difficult levels calling for methodical strategies.[3][61] 1990's Raiden was the
beginning of another acclaimed and enduring series to emerge from this
period.[62][63]

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.[45] The origins of this type go back
to Sheriff by Nintendo, released in 1979. Taito's Front Line (1982) established
the upwards-scrolling formula later popularized by Commando, in
1985.[30]Commando also drew comparisons to Rambo[64] and indeed contemporary
critics considered military themes and protagonists similar to Rambo or
Schwarzenegger prerequisites for a shoot 'em up, as opposed to an
action-adventure game.[30] In 1986, Arsys Software released WiBArm, 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.[65] In 1987, Square's 3-D WorldRunner was an early stereoscopic 3-D
shooter played from a third-person perspective,[66] followed later that year by
its sequel JJ,[67] and the following year by Space Harrier 3-D which used the
SegaScope 3-D shutter glasses.[68] That same year, Sega's Thunder Blade switched
between both a top-down view and a third-person view, and introduced the use of
force feedback, where the joystick vibrates.[69] Also in 1987, Konami created
Contra as an coin-op arcade game that was particularly acclaimed for its
multi-directional aiming and two player cooperative gameplay. However, by the
early 1990s and the popularity of 16-bit consoles, the scrolling shooter genre
was overcrowded, with developers struggling to make their games stand out (one
exception being the inventive Gunstar Heroes, by Treasure).[70]


BULLET HELL AND NICHE APPEAL[EDIT]

Japanese players at a shoot 'em up arcade in Akihabara, Tokyo. (2017)

A new type of shoot 'em up emerged in the early 1990s: variously termed 'bullet
hell', 'manic shooters', 'maniac shooters' and danmaku (弾幕, 'barrage'), these
games required the player to dodge overwhelming numbers of enemy projectiles and
called for still more consistent reactions from players.[7][26] Bullet hell
games arose from the need for 2D shoot 'em up developers to compete with the
emerging popularity of 3D games: huge numbers of missiles on screen were
intended to impress players.[26]Toaplan's Batsugun (1993) provided the
prototypical template for this new breed,[71] with Cave (formed by former
employees of Toaplan, including Batsugun's main creator Tsuneki Ikeda, after the
latter company collapsed) inventing the type proper with 1995's DonPachi.[72]
Bullet hell games marked another point where the shoot 'em up genre began to
cater to more dedicated players.[7][26] Games such as Gradius had been more
difficult than Space Invaders or Xevious,[57] but bullet hell games were yet
more inward-looking and aimed at dedicated fans of the genre looking for greater
challenges.[7][73] 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.[74][75][76] Rail shooters have rarely
been released in the new millennium, with only Rez and Panzer Dragoon Orta
achieving cult recognition.[16][56][77]

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.[3][7][78][79] 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.[3][7][80]
The Touhou Project series spans 23 years and 27 games as of 2019 and was listed
in the Guinness World Records in October 2010 for being the 'most prolific
fan-made shooter series'.[81] The genre has undergone something of a resurgence
with the release of the Xbox 360, PlayStation 3 and Wii online services,[80]
while in Japan arcade shoot 'em ups retain a deep-rooted niche
popularity.[82]Geometry Wars: Retro Evolved was released on Xbox Live Arcade in
2005 and in particular stood out from the various re-releases and casual games
available on the service.[83] 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.[82][84]


SEE ALSO[EDIT]

 * Media related to Video games at Wikimedia Commons


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