Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
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The game engine for Danamaku RPG is split in to modules for code separation and easy expansion for adding completely new game modes. The game engine always has the Kernel Module loaded and loads other sub modules as necessary. The Creation of a Bullet Hell Game Engine Curtis Mackie Information Science, Technology and Mathematics Departments Doane College Crete, NE 68333 [email protected] Abstract Bullet hell is a type of shooting game characterized by large quantities of bullets. This presents a computational challenge for developers, who must find a way to process. Now you can easily make a danmaku shmup with Hailstorm Danmaku Engine! Features:-Easily-to-create danmaku patterns-A simple scoring system-Lives-Bombs (last resort attack fired to avoid damage)-Focused and Unfocused fire and movement-Online saved highscore-No variables cluttering the screen Try it out now! Engine Internals. The engine is based on a single threaded entity-component system with reactive entities. All entities interact with the engine via events passed to them, and by creating and using preprovided components the engine supplies. The engine's main loop functions as such: Create a new cleared frame. Pass the Render event to all entities. 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.
Engines[edit]
Note: The following list is not exhaustive. Also, it mixes game engines with rendering engines as well as API bindings without any distinctions.
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
---|---|---|---|---|---|---|---|---|
4A Engine | C++ | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | Metro 2033, Metro: Last Light, Metro Exodus | Proprietary | ||
A-Frame (VR) | HTML, JavaScript | JavaScript | Yes | 3D | Cross-platform | A-Painter[1] | MIT | Open source Entity component systemWebVR framework |
Adventure Game Interpreter | C style | Yes | 2D | DOS, Apple SOS, ProDOS, Classic Mac OS, Atari TOS | List | Proprietary | ||
Adventure Game Studio | C++ | AGSScript | Yes | 2D | Windows, Linux | Chzo Mythos, Blackwell | Artistic 2.0 | Mostly used to develop third-person pre-renderedgraphic adventure games, one of the most popular for developing amateur adventure games |
Alamo | Yes | 3D | Windows, OS X, Xbox 360 | Star Wars: Empire at War, Star Wars: Empire at War: Forces of Corruption, Universe at War: Earth Assault | Proprietary | |||
Aleph One | C++ | Lua, Marathon markup language | Yes | 2.5D | Windows, Linux, OS X | Aleph One (Marathonremake) | GPL | FPS engine |
Allegro | C | Ada, C++, C#, D, Lisp, Lua, Mercury, Pascal, Perl, Python, Scheme | Yes | 2D | Windows, Linux, OS X, iOS, Android, Raspberry Pi, DOS | Factorio[2] | zlib | Graphics, audio, input |
Antiryad Gx | C, Assembler | C, C++, Gel | Yes | 2D, 3D | Windows, DOS, Mac OS, Linux, iOS, Android, AmigaOS, AROS, MorphOS, NACL | Proprietary | ||
Anura | C++, FFL[3] | FFL[3] | Yes | 2D | Windows, Linux, OS X, iOS, Android, BlackBerry 10 | Frogatto & Friends, Argentum Age[4], Cube Trains[5] | zlib | [citation needed], feature freeze |
Anvil | C++, C# | Yes | 3D | Windows, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, Xbox 360, Xbox One | List | Proprietary | ||
AppGameKit | C++, BASIC | C#, C++, AGK BASIC | Yes | 2D, 3D | Windows, Mac, iOS, Android, HTML5, Raspberry Pi | Echoes, Driving Test Success Apps, Squashies | Proprietary | |
Ardor3D | Java | Yes | 3D | Cross-platform | zlib | Fork of jMonkeyEngine 2.0 | ||
Aurora toolset | C++ | NWScript | Yes | 3D | Windows, Linux, OS X | Neverwinter Nights | Proprietary | |
BigWorld | Python | Yes | 3D | Windows, Linux, Xbox 360, PlayStation 3 | List | Proprietary | ||
Blend4Web | JavaScript, Python, C, C++ | JavaScript | Yes | 3D | WebGL, Windows, Linux, OS X, iOS, Android | Experience Curiosity, Petigor's Tale, Back to the Middle Ages | GPLv3 or commercial | Game content, including graphics, animation, sound, and physics, is authored in the 3D modeling and animation suite Blender[6] |
Blender | C, C++ | Python | Yes | 2D, 3D | Windows, Linux, OS X, Solaris | Yo Frankie!, Sintel The Game, ColorCube | GPL | 2D/3D game engine packaged in a 3D modeler with integrated Bullet physics library[7][8] |
Bork3D Game Engine | C++ | Yes | 3D | IOS, OS X, Windows | List | BSD | ||
BRender | Yes | 3D | Windows, DOS, PlayStation | Carmageddon, FX Fighter, I-War (Independence War). | Proprietary | |||
Build engine | C | Yes | 2.5D | Windows, Linux, OS X, DOS | Duke Nukem 3D, Shadow Warrior, Blood, Redneck Rampage | Custom, free non-commercial use | FPS engine; 2.5D, 2D grid base geometry | |
Buildbox | C++ | Yes | 2D | Windows, OS X, iOS, Android | Ball Jump, Sky, The Line Zen, Phases | Proprietary | Drag and drop game builder without scripting | |
C4 Engine | Yes | 3D | PlayStation 4, PlayStation 3, Windows, OS X, Linux, iOS | List | Proprietary | Retired, no longer available for licensing[9] | ||
Cafu Engine | C++ | Lua | Yes | 3D | Windows, Linux, OS X | GPL or Proprietary | Includes map editor and networking[10] | |
Chrome Engine | C++ | Yes | 3D | Windows, Linux, PlayStation 4, Xbox One | List | Proprietary | ||
ClanLib | C++ | Yes | 2.5D | Windows, Linux, OS X | zlib | |||
Clausewitz | C++ | Yes | 3D | Windows, OS X, Linux | All Paradox Development Studio games since 2007 | Proprietary | ||
Clickteam Fusion | Yes | 2D | Windows, iOS, Android, HTML5, Adobe Flash | Five Nights at Freddy's | Proprietary | |||
Cocos2d, Cocos2d-x, Cocos2d-html5 | C++, Python, Objective-C, JavaScript | JavaScript, Java, Lua | Yes | 2D, 2.5D, 3D | Windows, Linux, OS X, iOS, Android, BlackBerry, Tizen | Hardest Game Ever 2, DQMSL, Tiny Village, Badland, Small Street, Tiny Tower, Pocket Planes, Hill Climb, Star Thief, Geometry Dash | MIT | Android target binds to Java; iOS target uses Objective-C |
Codea | Lua | No | 2D | iOS | Cargo-Bot | Apache 2.0 | ||
Coldstone | Yes | 2D | Mac OS 9, OS X, Windows | Pillars of Garendall | Proprietary | |||
Construct | C++ | JavaScript, Event System | Yes | 2D | Windows, OS X, Wii U, HTML5 capable internet browsers | Proprietary, GPL Classic version | ||
CopperCube | Yes | 3D | Windows, OS X, Android, WebGL, Adobe Flash | Proprietary | ||||
Core3D | Objective-C | Yes | 3D | Windows, Linux, OS X, iOS | CoreBreach | 3D Engine MIT, Source Code GPL v2 | [11] | |
Corona | Lua | Yes | 2D | iOS, Android, Kindle, Windows Phone 8, Apple TV, Android TV, OS X, Windows | Proprietary | |||
CPAL3D | No | 3D | Windows | Memento Mori | Proprietary | |||
Creation Engine | C++ | Papyrus | Yes | 3D | Windows, PlayStation 3, Xbox 360, Xbox One, PlayStation 4 | The Elder Scrolls V: Skyrim, Fallout 4, Fallout 76 | Proprietary | |
CryEngine | C++ | Lua, C# | Yes | 3D | Windows, OS X, Linux, PlayStation 3, PlayStation 4, Wii U, Xbox 360, Xbox One, iOS, Android | List | Proprietary | |
Crystal Tools | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii | List | Proprietary | |||
Crystal Space | C++ | Java, Perl, Python | Yes | 3D | Windows, Linux, OS X | Keepsake, The Crystal Scrolls, Yo Frankie! | LGPL | |
Cube | C++ | Yes | 3D | Windows, Linux, OS X | AssaultCube, Cube | zlib | Prior generation (means it has a successor), 2D grid-based system, optimized for outdoor not indoor maps | |
Cube 2: Sauerbraten | C++ | CubeScript | Yes | 3D | Windows, Linux, OS X | Cube 2: Sauerbraten, Red Eclipse | zlib | Efficient 6-directional height map based geometry (versus traditional Polygon soup model), hence the name Cube, FPS engine |
Dagor Engine | Yes | 3D | Windows, PlayStation 4, PlayStation 3, Xbox 360, Linux, OSX | List | Proprietary | |||
Dark Engine | C++ | No | 3D | Windows | Thief: The Dark Project, System Shock 2, Thief II: The Metal Age | Proprietary | Advanced AI and sound features (full control of sound propagation). Edited with DromEd. | |
Decima | No | 3D | PlayStation 4 | Death Stranding, Horizon Zero Dawn, Killzone Shadow Fall, Until Dawn, Until Dawn: Rush of Blood | Proprietary | |||
Defold | Lua | Lua | Yes | 2D | iOS, Android, HTML5, Windows, OSX, Linux | Blastlands, Blossom Blast Saga, Pet Rescue Puzzle Saga, Family Age, Hammerwatch Coliseum | Proprietary | |
Delta3D | C++ | Python | Yes | 2.5D | Cross-platform | LGPL | ||
Dim3 | C++ | JavaScript | Yes | 3D | Cross-platform | MIT | ||
DimensioneX Multiplayer Engine | Java | Java, VBScript | Yes | 2.5D | Cross-platform | Underworld Online | GPL | Produces browser games with pseudo-3D views; games can be made into Facebook Apps; intended for beginners |
DX Studio | C++ | JavaScript | No | 3D | Windows | proprietary, Freeware | ||
Dunia Engine | C++ | Yes | 3D | Windows, PlayStation 3, Xbox 360, PlayStation 4, Xbox One | List | Proprietary | Based on CryEngine | |
ego | Yes | 3D | PlayStation 3, Windows, Xbox 360, OS X, Wii, Wii U, Xbox One, PlayStation 4 | List | Proprietary | Primarily used for racing games | ||
Electron toolset | C# | NWScript | No | 3D | Windows | Neverwinter Nights 2 | Proprietary | |
Elflight Engine | Java | Yes | 3D | Cross-platform | Proprietary | Targeted for web based games | ||
Enforce | No | 3D | Windows | Shade: Wrath of Angels, Alpha Prime, Carrier Command: Gaea Mission, Take On Mars | Proprietary | |||
Enigma Engine | Yes | 3D | Windows, OS X, | Blitzkrieg, Blitzkrieg 2 | Proprietary | |||
Esperient Creator | Lang | Lisp, CScript | No | 3D | Windows | Proprietary | ||
Essence Engine | No | 3D | Windows | List | Proprietary | |||
Euphoria | Yes | 3D | Windows, PlayStation 4, Xbox One, PlayStation 3, Xbox 360, iOS, Android | Proprietary | ||||
Exult | C++ | Yes | 2D | Windows, Linux, OS X, BSD | GPL | Free software re-implemented Ultima VII game engine | ||
Flare3D | ActionScript 3 | Yes | 3D | Web, Windows, iOS, Android, BlackBerry | List | Proprietary | ||
Flixel | ActionScript | Yes | 2D | Various games by Gregory Weir | MIT | Boilerplate code for Flash games | ||
Forgelight Engine | No | 3D | Windows | Free Realms, PlanetSide 2, Landmark, EverQuest Next, H1Z1: Just Survive, H1Z1: King of the Kill | Proprietary | |||
Fox Engine | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | |||
Freescape | Freescape Command Language | Yes | 3D | Amstrad CPC, ZX Spectrum, IBM PC, Commodore 64, Commodore Amiga, Atari ST | List | Proprietary | ||
Frostbite | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | Used originally for Battlefield (series) video games | |
Future Pinball | No | 3D | Windows | Freeware | ||||
Gamebryo | C++ | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | List | Proprietary | ||
Game Editor | Custom (C styled) | Yes | 2D | iPhone, iPad, OS X, Windows (95-Windows 7), Linux, Windows-based smartphones, GP2X, Pocket PCs, Handheld PCs | GPL, Proprietary | |||
GameMaker Studio | GML | Game Maker Language, JavaScript, GLSL | Yes | 2D, 3D | Windows, Windows 8, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, OS X, Ubuntu, HTML5, Android, iOS, Windows Phone 8, Tizen, Amazon Fire TV, Nintendo Switch | List of GameMaker Studio games | Proprietary | Limited 3D abilities |
GamePlay3D | C++ | Lua | Yes | 3D | Windows, Linux, OS X, iOS, BlackBerry 10, Android | Apache 2.0 | Aimed at the indie game developer ecosystem, similar features to cocos2d-x | |
GameSalad | Lang | Script | Yes | 2D | iOS, Android | Proprietary | ||
Gamestudio | C-Script, Lite-C | No | 3D | Windows | List | Proprietary | Games can be published royalty-free | |
Gamvas | JavaScript | JavaScript | Yes | 2D | HTML5 | MIT | HTML5 canvas game engine with Box2D integration | |
Godot | C++ | GDScript, C#, Visual Script, GDNative | Yes | 2D, 2.5D, 3D | Windows, macOS, Linux, UWP, iOS, Android, HTML and Web Assembly | MIT | Open source. 3.0+ adds C# scripting plus other languages via modules and GDNative. PBR and Global Illumination. | |
Gold Box | Assembly, Pascal, C, C++ | Yes | 2D | Amiga, Apple II, Atari ST, Commodore 64/128, DOS, Macintosh, Nintendo Entertainment System, PC-9801, Sega Genesis | Pool of Radiance, Gateway to the Savage Frontier, Champions of Krynn, Buck Rogers: Countdown to Doomsday, Neverwinter Nights, Spelljammer: Pirates of Realmspace | Proprietary | SSI's engine for Advanced Dungeons & Dragons role-playing games | |
GoldSrc | C, C++, Assembly | Yes | 3D | Windows, OS X, Linux, PlayStation 2, Xbox, Dreamcast | Half-Life, Team Fortress Classic, Half-Life: Opposing Force, Counter-Strike, Ricochet, Deathmatch Classic, Half-Life: Blue Shift, Half-Life: Decay, Day of Defeat, Counter-Strike: Condition Zero, Counter-Strike Neo, Counter-Strike Online | Proprietary | Highly modified Quake engine | |
HeroEngine | C++, C# | HeroScript Language | No | 3D | Windows | Star Wars: The Old Republic | Proprietary | |
Horde3D | C++ | Yes | 3D | Windows, Linux | EPL | Small 3D rendering engine for large crowds of animated characters | ||
HPL Engine | C++ | AngelScript | Yes | 3D | Windows, Linux, OS X | Penumbra: Overture, Penumbra: Black Plague, Penumbra: Requiem, Amnesia: The Dark Descent, Amnesia: A Machine for Pigs, Soma | Proprietary, GPL version 1 | Cross-platform, compatible with OpenGL, OpenAL, and Newton Game Dynamics libraries; defining features include ability for advanced object interaction via use of Newton's physics code |
id Tech 1 (Doom) | C | ACS | Yes | 2.5D | Windows, Linux, OS X | Doom, Doom II, Heretic, Hexen, Strife, Chex Quest | GPL | 2D-based level geometry, sprites, and particles, uses clever methods to give illusion of 3D depth |
id Tech 2 (Quake) | C | QuakeC | Yes | 3D | Windows, Linux, OS X | Quake | GPL | First true 3D id Tech engine |
id Tech 2 (Quake II) | C | C | Yes | 3D | Windows, Linux, OS X | Quake II | GPL | Also termed the Quake II engine |
id Tech 3 | C | C | Yes | 3D | Windows, Linux, OS X | Quake III Arena | GPL | Also termed the Quake III engine |
id Tech 4 | C++ | C++ via DLLs | Yes | 3D | Windows, Linux, OS X | Doom 3, Doom 3 BFG Edition, Quake 4, Prey, Enemy Territory: Quake Wars, Wolfenstein, Brink | GPL | Also termed the Doom 3 engine; features advanced: lighting, shadows, interactive GUI surfaces |
id Tech 5 | C++, AMPL, Clipper, Python | Script | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 | Rage, Wolfenstein: The New Order, Wolfenstein: The Old Blood, The Evil Within | Proprietary | First id Tech engine to feature MegaTexture technology, starting with Rage |
id Tech 6 | C++ | Yes | 3D | Windows, Xbox One, PlayStation 4, Nintendo Switch | Doom (2016), Wolfenstein II: The New Colossus | Proprietary | ||
id Tech 7 | C++ | Yes | 3D | Windows, PlayStation 4, Xbox One, Nintendo Switch | Doom Eternal | Proprietary | ||
iMUSE | N/A | N/A | Integrated with other engines | Monkey Island 2: LeChuck's Revenge, all LucasArts adventure games afterwards | Proprietary | Dynamic music system | ||
Infinity Engine | Yes | 2D | Windows, Mac OS, OS X, AmigaOS 4 | Baldur's Gate, Planescape: Torment, Icewind Dale, Baldur's Gate II: Shadows of Amn, Icewind Dale II | Proprietary | |||
Irrlicht | C++ | C++ | Yes | 3D | Windows, Mac OS, Linux, Windows CE | List of Irrlicht games | zlib | Open source, audio with extension |
ioquake3 | C | Yes | 3D | Windows, Linux, OS X | Urban Terror | GPL | ||
Iron Engine | No | 3D | Windows | Sins of a Solar Empire, Sins of a Dark Age | Proprietary | |||
IW engine | C++ | Yes | 3D | Windows, OS X, PlayStation 4, PlayStation 3, Xbox One, Xbox 360, Wii U, Wii | Call of Duty series | Proprietary | Originally built from id Tech 3 | |
Jade | C++ | Yes | 3D | Cross-platform | List | Proprietary | ||
Jake2 | Java | Yes | 3D | Cross-platform | GPL | Java port of Quake II game engine | ||
Java3D | Java | Yes | 3D | Cross-platform | BSD | Community-centric project. Last version 1.6.0 (April 2015). Used by many schools as part of course work | ||
Jedi | C | Yes | 2.5D | DOS, Windows | Star Wars: Dark Forces, Outlaws | Proprietary | Rumored to have been reverse-engineered from Doom engine | |
jMonkeyEngine | Java | Yes | 3D | Cross-platform | BSD | Community-centric project, used by several commercial game studios | ||
Kinetica | No | 3D | PlayStation 2 | List | Proprietary | |||
Kivy (framework) | Python | Kv | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Deflectouch, FishLife | MIT | For rapid development, can make multi-touch apps |
LayaAir | ActionScript 3, JavaScript, TypeScript | Yes | 2D, 3D | WebGL, Windows, Linux, OS X, iOS, Android | GPL or commercial | 2D/3D game engine and also VR mode, provide free tools to convert 3d assets content from FBX files or Unity scene. | ||
Leadwerks | C++ | Lua | Yes | 3D | Windows, Linux | Hoodwink, Rogue System | Proprietary | |
LibGDX | Java | Yes | 2D, 3D | GNU/Linux, Windows, OS X, iOS, Android, Java applet, WebGL | Ingress | Apache 2.0 | Java game development framework, provides a unified API that works across all supported platforms | |
LithTech | Yes | 3D | Cross-platform | List | Proprietary | |||
Lumberyard | C++ | Lua | Yes | 3D | PlayStation 4, Xbox One, Windows | Proprietary | The software is free to download and use however is works closely with amazon services. | |
Luminous Studio | Yes | 3D | PlayStation 4, Xbox One, Windows | Final Fantasy XV | Proprietary | |||
LyN | Yes | 3D | Cross-platform | List | Proprietary | Intended to scale effectively on 7th and 8th generation consoles | ||
LÖVE | Lua | Lua | Yes | 2D | iOS, Android, Windows, Linux, OS X, NetBSD, FreeBSD, OpenBSD, Solaris,and all platforms supported by pkgsrc[12] | Mari0, Journey to the Center of Hawkthorne, Move or Die[13] | zlib | [14] |
M.U.G.E.N | C | Yes | 2D | Linux, DOS, Windows, OS X | Freeware | Used Allegro initially, now uses on SDL | ||
Marmalade | C++, Lua, Objective-C, HTML5 | Lua, 2DKit | Yes | 2D, 3D | iOS, Android, BlackBerry, Windows 10, Amazon, OS X, Windows, Tizen, Roku, Chromecast | List of Marmalade Games | Proprietary | High-performance, cross-platform, with authoring tools and asset store |
Moai SDK | C++ | Lua | Yes | 2D | Windows, OS X, iOS, Android, Linux | Crimson Steam Pirates, Broken Age, Lost in Paradise | CPAL | |
MT Framework | C++ | Yes | 3D | PlayStation 3, Xbox 360, Windows, Wii, Wii U, Nintendo 3DS, PlayStation Vita | List | Proprietary | Intended to be 7th generation console engine, replaced by Panta Rhei | |
MonoGame | C# | C# | Yes | 2D,3D | Windows, OS X, Xbox One, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, Windows Store, Ouya, BSD | Skulls of the Shogun, Bastion, TowerFall, Transistor (video game), Fez (video game), Axiom Verge | Microsoft Public | |
Nebula Engine | No | 3D | Windows | Drakensang: The Dark Eye, Drakensang: The River of Time | Proprietary | [citation needed] | ||
NScripter | No | 2D | Windows | Freeware | ||||
Odyssey Engine | Yes | 3D | Windows, OS X | Star Wars: Knights of the Old Republic, Star Wars: Knights of the Old Republic II: The Sith Lords | Proprietary | |||
OGRE | C++ | C++ | Yes | 3D | Linux, Windows (all major versions), OS X, NaCl, WinRT, Windows Phone 8, iOS and Android | Torchlight | MIT | 3D rendering engine used by several games |
OHRRPGCE | FreeBASIC | HamsterSpeak | Yes | 2D | Windows, OS X, Linux, Android | Wandering Hamster | GPL | Role-playing game creation system; use of scripting is optional |
ONScripter | NScripter | NScripter | Yes | 2D | Windows, OS X, Linux, Dreamcast, PSP, iOS | Narcissu, Saya no Uta, Tsukihime | GPL | Used to develop visual novels and first-person adventure games |
OpenClonk | C++ | C4Script | Yes | 2.5D | Windows, Linux, OS X | OpenClonk | ISC | Engine for 2D action/strategy platformers with 3D graphics |
OpenSimulator | C# | LSL | Yes | 3D | Windows, Linux, OS X, FreeBSD | BSD | Server platform to host virtual worlds, compatible with Second Life clients | |
ORX | C/C++ | Custom | Yes | 2.5D | Windows, Linux, OS X, iOS, Android | Le Magasin des Suicides | zlib | 3D accelerated |
Panda3D | C++, Python | Python | Yes | 3D | Windows, Linux, OS X, iOS | Toontown Online, Pirates of the Caribbean Online | BSD | |
Panta Rhei | Yes | 3D | PlayStation 4, Xbox One, Windows | Deep Down | Proprietary | Successor to MT Framework for 8th generation consoles | ||
Phaser | JavaScript | JavaScript | Yes | 2D | Cross-platform | MIT | ||
PhyreEngine | C++ | Yes | 3D | PC, PlayStation Portable, PlayStation Vita, PlayStation 3, PlayStation 4 | List | proprietary, Freeware | ||
Pie in the Sky | C | Yes | 2.5D | DOS, Windows, OS X | List | Proprietary | ||
PlayCanvas | JavaScript | JavaScript | Yes | 3D | Windows, Linux, OS X, iOS, HTML5, Android | Swoop, Zombie Pac-man | MIT | Users can work on game at the same time via online browser and publish to multiple platforms; engine uses WebGL and includes physics |
PlayN | Java | Yes | 2D | iOS, Android, HTML5, Windows, Linux | Angry Birds Chrome | Apache 2.0 | ||
PLIB | C++ | Yes | 3D | Windows, Linux, OS X | LGPL | |||
Pyrogenesis | C++ | JavaScript | Yes | 3D | Windows, Linux, OS X | 0 A.D. | LGPL | Designed for RTS games |
Q | Yes | 3D | Windows, OS X , Linux, PS2, PS3, Wii | Proprietary | ||||
Qfusion | C/C++ | AngelScript | Yes | 3D | Windows, Linux, OS X, Android | Warsow | GPL | |
Real Virtuality | C++ | Yes | 3D | Windows, Xbox | ARMA 2, ARMA 3, DayZ | Proprietary | ||
REDengine | C++ | Yes | 3D | Windows, OS X, Xbox 360, Xbox One, PlayStation 4 | The Witcher 2: Assassins of Kings, The Witcher 3: Wild Hunt | Proprietary | ||
Ren'Py | Python | Pygame | Yes | 2D | Windows, OS X, Linux, Android, OpenBSD | Analogue: A Hate Story, Jisei, Katawa Shoujo, Doki Doki Literature Club! | MIT | Used to develop visual novels and first-person adventure games |
RenderWare | RWX | Yes | 3D | Windows, Mac OS, Nintendo GameCube, Wii, Xbox, Xbox 360, PlayStation 2, PlayStation 3, PlayStation Portable | List of RenderWare games | Proprietary | RenderWare script available in version 2 only | |
Rockstar Advanced Game Engine (RAGE) | Yes | 3D | Windows, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One | List | Proprietary | |||
RPG Maker | Ruby, JavaScript | Yes | 2D | PC-8801, MSX2, PC-9801, Super Famicom, Windows, Sega Saturn, PlayStation, Game Boy Color, PlayStation 2, Game Boy Advance, Nintendo DS | Alpha Kimori, Ao Oni, Aveyond series, Barkley, Shut Up and Jam: Gaiden, Corpse Party, Eternal Eden, Laxius Force, One Night Trilogy, Super Columbine Massacre RPG!, To the Moon, Yume Nikki | Proprietary | Game creation system, allows users to build their own role-playing games | |
SAGE | Yes | 3D | Windows, Macintosh, Xbox 360, PlayStation 3 | List | Proprietary | Used for real-time strategy games | ||
SCUMM | Yes | 2D | 3DO, Amiga, Apple II, Atari ST, CDTV, Commodore 64, FM Towns & Marty, Macintosh, Nintendo Entertainment System, DOS, Windows, Sega Mega-CD, TurboGrafx-16/PC Engine | Maniac Mansion | Proprietary | Full name is Script Creation Utility for Maniac Mansion, from the first game it was used with; uses iMUSE and INSANE; ScummVM provides an open source re-creation | ||
Shark 3D | C++ | Python | Yes | 3D | Windows, Xbox, Xbox 360 | Dreamfall: The Longest Journey | Proprietary | |
ShiVa | C++ | Lua | Yes | 3D | Windows, OS X, Linux, iOS, Android, Windows Phone, BlackBerry, PlayStation 3, PlayStation 4, Wii, Xbox 360, Xbox One, WebGL | Prince of Persia 2: The Shadow and the Flame (Mobile remake) | Proprietary | |
Sierra's Creative Interpreter (SCI) | Yes | 2D | Amiga, Atari ST, Macintosh, PC-9801, IBM PC | Version list with games | Proprietary | |||
Silent Storm engine | No | 3D | Windows | Silent Storm, Night Watch, Hammer & Sickle, Day Watch | Proprietary | Used for turn-based tactics games | ||
Sith | COG | No | 3D | Windows | Star Wars Jedi Knight: Dark Forces II | Proprietary | Used as the basis of the GrimE engine | |
Snowdrop | C++ | Yes | 3D | Windows, Switch, PlayStation 4, Xbox One | Tom Clancy's The Division, South Park: The Fractured but Whole, Mario + Rabbids Kingdom Battle, Skull & Bones | Proprietary | ||
Source | C++ | Squirrel, Lua | Yes | 3D | Windows, OS X, Linux, PlayStation 3, Xbox, Xbox 360, Android | Half-Life 2, Counter-Strike: Source, Left 4 Dead, Portal, Team Fortress 2, others (list) | Proprietary | The SDK is bundled with many Source games |
Source 2 | C++ | Lua | Yes | 3D | Windows, OS X, Linux, Android, iOS[15] | Dota 2 (port)[16], The Lab (limited), Artifact, Dota Underlords | Proprietary | The first game using Source 2, Dota 2, was ported over from the original Source engine. One of The Lab's minigame Robot Repair uses Source 2 engine while rest of seven uses Unity's engine. |
Spring | C++ | C, C++, Java/JVM, Lua, Python | Yes | 3D | Windows, Linux, OS X | Balanced Annihilation, Zero-K | GPL | RTS, simulated events, OpenGL |
Starling Framework | ActionScript | Yes | 2D | Windows, OS X, GNU/Linux, iOS, Android | Angry Birds Friends, Incredipede | BSD Simplified | Recreates the traditional Flash display list architecture on accelerated graphics hardware | |
Stencyl | Haxe | Haxe | Yes | 2D | Flash, HTML5, iOS, Android, Linux, OS X, Windows | Proprietary | Free to publish to flash and HTML5. Subscription required for publishing to desktop or mobile. | |
Autodesk Stingray (Bitsquid) | Lua | Yes | 3D | Windows, Mac, Linux, IOS, Android, PlayStation 4, PlayStation 3, Xbox 360 | Proprietary | |||
StepMania | C++ | Lua | Yes | 3D | Cross-platform | In the Groove, Pump It Up Pro, Pump It Up Infinity | MIT | A rhythm video game and engine that was originally developed as a simulator of Konami's DDR |
Stratagus | C | Lua | Yes | 2D | Linux | Bos Wars | GPL | For real-time strategy games |
SunBurn XNA | No | 3D | Xbox Live | AvaGlide | Proprietary | |||
Three.js | JavaScript | JavaScript | Yes | 3D, 2D | HTML5, Windows, Linux, OS X, iOS, Android | MIT | ||
TOSHI | Yes | 3D | Windows, Nintendo GameCube, Game Boy Advance, Nintendo DS, Wii, PlayStation 2, Xbox | Jurassic Park: Operation Genesis, Nicktoons Unite!, Barnyard, El Tigre: The Adventures of Manny Rivera, de Blob, Marvel Super Hero Squad | Proprietary | |||
Truevision3D | Visual Basic, C++ | No | 3D | Windows | Proprietary | |||
Torque3D | C++ | TorqueScript | Yes | 3D | Windows, Linux, OS X | Marble Blast Gold, ThinkTanks, Tribes 2, Villagers and Heroes, Blockland | MIT | Includes multiplayer network code, seamless indoor-outdoor rendering engines, skeletal animation, drag and drop GUI creation, built in world editor, C-like scripting language |
Turbulenz | TypeScript | JavaScript | Yes | 2D, 3D | HTML5, iOS, Android | Polycraft, Save the Day, Score Rush | MIT | |
UbiArt Framework | C++ | Yes | 2.5D | Cross-platform | Rayman Origins, Rayman Legends, Child of Light, Valiant Hearts: The Great War | Proprietary | ||
Unigine | C++ | C#, UnigineScript, GLSL, HLSL, UUSL | Yes | 3D | Windows, Linux, OS X, PlayStation 3, Android, iOS | List | Proprietary | Focused on large open scenes: 64-bit precision of coordinates, support for geo coordintaes, round Earth model. Mainly used in enterprise and professional simulators. |
Unity | C++ | C#, Cg, HLSL | Yes | 2D, 2.5D, 3D | Windows, OS X, LinuxXbox 360, Xbox One, Wii U, New 3DS, Nintendo Switch, PlayStation 4, PlayStation Vita, Windows Phone, iOS, Android, BlackBerry 10, Tizen, Unity Web Player, Windows Store, WebGL, Oculus Rift, Gear VR, Android TV, Samsung Smart TV | List of Unity games | Proprietary | |
Unreal Engine | C++ | GLSL, Cg, HLSL, UnrealScript, C++, Blueprints | Yes | 3D | Cross-platform | List of Unreal Engine games | Proprietary | UnrealScript was removed in version 4 |
V-Play Game Engine | C++ | QML, JavaScript | Yes | 2D | iOS, Android, Windows, OS X | List | Proprietary | Built on Qt |
Vengeance Engine | C++ | No | 3D | Windows | Tribes: Vengeance, SWAT 4 | Proprietary | Based on Unreal Engine version 2/2.5 | |
Vicious Engine | Lang | Script | Yes | 3D | Nintendo GameCube, Wii, WiiWare, Xbox, Xbox 360, Xbox Live Arcade, PlayStation 2, PlayStation Portable, PlayStation Network, Windows | List | Proprietary | |
Virtools | Yes | 3D | Ballance | Proprietary | Used for game prototyping and rapid development | |||
Vision | Lang | Script | Yes | 3D | Windows, Xbox 360, PlayStation 3, Wii, Wii U, iOS, Android, PlayStation Vita, IE6 and up, Firefox 2.0 and up, Google Chrome, Opera 9 and up | List | Proprietary | |
Visual3D Game Engine | C#/.NET | Yes | 3D | Windows, Xbox 360 | Proprietary | Commercial successor to open-source RealmForge engine | ||
Visual Pinball | C++ | VBScript | No | 3D | Windows | MAME-like pre-0.172, then BSD, GPL | ||
VRAGE | C# | Yes | 3D | Windows, Xbox One | Miner Wars 2081, Space Engineers,Medieval Engineers | Proprietary | Source code was released under a commercial license | |
Wintermute Engine | C++ | C-like syntax | No | 2.5D | Windows | Donationware, MIT, LGPL | Lite version lacks 3D Actor function | |
World Builder | No | 2D | System 3 | Freeware | ||||
WorldForge | C++ | Lua (client), Python (server) | Yes | 3D | GPL | MMORPG framework made of libraries, server, client, media | ||
Xenko | C# | C# | Yes | 2D/3D | Cross-platform | MIT | Supports C# 6.0 | |
XnGine | No | 3D | DOS | The Terminator: Future Shock, The Terminator: SkyNET, TES 2: Daggerfall, TES Legends: Battlespire, TES Adventures: Redguard | Proprietary | |||
Zest3D | ActionScript 3, C++ | Lua | Yes | 3D | Web, Windows, Linux, OS X, Android, iOS, BlackBerry | Boost | ||
Zillions of Games | Zillions Rules | No | 2D | Windows | Proprietary | |||
Name | Primary programming language | Scripting | Cross-platform | 2D/3D oriented | Target platform | Notable games | License | Notes and references |
See also[edit]
References[edit]
- ^'A-Painter: Paint in VR in Your Browser'. Mozilla VR Blog. September 19, 2016. Retrieved October 27, 2016.
- ^'Factorio engine modernisation'. Wube Software. Retrieved March 3, 2018.
- ^ ab'A Gentle Introduction to Frogatto Formula Language'. frogatto.com. Retrieved February 14, 2018.
- ^'Argentum Age'. argentumage.com. Retrieved February 14, 2018.
- ^'Cube Trains'. David Roberts. Retrieved February 14, 2018.
- ^'Blend4Web Official Site'. Blend4Web.com. Retrieved June 22, 2015.
- ^'blender.org - Installation Policy'. Web.archive.org. March 25, 2009. Archived from the original on March 25, 2009. Retrieved August 21, 2012.
- ^'Features'. blender.org. Retrieved August 21, 2012.
- ^Terathon Software LLC, C4 Engine
- ^'Feature List – Cafu 3D Game and Graphics Engine'. Cafu.de. April 18, 2012. Archived from the original on March 4, 2012. Retrieved August 21, 2012.
- ^Larabel, Michael. 'CoreBreach Game Goes Open-Source'. phoronix.
- ^'pkgsrc.se - The NetBSD package collection'. pkgsrc.se. Retrieved August 19, 2015.
- ^'LÖVE - Free 2D Game Engine'. Retrieved December 6, 2016.
- ^Akinlaja, Damilare. LÖVE2d for Lua Game Programming. ISBN978-1782161608.
- ^Bailey, Dustin (March 8, 2018). 'Artifact will use Source 2, bringing the engine to iOS and Android'. PCGamesN. Archived from the original on March 9, 2018. Retrieved March 8, 2018.
- ^Martin, Michael. 'Valve Announces Dota 2 Reborn'. IGN. Archived from the original on June 29, 2016. Retrieved July 10, 2016.
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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.
Touhou Flash Danmaku Game
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
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.
Danmaku Shooting Game
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]
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]
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]
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]
Danmaku Game Engine Download
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]
Danmaku Engine Game Maker
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]
Unreal Engine
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]
Game Engine Free
See also[edit]
Danmaku Game Engine Games
- Media related to Video games at Wikimedia Commons
References[edit]
- ^ abDavies, Jonti. The Shooting Never StopsArchived 2012-04-02 at the Wayback MachineArchived 2012-04-02 at the Wayback Machine. GameSpy. 30 July 2008.
- ^ abCarless, Simon. Final Form On Jamestown's Origins, MechanicsArchived 2011-09-08 at the Wayback MachineArchived 2011-09-08 at the Wayback Machine. Game Set Watch. 5 April 2011.
- ^ abcdeBuchanan, Levi, Top 10 Classic Shoot 'Em UpsArchived 2012-02-16 at the Wayback MachineArchived 2012-02-16 at the Wayback Machine, IGN, April 8, 2008, May 26, 2009
- ^ abcBeck, Ian (May 19, 2006). 'Jets'n'Guns'. Inside Mac Games. Archived from the original on December 6, 2008. Retrieved July 20, 2008.
- ^ abAshcraft, p. 70
- ^ abcdefghBielby, Matt, 'The Complete YS Guide to Shoot 'Em Ups', Your Sinclair, July, 1990 (issue 55), p. 33
- ^ abcdefghijklmnopGame Genres: Shmups[permanent dead link], Professor Jim Whitehead, January 29, 2007. Accessed June 17, 2008
- ^ abProvo, Frank, Bloody WolfArchived 2008-12-12 at the Wayback MachineArchived 2008-12-12 at the Wayback Machine, GameSpot, July 7, 2007. Accessed June 17, 2008
- ^Mark J. P. Wolf (2008). The video game explosion: a history from PONG to PlayStation and beyond. ABC-CLIO. p. 272. ISBN978-0-313-33868-7. Archived from the original on 2012-11-14. Retrieved 2011-04-10.
- ^ abcdRollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2009-02-17.
- ^ abParkin, Simon (September 21, 2006). 'Gradius Collection'. Eurogamer. Archived from the original on July 3, 2009. Retrieved February 14, 2009.
- ^ abAshcraft, p. 66
- ^Kraig Kujawa; Sushi-X (October 1997). 'Straight Shooters: When Dumb is More Fun'. Electronic Gaming Monthly. No. 99. Ziff Davis. p. 84.
- ^Provo, Frank Galaga '90Archived 2008-12-12 at the Wayback MachineArchived 2008-12-12 at the Wayback Machine, GameSpot, August 10, 2007. Accessed June 17, 2008
- ^Reed, Kristan, GyrussArchived 2009-08-05 at the Wayback MachineArchived 2009-08-05 at the Wayback Machine, Eurogamer, April 19, 2007. Accessed February 17, 2009
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- ^Kalata, Kurt, Space Harrier, Hardcore Gaming 101. Accessed February 02, 2010
- ^Ashcraft, Brian (2008), Arcade Mania! The Turbo Charged World of Japan's Game Centers, Kodansha International, p. 147
- ^'Call of Duty: Black Ops Review'. Game Rant. 2010-11-11. Archived from the original on 2010-11-12. Retrieved 2010-11-27.
it becomes a little disappointing when you're forced to sit there and watch scripted walkthroughs of story moments. Going to the Pentagon is something that should be pretty exciting, but it's essentially a rail-shooter without the shooting.
- ^Robert Howarth (November 8, 2007). 'Call of Duty 4 First Impressions'. Voodoo Extreme. IGN. Archived from the original on November 11, 2007. Retrieved 2011-05-07.
- ^Smith, Rachael, 'Sidewize', Your Sinclair, October 1987 (issue 22), p. 38
- ^Onyett, Charles (February 13, 2006). 'Crystal Quest'. IGN. Archived from the original on July 22, 2016. Retrieved June 17, 2008.
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- ^Sheffield, Brandon, Q&A: Capcom's Kujawa On Revisiting Classics, Bullet HellArchived 2008-06-23 at the Wayback MachineArchived 2008-06-23 at the Wayback Machine, Gamasutra, April 22, 2008. Accessed March 2, 2009
- ^ abcdeAshcraft, p. 77
- ^'The Complete Guide.. Shoot Em Ups'. Retro Gamer. No. 42. September 2007. p. 52.
- ^Ashcraft, p. 82
- ^Dunham, Jeremy, First Look: Alien HominidArchived 2008-12-24 at the Wayback MachineArchived 2008-12-24 at the Wayback Machine, IGN, July 27, 2004. Accessed June 17, 2008
- ^ abcBielby, Matt, 'The YS Complete Guide To Shoot-'em-ups Part II', Your Sinclair, August 1990 (issue 56), p. 19
- ^Ashcraft, p. 72
- ^'The Next Generation 1996 Lexicon A to Z: Shooter'. Next Generation. No. 15. Imagine Media. March 1996. p. 40.
The first shooter is generally acknowledged to be Space Invaders.
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- ^ abGeddes, Ryan; Hatfield, Daemon (2007-12-10). 'IGN's Top 10 Most Influential Games'. IGN. Archived from the original on 2008-07-23. Retrieved 2008-07-11.
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- ^Craig Glenday, ed. (2008-03-11). 'Record Breaking Games: Shooting Games Roundup'. Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. pp. 106–107. ISBN978-1-904994-21-3.
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- ^Cuciz, David (May 2001). 'Hall of Fame: Defender'. GameSpy. Archived from the original on 2005-03-26. Retrieved 2009-12-06.
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- ^Leo, Jonathan, 'Rez HD', GameAxis Unwired, March 2008, p. 47
- ^Ashcraft, p. 75
- ^Mielke, James, Asteroids ReviewArchived 2011-09-20 at the Wayback MachineArchived 2011-09-20 at the Wayback Machine,'GameSpot, November 19, 1998. Accessed February 17, 2009
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