PropertyValue
rdfs:label
  • Shoot 'em up
  • Shoot 'Em Up
rdfs:comment
  • Whenever you successfully hit with a frenzy category ability, a damage over time component is added. Sets afflicted state. * Passive * AP Cost : 21 * Whenever you hit with a Frenzy ability, the target also becomes Afflicted with a damage over time effect that deals 8 physical damage every second for 5 seconds.
  • The genre's origins can be traced back to Spacewar!, one of the very earliest computer games, developed in 1961 and eventually released in arcades in the early 1970s. However, Space Invaders, released in Japanese arcades in 1978, is generally credited with inventing and popularising the genre proper. Shoot 'em ups were popular throughout the 1980s and early 1990s as they evolved. From the mid-1990s and the burgeoning use of 3D graphics in video games, shoot 'em ups became a niche genre based on design conventions established in the 1980s and increasingly catered to specialist enthusiasts, particularly in Japan.
  • In a shoot 'em up, the player character engages in a lone assault, often in a spacecraft or aircraft, shooting large numbers of enemies while dodging their attacks. 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. Shoot 'em ups call for fast reactions and for the player to memorise levels and enemy attack patterns. Newer "bullet hell" games feature overwhelming numbers of enemy projectiles.
  • The genre's origins can be traced back to Spacewar! one of the very earliest computer games, developed in 1961 and eventually released in arcades in the early 1970s. However, Space Invaders, released in Japanese arcades in 1978, is generally credited with inventing the genre proper, as well as popularising it. Shoot 'em ups were popular throughout the 1980s and early 1990s as they evolved. From the mid-1990s and the burgeoning use of 3D graphics in video games, shoot 'em ups became a niche genre based on design conventions established in the 1980s and increasingly catered to specialist enthusiasts, particularly in Japan.
owl:sameAs
dcterms:subject
herolevel
  • 20
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dbkwik:manga/property/wikiPageUsesTemplate
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Tier
  • 7
Name
  • Shoot 'Em Up
Description
  • Additional Pulses do not benefit from or .
  • Hitting a with causes 4 additional pulses that deal 50% damage to be fired from the impact location in different directions.
abstract
  • Whenever you successfully hit with a frenzy category ability, a damage over time component is added. Sets afflicted state. * Passive * AP Cost : 21 * Whenever you hit with a Frenzy ability, the target also becomes Afflicted with a damage over time effect that deals 8 physical damage every second for 5 seconds.
  • The genre's origins can be traced back to Spacewar! one of the very earliest computer games, developed in 1961 and eventually released in arcades in the early 1970s. However, Space Invaders, released in Japanese arcades in 1978, is generally credited with inventing the genre proper, as well as popularising it. Shoot 'em ups were popular throughout the 1980s and early 1990s as they evolved. From the mid-1990s and the burgeoning use of 3D graphics in video games, 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 encompass various types, or sub-genres. In a "fixed shooter", such as Space Invaders, the protagonist can only move across one axis and enemies attack from a single direction. In a "multi-directional shooter" the protagonist may rotate and move in any direction. In contrast, in a "rail shooter" the protagonist is viewed from behind, moving "into the screen" while the player has control over dodging. "Tube shooters" feature similar viewpoints, with the protagonist flying through an abstract tube. "Scrolling shooters" encompass both "horizontal shooters" and "vertical shooters" (featuring side-on and top-down viewpoints respectively) and in turn "bullet hell" games and "cute 'em ups", while "run and gun" games feature protagonists on foot, rather than spacecraft, often with the ability to jump; they may feature either scrolling or multidirectional movement.
  • The genre's origins can be traced back to Spacewar!, one of the very earliest computer games, developed in 1961 and eventually released in arcades in the early 1970s. However, Space Invaders, released in Japanese arcades in 1978, is generally credited with inventing and popularising the genre proper. Shoot 'em ups were popular throughout the 1980s and early 1990s as they evolved. From the mid-1990s and the burgeoning use of 3D graphics in video games, 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 encompass various types, or sub-genres. In a "fixed shooter" such as Space Invaders, the protagonist can only move across one axis and enemies attack from a single direction. In a "multi-directional shooter" the protagonist may rotate and move in any direction. By contrast, a "rail shooter" protagonist is viewed from behind and moves "into the screen", while the player retains control over dodging. "Tube shooters" feature similar viewpoints, and their protagonists fly through abstract tubes. "Scrolling shooters" encompass both "horizontal shooters" and "vertical shooters" (featuring side-on and top-down viewpoints respectively) and in turn "bullet hell" games and "cute 'em ups". "Run and gun" games feature protagonists on foot, rather than spacecraft, that often have the ability to jump; they may feature either scrolling or multidirectional movement.
  • In a shoot 'em up, the player character engages in a lone assault, often in a spacecraft or aircraft, shooting large numbers of enemies while dodging their attacks. 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. Shoot 'em ups call for fast reactions and for the player to memorise levels and enemy attack patterns. Newer "bullet hell" games feature overwhelming numbers of enemy projectiles. The genre's origins can be traced back to Spacewar!, one of the very earliest computer games, developed in 1961 and eventually released in amusement arcades in the early 1970s. However, Tomohiro Nishikado, creator of Space Invaders, is generally credited with inventing the genre. Space Invaders premiered in Japanese arcades in 1978. 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. The shoot 'em up encompasses various subgenres. In a fixed shooter such as Space Invaders, the protagonist can only move across one axis and enemies attack from a single direction. In a multidirectional shooter the protagonist may rotate and move in any direction. By contrast, a rail shooter player character is viewed from behind, and moves "into the screen", while the player retains control over dodging. Tube shooters feature similar viewpoints, and their protagonists fly through abstract tubes. The scrolling shooter genre encompasses both horizontal shooters (which are side-scrolling video games) and vertical shooters (which are vertically scrolling video games). Subgenres include bullet hell, cute 'em up, and run and gun games. In the latter, player characters are on foot, rather than in a vehicle and may be able to jump. Run and gun games may scroll on more than one axis.
is Genre of