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Flying Shark

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120-572: Flying Shark , known as Sky Shark in North America, is a vertically scrolling shooter arcade video game originally developed by Toaplan and published in 1987 by Taito in Japan, Romstar in North America and Electrocoin in Europe. Controlling the titular biplane , the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. The plane has

240-408: A side-scrolling format. Later notable side-scrolling run and gun shooters include Namco's Rolling Thunder (1986), which added cover mechanics to the formula, and Data East's RoboCop (1988). In 1987, Konami created Contra , a side-scrolling coin-op arcade game, and later a NES game, that was particularly acclaimed for its multi-directional aiming and two-player cooperative gameplay. By

360-431: A sub-genre of action games . 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, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games , including target shooting electro-mechanical games of

480-471: A "shmup" or "STG" (the common Japanese abbreviation for "shooting games"), 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. 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. Others widen

600-562: A 16-bit external data bus . For this reason, Motorola termed it a 16/32-bit processor. As one of the first widely available processors with a 32-bit instruction set, large unsegmented address space, and relatively high speed for the era, the 68k was a popular design through the 1980s. It was widely used in a new generation of personal computers with graphical user interfaces , including the Macintosh 128K , Amiga , Atari ST , and X68000 . The Sega Genesis/Mega Drive console, released in 1988,

720-525: A 16-bit status register. The upper 8 bits is the system byte, and modification of it is privileged. The lower 8 bits is the user byte, also known as the condition code register (CCR), and modification of it is not privileged. The 68000 comparison, arithmetic, and logic operations modify condition codes to record their results for use by later conditional jumps. The condition code bits are "carry" (C), "overflow" (V), "zero" (Z), "negative" (N) and "extend" (X). The "extend" (X) flag deserves special mention, because it

840-413: A 64-pin package. This became known as the "Texas Cockroach". By the mid-1970s, Motorola's MOS design techniques had become less advanced than their competition, and their fabrication lines at times struggled with low yields . By the late-1970s, the company had entered a technology exchange program with Hitachi , dramatically improving their production capabilities. As part of this, a new fab named MOS-8

960-401: A black background. It had a more interactive style of play than earlier target shooting games, with multiple enemies who responded to the player-controlled cannon's movement and fired back at the player. The game ended when the player was killed by the enemies. While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first where multiple enemies fired back at

1080-415: A bomb relieved stress from players. Yuge also stated the theme for the title was a realistic depiction of war that would involve players emotionally, as the development team had the atmosphere portrayed by the 1979 epic war film Apocalypse Now in their mind. The team also took a company trip to Thailand and wanted to convey the mood of the country's scenery with the backgrounds, with Yuge stating that

1200-463: A dual 68000 CPU configuration, and systems with a triple 68000 CPU configuration also exist (such as Galaxy Force and others based on the Sega Y Board), along with a quad 68000 CPU configuration, which has been used by Jaleco (one 68000 for sound has a lower clock rate compared to the other 68000 CPUs) for games such as Big Run and Cisco Heat ; another, fifth 68000 (at a different clock rate than

1320-491: A higher-numbered interrupt can always interrupt a lower-numbered interrupt. In the status register, a privileged instruction allows setting the current minimum interrupt level, blocking lower or equal priority interrupts. For example, if the interrupt level in the status register is set to 3, higher levels from 4 to 7 can cause an exception. Level 7 is a level triggered non-maskable interrupt (NMI). Level 1 can be interrupted by any higher level. Level 0 means no interrupt. The level

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1440-437: A logically flat 32-bit address space , while accessing only a 24-bit physical address space. Motorola's intent with the internal 32-bit address space was forward compatibility, making it feasible to write 68000 software that would take full advantage of later 32-bit implementations of the 68000 instruction set. However, this did not prevent programmers from writing forward incompatible software. "24-bit" software that discarded

1560-413: A minimum instruction size of 16 bits. Many instructions and addressing modes are longer to include more address or mode bits. The CPU, and later the whole family, implements two levels of privilege. User mode gives access to everything except privileged instructions such as interrupt level controls. Supervisor privilege gives access to everything. An interrupt always becomes supervisory. The supervisor bit

1680-555: A more successful attempt to incorporate a 3D perspective into shooter games; Tempest went on to influence several later rail shooters. Sega's Zaxxon (1981) introduced isometric video game graphics to the genre. The term "shmup" is believed to have been coined in 1985 by the British Commodore 64 magazine Zzap!64 . In the July 1985 issue, the term was used by the editor Chris Anderson and reviewer Julian Rignall . 1985 saw

1800-501: A powerful bomb at its disposal that can clear a portion of the screen of bullets and damage enemies when fired. It was the third shoot 'em up game from Toaplan, and their eighth video game overall. Flying Shark was ported to multiple systems, each version created by different third-party developers . The game proved to be a success for Toaplan among players in Japanese arcades and garnered mostly positive reception from western critics, but

1920-417: 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. 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

2040-549: A second-source maker of the CMOS 68HC000 (TMP68HC000). Encrypted variants of the 68000, being the Hitachi FD1089 and FD1094, store decryption keys for opcodes and opcode data in battery-backed memory and were used in certain Sega arcade systems including System 16 to prevent piracy and illegal bootleg games. The 68HC000, the first CMOS version of the 68000, was designed by Hitachi and jointly introduced in 1985. Motorola's version

2160-473: A shoot 'em up, as opposed to an action-adventure game . The success of Commando and Ikari Warriors led to run and gun games becoming the dominant style of shoot 'em up during the late 1980s to early 1990s, with the term "shoot 'em up" itself becoming synonymous with "run and gun" during this period. Konami 's Green Beret (1985), known as Rush'n Attack in North America, adapted the Commando formula to

2280-526: A straight line at constant speeds. The player's character can collect " power-ups " which may afford the character's greater protection, an " extra life ", health, shield, or upgraded weaponry. 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. Shoot 'em ups are categorized by their design elements, particularly viewpoint and movement: Fixed shooters restrict

2400-516: A third-person view, and featured the use of force feedback , where the joystick vibrates. Over the course of the 1990s, a new subgenre of shooters evolved, known as " danmaku ( 弾幕 , "barrage") in Japan, and often referred to as "bullet hell" or "manic shooters" in English-speaking regions. These games are characterized by high numbers of enemy projectiles, often in complex "curtain fire" patterns, as well as collision boxes that are smaller than

2520-424: A title where players could clear it via tricks and knowledge accumulated through gameplay. When asked about the increasing bullet speed and starting at the second stage during higher loops, Uemura claimed that this design choice was made due to the first stage being made for beginning players and that the bullet speed would return to normal after reaching an overflow. Despite being published by Taito, Uemura stated that

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2640-487: A vehicle or spacecraft under constant attack. Thus, the player's goal is to shoot as quickly as possible at anything that moves or threatens them to reach the end of the level, usually with a boss battle . In some games, the player's character can withstand some damage or a single hit will result in their destruction. 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

2760-555: A wrap-around game world, unlike most later games in the genre. The scrolling helped remove design limitations associated with the screen, and it also featured a minimap radar. Scramble , released by Konami in early 1981, had continuous scrolling in a single direction and was the first side-scrolling shooter with multiple distinct levels . In the early 1980s, Japanese arcade developers began moving away from space shooters towards character action games , whereas American arcade developers continued to focus on space shooters during

2880-484: Is a 16/32-bit complex instruction set computer (CISC) microprocessor , introduced in 1979 by Motorola Semiconductor Products Sector. The design implements a 32-bit instruction set , with 32-bit registers and a 16-bit internal data bus . The address bus is 24 bits and does not use memory segmentation , which made it easier to program for. Internally, it uses a 16-bit data arithmetic logic unit (ALU) and two more 16-bit ALUs used mostly for addresses, and has

3000-482: Is a subgenre of shooters in which the screen becomes crowded with complex "curtain fire" enemy patterns. It is also characterized by collision boxes that are smaller than the sprites themselves, to accommodate maneuvering through these crowded firing patterns. This style of game, also known as "manic shooters" or "maniac shooters", originated in the mid-1990s as an offshoot of scrolling shooters. The DonPachi and Touhou Project series are early titles establishing

3120-469: Is also powered by the 68000. Later processors in the Motorola 68000 series , beginning with the Motorola 68020 , use full 32-bit ALUs and have full 32-bit address and data buses, speeding up 32-bit operations and allowing 32-bit addressing, rather than the 24-bit addressing of the 68000 and 68010 or the 31-bit addressing of the Motorola 68012 . The original 68k is generally software forward-compatible with

3240-608: Is also the CPU of the Sega Pico , a young childrens' educational game console. The multi-processor Atari Jaguar console from 1993 used a 68000 as a support chip, although, due to familiarity, some developers used it as the primary processor. The 1994 Sega Saturn console used the 68000 as a sound co-processor. In October 1995, the 68000 made it into a handheld game console , Sega's Genesis Nomad , as its CPU. Certain arcade games (such as Steel Gunner and others based on Namco System 2 ) use

3360-755: Is called the MC68HC000, while Hitachi's is the HD68HC000. The 68HC000 offers speeds of 8–20 MHz. Except for using CMOS circuitry, it behaved identically to the HMOS MC68000, but the change to CMOS greatly reduced its power consumption. The original HMOS MC68000 consumed around 1.35  watts at an ambient temperature of 25  °C , regardless of clock speed, while the MC68HC000 consumed only 0.13 watts at 8 MHz and 0.38 watts at 20 MHz. (Unlike CMOS circuits, HMOS still draws power when idle, so power consumption varies little with clock rate.) Apple selected

3480-477: Is notable for using a traditional fantasy setting in contrast to most shoot 'em up games filled with science fiction motifs. R-Type , an acclaimed side-scrolling shoot 'em up, was released in 1987 by Irem , employing slower paced scrolling than usual, with difficult, claustrophobic levels calling for methodical strategies. 1990's Raiden was the beginning of another acclaimed and enduring series to emerge from this period. Run and gun games became popular in

3600-410: Is separate from the carry flag . This permits the extra bit from arithmetic, logic, and shift operations to be separated from the carry multiprecision arithmetic . The designers attempted to make the assembly language orthogonal . That is, instructions are divided into operations and address modes , and almost all address modes are available for almost all instructions. There are 56 instructions and

3720-859: Is still a single axis of motion, making these a subset of fixed shooters. Rail shooters limit the player to moving around the screen while following a specific route; 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. Examples include Space Harrier (1985), Captain Skyhawk (1990), Starblade (1991), Star Fox (1993), Star Wars: Rebel Assault (1993), Panzer Dragoon (1995), and Sin and Punishment (2000). Rail shooters that use light guns are called light gun shooters , such as Operation Wolf (1987), Lethal Enforcers (1992), Virtua Cop (1994), Point Blank (1994), Time Crisis (1995), The House of

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3840-458: Is stored in the status register, and is visible to user programs. An advantage of this system is that the supervisor level has a separate stack pointer. This permits a multitasking system to use very small stacks for tasks, because the designers do not have to allocate the memory required to hold the stack frames of a maximum stack-up of interrupts. The CPU recognizes seven interrupt levels. Levels 1 through 5 are strictly prioritized. That is,

3960-412: Is stored in the status register, and is visible to user-level programs. Hardware interrupts are signalled to the CPU using three inputs that encode the highest pending interrupt priority. A separate encoder is usually required to encode the interrupts, though for systems that do not require more than three hardware interrupts it is possible to connect the interrupt signals directly to the encoded inputs at

4080-503: The Geometry Wars series, Space Invaders Extreme , Super Stardust HD , and Resogun . The concept of shooting games existed before video games , dating back to shooting gallery carnival games in the late 19th century and target sports such as archery , bowling and darts . Mechanical target shooting games first appeared in England 's amusement arcades around the turn of

4200-446: The 68020 and 88000 projects. Several other companies were second-source manufacturers of the HMOS 68000. These included Hitachi (HD68000), who shrank the feature size to 2.7 μm for their 12.5 MHz version, Mostek (MK68000), Rockwell (R68000), Signetics (SCN68000), Thomson / SGS-Thomson (originally EF68000 and later TS68000), and Toshiba (TMP68000). Toshiba was also

4320-531: The 680x0 , CPU32 , and Coldfire families, were also still in production. More recently, with the Sendai fab closure, all 68HC000, 68020, 68030, and 68882 parts have been discontinued, leaving only the 68SEC000 in production. Since being succeeded by "true" 32-bit microprocessors, the 68000 is used as the core of many microcontrollers . In 1989, Motorola introduced the MC68302 communications processor. IBM considered

4440-646: The Data General Nova or PDP-8 . Based on the semiconductor manufacturing processes of the era, these were often multi-chip solutions like the National Semiconductor IMP-16 , or the single-chip PACE that had issues with speed. With the sales prospects for the 6800 dimming, but still cash-flush from the engine control sales, in late 1976 Colin Crook, Operations Manager, began considering how to successfully win future sales. They were aware that Intel

4560-569: The Front Line tank shooter format with unique rotary joystick controls, which they later combined with Commando -inspired run and gun gameplay to develop Ikari Warriors (1986), which further popularized run and gun shooters. Ikari Warriors also drew inspiration from the action film Rambo: First Blood Part II (1985), which it was originally intended to be an adaptation of. Contemporary critics considered military themes and protagonists similar to Rambo or Schwarzenegger prerequisites for

4680-482: The Macintosh moved from the 6809 to the 68k. The average price eventually reached $ 14.76. In 1982, the 68000 received a minor update to its instruction set architecture (ISA) to support virtual memory and to conform to the Popek and Goldberg virtualization requirements . The updated chip is called the 68010 . It also adds a new "loop mode" which speeds up small loops, and increases overall performance by about 10% at

4800-507: The Motorola 68000 Educational Computer Board , a single-board computer for educational and training purposes which in addition to the 68000 itself contained memory, I/O devices, programmable timer and wire-wrap area for custom circuitry. The board remained in use in US colleges as a tool for learning assembly programming until the early 1990s. At its introduction, the 68000 was first used in high-priced systems, including multiuser microcomputers like

4920-819: The Palm PDAs and the Handspring Visor used the DragonBall , a derivative of the 68000. AlphaSmart used the DragonBall family in later versions of its portable word processors. Texas Instruments used the 68000 in its high-end graphing calculators, the TI-89 and TI-92 series and Voyage 200 . A modified version of the 68000 formed the basis of the IBM XT/370 hardware emulator of the System 370 processor. Video game manufacturers used

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5040-561: The WICAT 150, early Alpha Microsystems computers, Sage II / IV , Tandy 6000 / TRS-80 Model 16 , and Fortune 32:16 ; single-user workstations such as Hewlett-Packard 's HP 9000 Series 200 systems, the first Apollo/Domain systems, Sun Microsystems ' Sun-1 , and the Corvus Concept ; and graphics terminals like Digital Equipment Corporation 's VAXstation 100 and Silicon Graphics ' IRIS 1000 and 1200. Unix systems rapidly moved to

5160-462: The Xbox 360 , PlayStation 3 and Wii online services, while in Japan arcade shoot 'em ups retain a deep-rooted niche popularity. 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. The PC has also seen its share of dōjin shoot 'em ups like Crimzon Clover , Jamestown: Legend of

5280-430: The vertical scrolling format later popularized by Capcom 's Commando (1985), which established the standard formula used by later run and gun games. Sega's Ninja Princess (1985), which released slightly before Commando , was a run and gun game that was distinctive for its feudal Japan setting and female ninja protagonist who throws shuriken and knives. SNK 's TNK III , released later in 1985, combined

5400-498: The 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun games and rail shooters. 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 of shooters that features overwhelming numbers of enemy projectiles , often in visually impressive formations. A "shoot 'em up", also known as

5520-439: The 1990s in low-end printers. The 68000 was successful in the field of industrial control systems. Among the systems benefited from having a 68000 or derivative as their microprocessor were families of programmable logic controllers (PLCs) manufactured by Allen-Bradley , Texas Instruments and subsequently, following the acquisition of that division of TI, by Siemens . Users of such systems do not accept product obsolescence at

5640-522: The 20th century, before appearing in America by the 1920s. Shooting gallery games eventually evolved into more sophisticated target shooting electro-mechanical games (EM games) such as Sega 's influential Periscope (1965). Shooting video games have roots in EM shooting games. Video game journalist Brian Ashcraft argues the early mainframe game Spacewar! (1962) was the first shoot 'em up video game. It

5760-546: The 6800, as they felt the 8-bit designs were too limited to be the basis for new designs. The new system was influenced by the PDP-11 , the most popular minicomputer design of the era. At the time, a key concept in minis was the concept of an orthogonal instruction set , in which every operation was allowed to work on any sort of data. To feed the correct data into the internal units, MACSS made extensive use of microcode , essentially small programs in read only memory that gathered up

5880-450: The 68000 (including the 9400/9400A) can also perform fast Fourier transform functions on a waveform. The 683XX microcontrollers, based on the 68000 architecture, are used in networking and telecom equipment, television set-top boxes, laboratory and medical instruments, and even handheld calculators. The MC68302 and its derivatives have been used in many telecom products from Cisco, 3com, Ascend, Marconi, Cyclades and others. Past models of

6000-523: The 68000 as the backbone of many arcade games and home game consoles : Atari's Food Fight , from 1982, was one of the first 68000-based arcade games. Others included Sega 's System 16 , Capcom 's CP System and CPS-2 , and SNK 's Neo Geo . By the late 1980s, the 68000 was inexpensive enough to power home game consoles, such as Sega's Genesis console, and also the Sega CD attachment for it (a Sega CD system has three CPUs, two of them 68000s.) The 68000

6120-503: The 68000 for the IBM PC but chose the Intel 8088 ; however, IBM Instruments briefly sold the 68000-based IBM System 9000 laboratory computer systems. The 68k instruction set is particularly well suited to implement Unix, and the 68000 and its successors became the dominant CPUs for Unix-based workstations including Sun workstations and Apollo/Domain workstations. In 1981, Motorola introduced

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6240-499: The 68000 itself had to succeed despite initially adopting a metal-gate design. Though the point about playing catch-up is clear, this could not have been an entirely accurate summary because Motorola's 1976 datasheets, predating the inception of the MACCS project, denote the majority of its 6800 family in silicon-gate. Indeed, Gunter's own 1979 article introducing the 68000 highlighted it as a silicon-gate depletion-mode HMOS design. Whatever

6360-472: The 68000 to respond quickly to interrupts (even in the worst case where all 8 data registers D0–D7 and 7 address registers A0–A6 needed to be saved, 15 registers in total), and yet large enough to make most calculations fast, because they could be done entirely within the processor without keeping any partial results in memory. (Note that an exception routine in supervisor mode can also save the user stack pointer A7, which would total 8 address registers. However,

6480-667: The 68HC000 for use in the Macintosh Portable . Motorola replaced the MC68008 with the MC68HC001 in 1990. This chip resembles the 68HC000 in most respects, but its data bus can operate in either 16-bit or 8-bit mode, depending on the value of an input pin at reset. Thus, like the 68008, it can be used in systems with cheaper 8-bit memories. The later evolution of the 68000 focused on more modern embedded control applications and on-chip peripherals. The 68EC000 chip and SCM68000 core remove

6600-507: The Dead (1996) and Elemental Gearbolt (1997). Light-gun games that are "on rails" are usually not considered to be in the shoot-em-up category, but rather their own first-person light-gun shooter category. 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 Twinbee and Fantasy Zone first pioneering

6720-536: The Imagen Imprint-10 were controlled by external boards equipped with the 68000. The first HP LaserJet , introduced in 1984, came with a built-in 8 MHz 68000. Other printer manufacturers adopted the 68000, including Apple with its introduction of the LaserWriter in 1985, the first PostScript laser printer. The 68000 continued to be widely used in printers throughout the rest of the 1980s, persisting well into

6840-472: 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. Motorola 68000 The Motorola 68000 (sometimes shortened to Motorola 68k or m68k and usually pronounced "sixty-eight-thousand")

6960-612: The M6800 peripheral bus, and exclude the MOVE from SR instruction from user mode programs, making the 68EC000 and 68SEC000 the only 68000 CPUs not 100% object code compatible with previous 68000 CPUs when run in User Mode. When run in Supervisor Mode, there is no difference. In 1996, Motorola updated the standalone core with fully static circuitry, drawing only 2  μW in low-power mode, calling it

7080-725: The MC68000, the fastest version of the original HMOS chip, was not produced until the late 1980s. By the start of 1981, the 68k was winning orders in the high end, and Gunter began to approach Apple to win their business. At that time, the 68k sold for about $ 125 in quantity. In meetings with Steve Jobs , Jobs talked about using the 68k in the Apple Lisa , but stated "the real future is in this product that I'm personally doing. If you want this business, you got to commit that you'll sell it for $ 15." Motorola countered by offering to sell it at $ 55 at first, then step down to $ 35, and so on. Jobs agreed, and

7200-507: The MC68SEC000. Motorola ceased production of the HMOS MC68000, as well as the MC68008, MC68010, MC68330, and MC68340 in on June 1, 1996, but its spin-off company Freescale Semiconductor was still producing the MC68HC000, MC68HC001, MC68EC000, and MC68SEC000, as well as the MC68302 and MC68306 microcontrollers and later versions of the DragonBall family. The 68000's architectural descendants,

7320-401: The arcade original. Sinclair User ' s Tim Rolf stated that "it is difficult, but Taito has made it so awesomely playable that the difficulty is a real joy". In contrast, Teresa Maughan gave a more mixed outlook to the arcade version. Edge magazine praised the gameplay, visuals and music, claiming that "Toaplan arguably perfected the vertical shoot 'em up with this early effort", though

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7440-477: The beginning of the checkpoint they managed to reach before dying. Getting hit by enemy fire will result in losing a live, as well as a penalty of decreasing the plane's firepower to his original state and once all lives are lost, the game is over unless players insert more credits into the arcade machine to continue playing. Completing the last stage restarts the game with the second loop increasing in difficulty. Flying Shark ' s creation process and history

7560-629: The closure of Toaplan, the following year, a number of studios formed from former Toaplan staff that would continue to develop this style, including Cave (formed by Batsugun's main creator Tsuneki Ikeda) who released 1995's seminal DonPachi , and Takumi, who would develop the GigaWing series. Bullet hell games marked another point where the shooter genre began to cater to more dedicated players. Games such as Gradius had been more difficult than Space Invaders or Xevious , but bullet hell games were yet more inward-looking and aimed at dedicated fans of

7680-542: The decision of scrolling said backgrounds left and right was to immerse players more with the game's world, though he expressed desire in making stages longer. Flying Shark was also the first project by Toaplan to make use of the Motorola 68000 microprocessor and due to the improved hardware, it allowed the team with displaying more sprites on-screen, but the increased hardware also brought issues such as difficulties with making FM sounds and enemy planes aiming their shots at players more accurately. The team wanted to make

7800-679: The degree of Motorola's process and manufacturing deficits in the early days, the team was undeterred and would not compromise in its pursuit of a microprocessor with industry-leading performance. Formally introduced in September 1979, initial samples were released in February 1980, with production chips available over the counter in November. Initial speed grades were 4, 6, and 8  MHz . 10 MHz chips became available during 1981, and 12.5 MHz chips by June 1982. The 16.67 MHz "12F" version of

7920-416: The dual stack pointer (A7 and supervisor-mode A7') design of the 68000 makes this normally unnecessary, except when a task switch is performed in a multitasking system.) Having the two types of registers allows one 32-bit address and one 16-bit data calculation to take place at the same time. This results in reduced instruction execution time as addresses and data can be processed in parallel. The 68000 has

8040-629: The early 1980s, up until the end of the arcade golden age. According to Eugene Jarvis , American developers were greatly influenced by Japanese space shooters but took the genre in a different direction from the "more deterministic, scripted, pattern-type" gameplay of Japanese games, towards a more "programmer-centric design culture, emphasizing algorithmic generation of backgrounds and enemy dispatch" and "an emphasis on random-event generation, particle-effect explosions and physics" as seen in arcade games such as his own Defender and Robotron: 2084 (1982) as well as Atari's Asteroids (1979). Robotron: 2084

8160-400: 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, with exceptions such as the inventive Gunstar Heroes (1993) by Treasure . Sega's pseudo-3D rail shooter Buck Rogers: Planet of Zoom demonstrated the potential of 3D shoot 'em up gameplay in 1982. Sega's Space Harrier ,

8280-503: 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 . 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. In 1986, Taito released KiKi KaiKai , an overhead multi-directional shooter. The game

8400-654: The end of 1976. Crook formed the Motorola Advanced Computer System on Silicon (MACSS) project to build the design and hired Tom Gunter to be its principal architect. Gunter began forming his team in January 1977. The performance goal was set at 1 million instructions per second (MIPS). They wanted the design to not only win back microcomputer vendors like Apple Computer and Tandy , but also minicomputer companies like NCR and AT&T . The team decided to abandon an attempt at backward compatibility with

8520-494: The first games to popularize twin-stick controls was Robotron: 2084 (1982). Space shooters are a thematic variant of involving spacecraft in outer space . Following the success of Space Invaders , space shooters were the dominant subgenre during the late 1970s to early 1980s. These games can overlap with other subgenres as well as space combat games . Tube shooters feature craft flying through an abstract tube, such as Tempest (1981) and Gyruss (1983). There

8640-452: The game featuring a variety of weapons and equipment. In 1987, Square's 3-D WorldRunner was an early stereoscopic 3-D shooter played from a third-person perspective, followed later that year by its sequel JJ , and the following year by Space Harrier 3-D which used the SegaScope 3-D shutter glasses . That same year, Sega's Thunder Blade switched between both a top-down view and

8760-519: The game was met with mixed response from magazines, specifically the home conversions . In 1989 the sequel Fire Shark was released. The rights to the title are owned by Tatsujin, a Japanese company formed by Masahiro Yuge. Flying Shark is a military-themed vertically scrolling shoot 'em up game in which players take control of the titular biplane through five increasingly difficult levels in order to defeat an assortment of military enemy forces like tanks , battleships , airplanes and artillery as

8880-431: The genre looking for greater challenges. 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. Rail shooters have rarely been released in the new millennium, with only Rez and Panzer Dragoon Orta achieving cult recognition. In the early 2000s, the genre achieved recognition through

9000-408: The ground spawn "B" icons that increases the player's bomb stock when destroyed. Every time the player lands at a runway beyond the first takeoff, the amount of bombs multiply 3000 points to the player's total score. Players are given three lives initially and bonus lives are awarded at 50000 points and thereafter. The game employs a checkpoint system in which a downed single player will start off at

9120-666: The main objective. The title initially appears to be very standard, as players control their plane over a constantly scrolling background and the scenery never stops moving until a runway is reached. Players have only two weapons at their disposal: the standard shot that travels a max distance of the screen's height and three bombs . The bombs are powerful weapons capable of obliterating any enemy caught within its blast radius . Various items are scattered through every stage that appear by destroying certain enemies: Shooting down colored waves of enemy planes spawn items like "S" power-up icons, point bonuses and extra lives. Certain enemies on

9240-421: The market. In order to compete, they set themselves the goal of being two times as powerful at the same cost, or one-half the cost with the same performance. Crook decided that they would attack the high-end of the market with the most powerful processor on the market. Another 16-bit would not do, their design would have to be bigger, and that meant having some 32-bit features. Crook had decided on this approach by

9360-420: The mid-1980s. These games feature characters on foot, rather than spacecraft, and often have military themes. The origins of this type of shooter go back to Sheriff by Nintendo , released in 1979. SNK 's Sasuke vs. Commander (1980), which had relatively detailed background graphics for its time, pit a samurai against a horde of ninjas , along with boss fights . Taito's Front Line (1982) introduced

9480-411: The mid-20th-century, but did not receive a video game release until Spacewar! (1962). The shoot 'em up genre was established by the hit arcade game Space Invaders , which popularised and set the general template for the genre in 1978, and has spawned many clones. The genre was then further developed by arcade hits such as Asteroids and Galaxian in 1979. Shoot 'em ups were popular throughout

9600-432: The mobile game Space Impact , which is considered one of the important games in the history of mobile games . 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. Its successor Ikaruga (2001) featured improved graphics and

9720-531: The more capable later generations of the 68k line, which remained popular in that market throughout the 1980s. By the mid-1980s, falling production cost made the 68000 viable for use in personal computers starting with the Apple Lisa and Macintosh , and followed by the Amiga , Atari ST , and X68000 . The Sinclair QL microcomputer, along with its derivatives, such as the ICL One Per Desk business terminal,

9840-523: The other 68000 CPUs) was used in the Jaleco arcade game Wild Pilot for input/output (I/O) processing. The 68000 has a 24-bit external address bus and two byte-select signals "replaced" A0. These 24 lines can therefore address 16 MB of physical memory with byte resolution. Address storage and computation uses 32 bits internally; however, the 8 high-order address bits are ignored due to the physical lack of device pins. This allows it to run software written for

9960-452: The player against multiple enemies descending from the top of the screen at a constantly increasing speed. Nishikado conceived the game by combining elements of Breakout (1976) with those of earlier target shooting games, and simple alien creatures inspired by H. G. Wells ' The War of the Worlds . The hardware was unable to render the movement of aircraft, so the game was set in space, with

10080-401: The player and enemies to a single screen, and the player primarily moves along a single axis, such as back and forth along the bottom of the screen. Examples include Space Invaders (1978), Galaxian (1979), Phoenix (1980), and Galaga (1981). In Pooyan (1982), the fixed axis of movement is vertical, along the right side of the screen. In Centipede (1980) and Gorf (1981),

10200-574: The player has to memorise their patterns to survive. These games belong to one of the fastest-paced video game genres . Large numbers of enemy characters programmed to behave in an easily predictable manner are typically featured. 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 with many varieties of weapons. Shoot 'em ups rarely have realistic physics. Characters can instantly change direction with no inertia , and projectiles move in

10320-491: The player in a trance-like state. In trance shooters, enemy patterns usually have randomized elements, forcing the player to rely on reflexes rather than pattern memorization. Games of this type usually feature colorful, abstract visuals, and electronic music (often techno music ). Jeff Minter is commonly credited with originating the style with Tempest 2000 (1994) and subsequent games including Space Giraffe , Gridrunner++ , and Polybius (2017). Other examples include

10440-480: The player primarily moves left and right along the bottom, but several inches of vertical motion are also allowed within an invisible box. Multidirectional shooters allow 360-degree movement where the protagonist may rotate and move in any direction such as Asteroids (1979) and Mad Planets (1983). Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called twin-stick shooters . One of

10560-415: The player's flying vehicle moving forward, at a fixed rate, through an environment. Examples are Scramble (1981), Xevious (1982), Gradius (1986), Darius (1987), R-Type (1987), Einhänder (1997). In contrast, Defender (1981) allows the player to move left or right at will. Run and gun games have protagonists that move through the world on foot and shoot attackers. Examples include

10680-549: The player. It also introduced the idea of giving the player multiple lives and popularized the concept of achieving a high score . With these elements, Space Invaders set the general template for the shoot 'em up genre. It became one of the most widely cloned shooting games, spawning more than 100 imitators with only the most minor differences (if any) from the original. Most shooting games released since then have followed its "multiple life, progressively difficult level " paradigm, according to Eugene Jarvis . Following

10800-548: The principle of bullet hells. A bullet heaven or reverse bullet hell is a subgenre characterized by the player character collecting or unlocking abilities and attacks whose visuals overlap and clutter the game screen as the game progresses. They also share a feature of many enemy characters, commonly called "hordes", walking toward the player from off-screen. This genre is generally attributed to Vampire Survivors , released in 2022. A small subgenre of shooter games that emphasizes chaotic, reflex-based gameplay designed to put

10920-521: The publication lamented it never received a proper conversion. In a 2010 interview, composer Manabu Namiki regarded Flying Shark as one of the shoot 'em up games he enjoys the most. Yaegaki Nachi of Japanese magazine Oh!X gave the X68000 conversion a positive review. German magazine MAN!AC gave the FM Towns Marty port a 47% score. A sequel, titled Fire Shark (known in Japan as Same! Same! Same! )

11040-434: The publisher allowed them to reveal the project was made by Toaplan. Flying Shark was first released by Taito in Japan on March 14, 1987. It was then released across arcades worldwide the same month, by Romstar in North America under the name Sky Shark and by Electrocoin in Europe. In November 1988, an album containing music from the title was co-published exclusively in Japan by Scitron and Pony Canyon . Flying Shark

11160-416: The release of Konami's Gradius , which gave the player greater control over the choice of weaponry, thus introducing another element of strategy. The game also introduced the need for the player to memorise levels in order to achieve any measure of success. Gradius , with its iconic protagonist, defined the side-scrolling shoot 'em up and spawned a series spanning several sequels. The following year saw

11280-417: The release of the 1989 Mac IIci. The 68000 family stores multi-byte integers in memory in big-endian order. The CPU has eight 32-bit general-purpose data registers (D0-D7), and eight address registers (A0-A7). The last address register is the stack pointer , and assemblers accept the label SP as equivalent to A7. This was a good number of registers at the time in many ways. It was small enough to allow

11400-508: The required data, performed the operations and wrote out the results. MACSS was among the first to use this technique in a microprocessor. There was a large amount of support hardware for the 6800 that would remain useful, things like UARTs and similar interfacing systems. For this reason, the new design retained a bus protocol compatibility mode for existing 6800 peripheral devices. A chip with 32 data and 32 addressing pins would require 64 pins, plus more for power and other features. At

11520-415: The rest of the line despite being limited to a 16-bit wide external bus. After 45 years in production , the 68000 architecture is still in use. Motorola's first widely produced microprocessor was the 6800 , introduced in early 1974 and available in quantity late that year. The company set itself the goal of selling 25,000 units by September 1976, a goal they did meet. Although a capable design, it

11640-423: The same clock speeds. A further extended version, which exposes 31 bits of the address bus, was also produced in small quantities as the 68012 . To support lower-cost systems and control applications with smaller memory sizes, Motorola introduced the 8-bit compatible MC68008 , also in 1982. This is a 68000 with an 8-bit data bus and a smaller (20-bit) address bus. After 1982, Motorola devoted more attention to

11760-607: The same rate as domestic users, and it is entirely likely that despite having been installed over 20 years ago, many 68000-based controllers will continue in reliable service well into the 21st century. In a number of digital oscilloscopes from the 80s, the 68000 has been used as a waveform display processor; some models including the LeCroy 9400/9400A also use the 68000 as a waveform math processor (including addition, subtraction, multiplication, and division of two waveforms/references/waveform memories), and some digital oscilloscopes using

11880-423: 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. Mark Wolf restricts the definition to games featuring multiple antagonists ("'em" being short for "them"), calling games featuring one-on-one shooting "combat games". Formerly, critics described any game where the primary design element

12000-421: The sprites themselves, allowing the player to fit between the narrow gaps in enemy fire. Bullet hell games were first popularized in Japanese arcades during a time when 3D games and fighting games were eclipsing other games. The flashy firing patterns were intended to grab players attention. Toaplan 's Batsugun (1993) is often considered a pivotal point in the development of this subgenre. After

12120-612: The subgenre, along with Parodius , Cotton , and Harmful Park being additional key games. Some cute 'em ups may employ overtly sexual characters and innuendo. Vertically scrolling shooters present the action from above and scroll up (or occasionally down) the screen. Horizontally scrolling shooters usually present a side-on view and scroll left to right (or less often, right to left). Isometrically scrolling shooters or isometric shooters , such as Sega 's Zaxxon (1982), use an isometric point of view . A popular implementation style of scrolling shooters has

12240-550: The success of Space Invaders , shoot 'em ups became the dominant genre for much of the golden age of arcade video games , from the late 1970s up until the early 1980s, particularly the "space shooter" subgenre. In 1979, Namco 's Galaxian —"the granddaddy of all top-down shooters", according to IGN—was released. Its use of colour graphics and individualised antagonists were considered "strong evolutionary concepts" among space ship games. In 1981 Gorf brought joystick control and (limited) vertical as well as horizontal movement to

12360-422: The time, 64-pin dual inline package (DIP)s were "large, heavy-cost" systems and "just terrible", making that the largest they could consider. To make it fit, Crook selected a hybrid design, with a 32-bit instruction set architecture (ISA) but 16-bit components implementing it, like the arithmetic logic unit (ALU). The external interface was reduced to 16 data pins and 24 for addresses, allowing it all to fit in

12480-461: The upper address byte, or used it for purposes other than addressing, could fail on 32-bit 68000 implementations. For example, early (pre-7.0) versions of Apple's Mac OS used the high byte of memory-block master pointers to hold flags such as locked and purgeable . Later versions of the OS moved the flags to a nearby location, and Apple began shipping computers which had " 32-bit clean " ROMs beginning with

12600-472: The vertically scrolling, overhead view games Front Line (1982), Commando (1985), and Ikari Warriors (1986). Side-scrolling run and gun games often combine elements from platform games , such as the ability to jump: Contra (1987), Metal Slug (1996) and Cuphead (2017). Run and gun games may also use isometric viewpoints and may have multidirectional movement. Bullet hell ( 弾幕 , danmaku , literally "barrage" or "bullet curtain")

12720-545: The vertically-oriented fixed-shooter genre, while Space Invaders and Galaxian have only horizontal movement controlled by a pair of buttons. Atari 's Asteroids (1979) was a hit multi-directional shooter, taking from Spacewar! the ability for the player's ship to roam the entire screen and to rotate, move and shoot in any direction. The Space Invaders format evolved into the vertical scrolling shooter sub-genre. SNK 's debut shoot 'em up Ozma Wars (1979) featured vertical scrolling backgrounds and enemies, and it

12840-483: Was "the biggest" hit for Toaplan. In Japan, Game Machine listed it on their April 15, 1987 issue as being the fourth most-popular arcade game of the month. It went on to become Japans's second highest-grossing table arcade game of 1987 (below Arkanoid ) and fourth highest-grossing arcade conversion kit of 1988. Commodore User ' s Nick Kelly gave the coin-op a 9 out of 10 score. Computer and Video Games ' s Clare Edgeley gave an overall positive outlook to

12960-648: Was a North American exclusive, is notable for being one of the earliest soundtracks composed by Tim Follin on the system. The arcade version of the game was included in the Hishou Same! Same! Same! compilation for Nintendo Switch and PlayStation 4 as part of M2 's Toaplan Arcade Garage label. Flying Shark was included as part of the Toaplan Arcade 1 compilation for Evercade . According to Tatsuya Uemura, Flying Shark proved to be more popular than Twin Cobra and

13080-515: Was again acclaimed as one of the best games in the genre. Both Radiant Silvergun and Ikaruga were later released on Xbox Live Arcade . The Touhou Project series spans 26 years and 30 games as of 2022 and was listed in the Guinness World Records in October 2010 for being the "most prolific fan-made shooter series". The genre has undergone something of a resurgence with the release of

13200-421: Was an influential game in the multi-directional shooter subgenre. Some games experimented with pseudo-3D perspectives at the time. Nintendo 's attempt at the genre, Radar Scope (1980), borrowed heavily from Space Invaders and Galaxian , but added a three-dimensional third-person perspective; the game was a commercial failure, however. Atari's Tempest (1981) was one of the earliest tube shooters and

13320-466: Was built using the latest 5-inch wafer sizes and Intel's HMOS process with a 3.5  μm feature size. This was an investment aimed at catching the competition: even upstart semiconductor companies such as Zilog and MOS Technology had introduced CPUs fabricated on depletion-mode NMOS logic before Motorola did. In fact, Motorola may have substantially lagged contemporaries in phasing out enhancement mode and metal gate, with Gunter recollecting that

13440-585: Was converted to multiple platforms by various third-party developers including the Commodore 64 (1987), ZX Spectrum (1987), Amiga (1988), Amstrad CPC (1988), Atari ST (1988), Nintendo Entertainment System (1989), MS-DOS (1989), X68000 (1991) and the FM Towns (1993). Most of the microcomputer ports were only released in Europe or North America. Two version were developed for the Commodore 64 ; one for Europe and another for North America. The NES version, which

13560-496: Was developed at the Massachusetts Institute of Technology in 1961, for the developers' amusement, and presents a space battle between two craft. It was remade four times as an arcade video game in the 1970s. Space Invaders (1978) is most frequently cited as the "first" or "original" in the genre. A seminal game created by Tomohiro Nishikado of Japan's Taito , it led to proliferation of shooter games. It pitted

13680-568: Was eclipsed by more powerful designs, such as the Zilog Z80 , and less expensive designs, such as the MOS Technology 6502 . By late 1976, the sales book was flat and the division was only saved by a project for General Motors that turned into a huge product line for engine control and other tasks. By the time the 6800 was introduced, a small number of 16-bit designs had come to market. These were generally modeled on minicomputer platforms like

13800-534: Was launched in 1989. Its main character, Schneider, later re-appears in Batsugun . In more recent years, the rights to Flying Shark , its successor and many other IPs from Toaplan are now owned by Tatsujin, a company named after Truxton ' s Japanese title that was founded in 2017 by former Toaplan employee Masahiro Yuge, who are now affiliated with arcade manufacturer exA-Arcadia. Scrolling shooter Shoot 'em ups (also known as shmups or STGs ) are

13920-429: Was recounted through various Japanese publications by composers Masahiro Yuge and Tatsuya Uemura, both of which collaborated with the soundtrack and marked the first time Toaplan made use of FM synthesis . Yuge stated that the basic structure for the game was already decided during development of Slap Fight by pursuing the excitement of shooting and dodging, settling on the bomb and shot system, claiming that firing

14040-404: Was shooting as a "shoot 'em up", but later shoot 'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s. Shoot 'em ups are a subgenre 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

14160-546: Was the first action game to feature a supply of energy, similar to hit points . Namco's Xevious , released in 1982, was one of the first and most influential vertical scrolling shooters. Xevious is also the first to convincingly portray dithered/shaded organic landscapes as opposed to blocks-in-space or wireframe obstacles. Side-scrolling shoot 'em ups emerged in the early 1980s. Defender , introduced by Williams Electronics in late 1980 and entering production in early 1981, allowed side-scrolling in both directions in

14280-736: Was the most commercially important utilisation of the 68008. Helix Systems (in Missouri, United States) designed an extension to the SWTPC SS-50 bus , the SS-64, and produced systems built around the 68008 processor. While the adoption of RISC and x86 displaced the 68000 series as desktop/workstation CPU, the processor found substantial use in embedded applications. By the early 1990s, quantities of 68000 CPUs could be purchased for less than 30  USD per part. The 68000 also saw great success as an embedded controller. As early as 1981, laser printers such as

14400-453: Was working on a 16-bit extension of their 8080 series, which would emerge as the Intel 8086 , and had heard rumors of a 16-bit Zilog Z80 , which became the Z8000 . These would use new design techniques that would eliminate the problems seen in earlier 16-bit systems. Motorola knew that if they launched a product similar to the 8086, within 10% of its capabilities, Intel would outperform them in

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