GENRE ANALYSIS – SHOOT’EM UP

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GENRE ANALYSIS SHOOTEM UP

By:Manas Murali, Jalaj Shukla, Mangesh Thombre and Victor Van DuynenGENRE ANALYSIS SHOOTEM UP

Shmup/STG

Lone character - Shoot Units - Score

Released 1970s

Introduction Maniac ShooterFixed Shooter Rail ShooterVertical Scroller Horizontal Scroller

SUB GENRE

Maniac Shooter (Bullet Hell)Screen full of BulletsCurtain FireOriginated mid-1990

SUB GENRE

Fixed Shooter Single screenSingle axis or horizontal limit

Rail Shooter Game path not in control Follows specific routeIn the screen view pointFor eg Space invaders

Scrolling Shooter

Vertical Scroller Vertical scrolling View top and scrolls screen Moves all direction

Horizontal ScrollerAlso known as Side scrolling shooter & Horizontal shooter

Move in all direction.

Shoot enemies continuously

Feeling powerful/domination

Keep player on edgePlayers Engagement

Basic gameplay

Evasion Evading bullets and enemies

Customization - upgrade weapons, armor, etc.

GameplayShooting Shoot threats and score.

Solo player Multiplayer

Hot seat

Shootem Up game modes

Quick Mind/Dexterity

Survivability

Managing space

Priority decisions

Anticipation

Challenges

Build High Score

Finish all Levels

Unlock upgradesCore Objectives

Priority management progressive tough enemy units. Surviving instead assault shooting Weapon of choiceMental conflict. Boss fights - high priority manage Management

Space Management

Bullet patternStraight bulletsAngular bulletsGuided bulletsCircular spread bullets

Bullet and enemy evasionEnemy wave patterMultipleSingle straight forwardLinear ZigzagCrossover type

Mostly Tougher

Difficulty Rises Drastically

Limited life

Pacing

Game story Mostly linear type Different character

Player story No linear gameplay for players storiesStory

Interactive Sound Effects Power upsExplosionDeathFire

Dynamic music LevelsBoss FightsSFX

Cuteem Up Style

Futuristic Style

Japanese CultureArt Mix of Old and New Era Abstract