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First-person shooter video games
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===Early first-person shooters: 1986–1992=== In 1986, the NES shooter ''[[Kidō Senshi Z-Gundam: Hot Scramble|Z-Gundam: Hot Scramble]]''<ref>{{Allgame|14947|Mobile Suit Gundam Z: Hot Scramble}}</ref> displayed the player's gun on screen, allowed aiming and locking-on to enemies, and gave the illusion of six degrees of freedom in its open space levels.<ref name=HG101-Gundam/> The same year, flight sim ''[[Lock-On]]'' also featured locking-on.<ref name="Lock-On">{{KLOV|8437|Lock-On}}</ref><ref>{{MobyGames|id=/lock-on|Lock On}}</ref> Another 1986 release, ''[http://www.giantbomb.com/seena/3030-44603/ SeeNa]'', introduced an advanced [[Three-dimensional|polygonal 3D]] graphics engine, which rendered 3D environments at a fast pace, and (compared to earlier first-person games limiting movement to 4 directions in 90-degree increments) allowed the player to move with full 360-degree movement. Seibu Kaihatsu's 1986 game ''Empire City: 1931''<ref>{{KLOV|7707|Empire City: 1931}}</ref> and 1988 sequel ''Dead Angle''<ref>{{KLOV|7535|Dead Angle}}</ref> for the arcades and [[Sega Master System|Master System]] utilized a crosshair to target enemies and to move the [[player character]] by aiming to the sides of the screen.<ref name="allgame-Empire">{{Allgame|9998|Empire City: 1931}}</ref><ref name="allgame-Dead">{{Allgame|20043|Dead Angle}}</ref> ''Empire City: 1931'' also had a defense button to deflect bullets, while ''Dead Angle'' allowed crouching to dodge enemy attacks while displaying the character's silhouette on screen.<ref name="allgame-Empire"/><ref name="allgame-Dead"/> The first FPS with [[Three-dimensional|3D polygon]] graphics was ''Amnork'' (1986), developed by Japanese company [[ASCII]]. It was notable for its advanced 3D graphics engine, which processed 3D polygons at high frame rates for its time.<ref name="amnork">[https://www.giantbomb.com/amnork/3030-45267/ Amnork] (Giant Bomb)</ref> [[Arsys Software]]'s ''[[Star Cruiser]]'' was an early first-person shooter<ref name="allgame-SC">{{Allgame|16126|Star Cruiser}}</ref> released for the [[NEC PC-88]] computer in 1988<ref name="4gamer"/> and ported to the [[Mega Drive]]/[[Genesis]] in 1990.<ref name="allgame-SC"/> ''Star Cruiser'' was an innovative game that introduced the use of fully [[3D]] polygonal graphics, [[Action role-playing game|action RPG]] elements, free-roaming open space exploration allowing six degrees of freedom,<ref name="4gamer">[http://www.4gamer.net/games/008/G000896/20080428044/ スタークルーザー] ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.4gamer.net%2Fgames%2F008%2FG000896%2F20080428044%2F translation]), 4Gamer.net</ref> and gameplay mechanics such as [[strafing]]. [http://stevethefish.net/masaya/console/megadrive/starcruiser.htm] It a unique dual control scheme that anticipated the standard keyboard & mouse controls, with the direction keys used to move and strafe, while the numpad keys are used to turn around and aim. Another 1988 console game, ''[[Golgo 13: Top Secret Episode]]'' for the NES, featured various first-person shooter levels. It was one of the first video games to place importance on accurate shooting and introduced the sniper rifle, used to assassinate enemies from a long distance by aiming an unsteady sniper scope, a weapon later to become a mainstay of the FPS genre.<ref>[http://www.1up.com/do/feature?pager.offset=1&cId=3151392 Playing With Power], [[1UP]]</ref> [[Sega]]'s ''[[Last Survivor]]'' (1988)<ref>[https://www.giantbomb.com/last-survivor/3030-40567/ Last Survivor] (Giant Bomb)</ref> and ''[[Line of Fire]]'' (1989)<ref>[https://www.giantbomb.com/line-of-fire/3030-3688/ Line of Fire] (Giant Bomb)</ref> were the first games to use texture-mapped [[2.5D|ray casting]].<ref>[https://hg101.kontek.net//lineoffire/lineoffire.htm Line of Fire - Arcade, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, Master System (1989)], Hardcore Gaming 101</ref> In 1990, [[SNK]]'s ''[[The Super Spy]]'' for the arcades and [[Neo Geo]] console was a first-person shooter with [[beat 'em up]] elements where the player character's arms and weapons are visible on screen.<ref>{{allgame|11267|The Super Spy}}</ref><ref>{{KLOV|9953|Super Spy}}</ref> In early 1991, [[Data East]]'s first-person shooter ''[[Silent Debuggers]]'' for the [[TurboGrafx-16]] console allowed players to aim the gun sight when shooting at enemies.<ref name="official">{{Cite web |url=http://vc-pce.com/usa/e/title/silent_debuggers.html |title=Silent Debuggers |accessdate=2007-07-13 |work=Hudson Soft Virtual Console }}</ref> In 1992, [[Taito Corporation|Taito]] attempted to introduce free-roaming first-person shooter gameplay to [[Arcade game|arcades]] with ''[[Gun Buster]]''.<ref name="arcadeheroes_taito">{{Cite web|title=Looking At Taito’s History As They Turn 60|publisher=Arcade Heroes|date=August 2013|url=http://arcadeheroes.com/2013/08/27/taito-turns-60/|accessdate=2014-01-09}}</ref><ref name="arcadeheroes_fps">{{Cite web|title=The Brief Life of Arcade First Person Shooting Games|publisher=Arcade Heroes|date=June 2013|url=http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/|accessdate=2014-01-10}}</ref> It was an innovative first-person shooter released in 1992 for the arcades. It featured on-foot gameplay and a unique control scheme where the player moves using an eight-direction [[joystick]] and [[Free look|takes aim]] using a mounted [[Light gun#Positional guns|positional gun]]. It was also unique in allowing two-player cooperative gameplay for the mission mode, and also featured [[deathmatch]] and team deathmatch modes.<ref>{{KLOV game|8036|Gun Buster}}</ref><ref name="gamasutra">{{Cite web|title=Question of the Week Responses: Coin-Op Favorites|publisher=[[Gamasutra]]|date=August 2005|url=http://www.gamasutra.com/view/feature/130777/question_of_the_week_responses_.php|accessdate=2014-01-09}}</ref> Its controls were similar to later first-person shooters for the [[Wii]].<ref name="arcadeheroes_taito"/><ref name="arcadeheroes_fps"/> The player could also carry multiple weapons, each with different recharge rates and movement speeds, and the game's maps included walls, glasses and columns that could be used for [[Cover system|dodging and shootouts]].<ref name="gamasutra"/> The [[Video game graphics|graphics]] were also dynamic, with players able to shoot out windows, for example.<ref name="arcadeheroes_fps"/> It featured multiplayer deathmatch modes for up to four players, between two teams, on a [[Multi-monitor|dual-monitor]] [[Video game arcade cabinet|arcade cabinet]].<ref name="arcadeheroes_taito"/> It also introduced the circle-strafing gameplay technique. It also had features such as breakable glass, and more advanced graphics than PC shooters at the time.<ref>[https://arstechnica.co.uk/gaming/2016/02/headshot-a-visual-history-of-first-person-shooters/ Headshot: A visual history of first-person shooters], Ars Technica</ref>
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