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— CH. 1 · INTRODUCTION —

Action game

~6 min read · Ch. 1 of 7
7 sections
  • Action games are a video game genre built on two deceptively simple demands: hand-eye coordination and reaction time. Those two requirements have generated one of the largest and most varied genres in all of gaming, stretching from maze games and fighting games to battle royale and rhythm games. But how did a genre defined by fast reflexes come to shape the entire video game industry? The answer begins in an amusement arcade in 1978, with a grid of descending aliens and a designer who wanted enemies that could shoot back.

  • At the heart of every action game is a basic contract between player and designer. The player overcomes challenges through physical means: precise aim, quick response, and sharp coordination. Puzzles and exploration can appear in an action game, but they are always secondary. Time pressure is usually present, and that pressure deliberately rules out complex strategic planning.

    Levels are the fundamental unit of action game design. They are often grouped by shared graphics and enemies into what designers call a world. Players can learn the layout of a level through trial and error, because obstacles and enemies typically follow fixed patterns. When the timer expires or health runs out, the player loses a life. Upon starting fresh, the avatar is usually granted a brief window of invincibility so the player can re-orient before enemies can attack again.

    At the end of a level or a themed group of levels, players encounter a boss: a larger, more powerful version of a regular enemy, often requiring a specific technique to defeat, such as striking only when the boss opens its mouth. Completing the game means surviving that sequence all the way to the final goal and the closing credits.

  • Taito's Space Invaders, released in 1978, is the moment most historians point to as the start of the golden age of arcade video games. Its designer, Tomohiro Nishikado, drew inspiration from Atari's Breakout and from science fiction. He was unsatisfied with earlier games and deliberately added elements he found missing: enemies that react to the player's movement, enemies that can fire back, and a game over triggered by enemies reaching the bottom of the screen rather than a timer running out.

    Eugene Jarvis, reflecting on the game's legacy, noted that Space Invaders introduced the concept of going round after round, gave players multiple lives, and saved the high score. It had a basic story, animated characters, and what Jarvis described as a crescendo of action and climax. He observed that many games still rely on the multiple-life, progressively difficult level structure that Space Invaders pioneered.

    The game's mainstream success shifted the entire industry. Action games came to dominate video arcades and game consoles from that point forward. Space Invaders set the template for the shooter subgenre and is considered one of the most influential games ever made.

  • Pac-Man, released by Namco in 1980, popularized a different vision of the action game. It was one of the first successful non-shooting action games, and it established what designers would later describe as parallel visual processing: the need to simultaneously track the player character, its location, enemies, and energizers on screen. Pac-Man helped define character-led action games as a legitimate genre in their own right.

    Eugene Jarvis drew a sharp contrast between the design cultures that emerged on either side of the Pacific. Japanese arcade developers in the early 1980s emphasized character development, hand-drawn animation, and a more deterministic, scripted, pattern-based style of play. American developers took a different road: a programmer-centric design culture that emphasized algorithmic generation of backgrounds and enemy behavior, random-event generation, and physics. Jarvis's own Defender (1981) and Robotron: 2084 (1982), along with Atari's Asteroids (1979), were products of that American sensibility.

    Data East's Karate Champ in 1984 eventually established the one-on-one fighting game subgenre, an outgrowth of the martial arts character-action games that had emerged from the Japanese school by the mid-1980s.

  • Irem's Kung-Fu Master, released in 1984, is recognized as the first beat 'em up and the most influential side-scrolling martial arts action game. It drew directly from two Hong Kong films: Bruce Lee's Game of Death (1973) and Jackie Chan's Wheels on Meals (1984). The format it established combined large character sprites in colorful side-scrolling environments with combat against groups of weaker enemies using punches, kicks, guns, swords, and other techniques.

    That format spread quickly. Ninja action games such as Taito's The Legend of Kage (1985) and Sega's Shinobi (1987) followed, alongside run-and-gun games such as Namco's Rolling Thunder (1986) and beat 'em ups such as Technos Japan's Renegade (1986) and Double Dragon (1987).

    Shigeru Miyamoto synthesized several of these threads. He combined the platforming mechanics from Donkey Kong and Mario Bros. (1983) with side-scrolling elements drawn from the racing game Excitebike (1984) and the beat 'em up Kung-Fu Master. The result was Super Mario Bros. (1985) for the Nintendo Entertainment System. It established the conventions of the side-scrolling platformer subgenre and helped revive the North American home video game market after its 1983 collapse.

  • Capcom's Street Fighter II in 1991 reshaped how players related to each other through action games. Before it, competitive play meant comparing high scores. Street Fighter II replaced that with direct, face-to-face challenges between two players in real time. John Romero cited Street Fighter II, alongside SNK's Fatal Fury (1991) and Art of Fighting (1992), as direct inspiration when he created the deathmatch mode in id Software's Doom (1993), which carried competitive multiplayer into the online world.

    Doom also represented a leap in three-dimensional environments for action games, even without relying on 3D polygons. Dedicated 3D arcade hardware had been emerging since the late 1980s for racing games; boards like the Namco System 21, Sega Model 1, and Sega Model 2 were then adapted to produce 3D action games. Sega AM2's Virtua Fighter in 1993 and Namco's Tekken in 1994 brought 3D fighting games to arcades, while Sega AM2's Virtua Cop in 1994 did the same for light gun shooters.

    3D polygon texture mapping arrived in fighting games with Sega AM2's Virtua Fighter 2 (1994), in light gun shooters through Virtua Cop the same year, and in first-person shooters with Parallax Software's Descent (1995). Namco's Galaxian 3 (1990) had already explored 3D rail shooting earlier in the decade, pointing toward the variety that the 3D transition would eventually unlock.

  • Scientists at the University of Rochester tested college students over the course of a month, comparing those who played Unreal Tournament with those who played Tetris. Performance in eye examinations improved by about 20% in the Unreal Tournament group. The study pointed toward a measurable connection between action game play and gains in visual processing.

    Researchers from Helsinki School of Economics found a more counterintuitive result. Players of a first-person shooter might secretly enjoy having their character killed in the game, even when their outward expressions suggest the contrary. The game used in that study was James Bond 007: Nightfire. Arcade games have long leaned into this tension between frustration and engagement. They are designed to be difficult for unskilled players and to generate revenue quickly, which is why the genre's most demanding experiences have historically been concentrated in arcades.

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Common questions

What is an action game in video games?

An action game is a video game genre that emphasizes physical challenges, particularly hand-eye coordination and reaction time. It encompasses a broad range of subgenres including fighting games, beat 'em ups, shooter games, rhythm games, and platform games. The player typically controls an avatar who must navigate levels, battle enemies, and defeat a boss to advance.

What video game started the golden age of arcade action games?

Taito's Space Invaders (1978), designed by Tomohiro Nishikado, is credited with marking the beginning of the golden age of arcade video games. It introduced the concept of going round after round, gave players multiple lives, saved the high score, and featured enemies that could react to the player's movement and fire back.

Who designed Super Mario Bros. and what games influenced it?

Shigeru Miyamoto designed Super Mario Bros. (1985) for the Nintendo Entertainment System. He combined the platforming from Donkey Kong and Mario Bros. (1983) with side-scrolling elements from the racing game Excitebike (1984) and the beat 'em up Kung-Fu Master (1984). The game established the conventions of the side-scrolling platformer subgenre.

What is the first beat 'em up action game?

Irem's Kung-Fu Master (1984) is recognized as the first beat 'em up and the most influential side-scrolling martial arts action game. It was based on two Hong Kong films: Bruce Lee's Game of Death (1973) and Jackie Chan's Wheels on Meals (1984).

How did Street Fighter II change competitive multiplayer in action games?

Capcom's Street Fighter II (1991) replaced high-score comparison with direct, face-to-face competition between two players. It inspired John Romero to create the deathmatch mode in id Software's Doom (1993), which extended competitive multiplayer into online games.

What do studies show about the physical effects of playing action video games?

Scientists at the University of Rochester found that college students who played Unreal Tournament for one month improved their performance in eye examinations by about 20%, compared to those who played Tetris. Separately, researchers from Helsinki School of Economics found that players of the first-person shooter James Bond 007: Nightfire might secretly enjoy having their character killed in the game, even when their expressions suggest otherwise.

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