Abstract
Johnson examines “bullet hell” or “danmaku” games and unpicks their relationships to Eastern and Western gaming cultures and competitive and non-competitive gamers. He first traces the genre’s history and its subsequent spread from Japan into the West, before focusing on the extraordinarily high levels of reflex and eyesight required to play them at the highest level. The chapter then examines several interrelated issues: the epistemological uncertainty surrounding the concept of world records in a community without any centralized database of information, the newly globalized culture of high scores and why less-skilled players choose to play games with such an extreme reflex requirement. It concludes by summarizing the present state of the genre and the place of danmaku in the broader world of gaming.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aoyama, Yuko, and H. Izushi. 2003. Hardware Gimmick or Cultural Innovation? Technological, Cultural and Social Foundations of the Japanese Video Game Industry. Research Policy 23(3): 423–444.
Bailey, Thomas B. W. 2013. The Danmaku Game as a New Optical Art, Part 1. Rhizome. Available from http://www.gamestudies.org/0302/lee/. Accessed 19 May 2015.
Betts, Tom. 2005. A History of Shmups. Nullpointer. Available from http://www.nullpointer.co.uk/content/endless-fire-a-history-of-the-shmup/. Accessed 19 May 2015.
Boxill, Jan. 2003. Sports Ethics: An Anthology. Malden: Wiley.
Clearwater, David. 2011. What Defines Video Game Genre? Thinking about Genre Study after the Great Divide. Loading… 5(8): 28–49.
Colwell, John, and Makiko kato. 2005. Video Game Play in British and Japanese Adolescents. Simulation and Gaming 36(4): 518–530.
Crawford, Brad. 2013. 100 Yen: The Japanese Arcade Experience. Available from https://www.youtube.com/watch?v=2PfK2v02Pnk. Accessed 19 May 2015.
Davison, Pete. 2013a. Curtains for You: The History of Bullet Hell. USGamer.net. Available from http://www.usgamer.net/articles/ten-great-bullet-hell-shooters. Accessed 19 May 2015.
De Koven, Bernard. 2013. The Well-Played Game: A Player’s Philosophy. Cambridge: MIT Press.
Davison, Pete. 2013b. Ten Great Bullet Hell Shooters. USGamer.net. Available from http://www.usgamer.net/articles/ten-great-bullet-hell-shooters. Accessed 19 May 2015.
Dena, Christy. 2008. Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games. Convergence 14(1): 41–57.
Dixon, Nicholas. “On Sportsmanship and “Running up the Score” in Boxill, Jan. (Ed). Sports Ethics: An Anthology. Blackwell Publishers, 2003.
Donovan, T. (2010). Replay: The history of video games. East Sussex, UK: Yellow Ant.
Ferrari, Simon. 2013. eSport and the Human Body: Foundation for a Popular Aesthetics. In Proceedings of DiGRA 2013: DeFragging Game Studies. Available from http://www.digra.org/wp-content/uploads/digital-library/paper_387.pdf. Accessed 19 May 2015.
Feezell, Randolph. Sport, play, and ethical reflection. University of Illinois Press, 2004.
Franklin, Seb. 2009. On Game Art, Circuit Bending and Speedrunning as Counter-Practice: “Hard” and “Soft” Nonexistence. Resetting Theory. Available from http://www.ctheory.net/articles.aspx?id=609. Accessed 19 May 2015.
GameOne. 2009. History of Shooting Game. Available from https://vimeo.com/11393132. Accessed 19 May 2015.
Hock-koon, Sébastien. 2012. Affordances of Elliptical Learning in Arcade Video Games. In Proceedings of DiGRA Nordic 2012 Conference. Available from http://www.digra.org/dl/db/12168.59440.pdf. Accessed 19 May 2015.
Keating, J.W. 1964. Sportsmanship as a Moral Category. Ethics 75(1): 25–35.
Kemps, H. 2011. Rencontre avec des superplayers. IG Magazine 16: 165–179.
McMillan, Luke. 2010. All of Your Base are Belong to Us? Shmups as a Source for Better Game Design. PhD Thesis. Available from https://www120.secure.griffith.edu.au/rch/file/075ff367-71c0-00fd-f5f4-5d4b221fc9b6/1/McMillan_2011_02Thesis.pdf. Accessed 19 May 2015.
———. 2013. The Origin of the “Shmup” Genre: A Historical Study. Gamasutra. Available from http://www.gamasutra.com/blogs/LukeMcMillan/20130206/186184/The_Origin_of_The_Shmup_Genre_A_Historical_Study.php. Accessed 19 May 2015.
Menotti, Gabriel. 2014. Videorec as Gameplay: Recording Playthroughs and Video Game Engagement. Game: The Italian Journal of Game Studies 3(1): 81–95.
Ng, Nathanael. 2005. UPLIFT: Designing for Flow in Action Games. Available from http://steel.lcc.gatech.edu/~nng/uplift/nng_uplift_designdoc_final1.pdf. Accessed 19 May 2015.
Novak, Jeannie. 2005. Game Development Essentials: An Introduction. Clifton Park: Thomson Delmar Learning.
Rambusch, Jana. 2011. Mind Games Extended: Understanding Gameplay as Situated Activity. PhD Thesis. Available from http://www.diva-portal.org/smash/get/diva2:375941/FULLTEXT01.pdf. Accessed 19 May 2015.
Rambusch, Jana, Jakobsson, Peter, and Pargman, Daniel. 2007. Exploring E-Sports: A Case Study of Gameplay in Counter-Strike. In Situated Play, Proceedings of DiGRA 2007 Conference. Available from http://www.digra.org/wp-content/uploads/digital-library/07313.16293.pdf. Accessed 19 May 2015.
Reeves, Stuart, Barry Brown, and E. Laurier. 2009. Experts at Play: Understanding Skilled Expertise. Games and Culture 4(3): 205–227.
Scully-Blaker, Rainforest. 2014. A Practiced Practice: Speedrunning Through Space with de Certeau and Virilio. Game Studies 14(1). Available from http://gamestudies.org/1401/articles/scullyblaker. Accessed 19 May 2015.
Seo, Yuri, and Jung, Sang-Uk. 2014. Beyond Solitary Play in Computer Games: The Social Practices of eSports. Journal of Consumer Culture. Available from http://joc.sagepub.com/content/early/2015/05/11/1469540514553711. Accessed 19 May 2015.
Sirlin, David. 2006. Playing to Win: Becoming the Champion. Available from http://www.sirlin.net/ptw/. Accessed 19 May 2015.
Smith, Steven G. 2004. Worth Doing. New York, NY: State University of New York Press.
Taylor, T.L. 2012. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge: MIT Press.
Wagner, Michael. 2006. On the Scientific Relevance of eSport. In Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development, Las Vegas: CSREA Press.
———. 2007. Competing in Metagame Gamespace: eSport as the First Professionalized Computer Metagames. In Space Time Play: Synergies between Computer Games, Architecture and Urbanism, ed. Friedrich von Borries, Steffen P. Walz, and Matthias Böttger, 182–186. Berlin: Birkhäuser Architecture.
Wenz, Karin. 2013. Theorycrafting: Knowledge Production and Surveillance. Information, Communication and Society 16(2): 178–193.
Witkowski, Emma. 2009. Probing the Sportiness of eSports. In eSports Yearbook 2009, ed. Julia Christophers, and Tobias Scholz, 53–56. Norderstedt: Books on Demand.
———. 2012. On the Digital Playing Field and How We “Do Sport” with Networked Computer Games. Games and Culture 7(5): 349–374.
———. 2013. Competition and Cooperation. In The Routledge Companion to Video Game Studies, ed. Mark J.P. Wolf, and Bernard Perron, 158–166. New York, NY: Routledge.
Woodcock, Jamie, & Johnson, Mark R. Forthcoming. Work, Labour and Play in eSports and Professional Gaming.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 The Author(s)
About this chapter
Cite this chapter
Johnson, M. (2016). Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records. In: Pulos, A., Lee, S. (eds) Transnational Contexts of Culture, Gender, Class, and Colonialism in Play. East Asian Popular Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-43817-7_2
Download citation
DOI: https://doi.org/10.1007/978-3-319-43817-7_2
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-43816-0
Online ISBN: 978-3-319-43817-7
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)