
Star Luster, released for the NES console and arcades in 1985, featured free-roaming open space exploration with six degrees of freedom, a radar displaying enemy and base locations, the ability to warp anywhere, and a date system keeping track of the current date. The same year also saw the release of Kidou Senshi Gundam Part 2: Tobe Gundam, which featured segments where the player mech navigates around a maze-like city and shoots at enemies, with the camera occasionally changing between a first-person view and a behind-the-mech, third-person view. ġ984 saw the release of MSX mecha games Gundam: Last Shooting and Ginga Hyoryu Vifam, which featured open world space exploration with a radar displaying destinations and player/enemy positions as well as a physics engine where approaching a gravitational field pulls in the player. The same year saw the release of Apple II computer games Horizon V, which featured an early radar mechanic, and Zenith, which allowed the player ship to rotate, both designed by Nasir Gebelli, who would later influence id Software's John Romero. Įarly arcade video game examples include Taito's Interceptor (1975), Battlezone (1980), and Sega's Space Seeker (1981), vector space combat sim Star Trek (1982) and stereoscopic 3D game SubRoc-3D (1982). The first 3D first-person shooter was Sega's Heli-Shooter (1977), which featured first-person shooting and free-roaming movement across a 3D landscape. It featured shooting and flight movement in a 3D environment from a first-person perspective, laying the foundations for first-person vehicle combat video games such as Battlezone and Hovertank 3D, and the first-person shooter genre.
LIST OF FIRST PERSON SHOOTER GAMES SIMULATOR
It was a video projection combat flight simulator arcade game, with cockpit controls that can move the player around a landscape displayed on screen and shoot missiles at targets. In 1970, Sega's Jet Rocket was the earliest first-person shooter game. In 1980, Sega's Space Tactics had a crosshair that remains centred, mobilizes the screen when moved, and shoots lasers into the screen with a 3D effect. In 1975, Interceptor used an eight-way joystick to aim a crosshair and shoot aircraft that can move out of range and scale in size. Sega's final first-person electro-mechanical shooter was 1972's Killer Shark, featured in 1975 Steven Spielberg film Jaws. Sega's Combat (1969) was a similar first-person tank shooter. Sega's Missile ( S.A.M.I.) in 1969 had a moving film strip projecting enemies on screen, and a dual-control scheme where two directional buttons are used to move the player tank and a two-way joystick with a fire button is used to shoot and steer missiles onto oncoming planes. Prior to the rise of video games, SEGA produced several arcade electro-mechanical games that resemble first-person shooter video games, but were in fact electro-mechanical games using rear image projection display moving animations on a screen.

Meanwhile, Sega's Gun Fight in 1969 featured third-person shooting. Early first-person arcade shooting electro-mechanical games include Namco's Periscope in 1965 and Nintendo's Wild Gunman in 1974. The origins of first-person shooters can be traced back to first-person shooting arcade games which predate the video game industry. Incidentally, one of the earliest known uses of the term "first-person shooter" was in reference to the light-gun shooter Virtua Cop 2, in the August 1996 issue of GamePro magazine. This distinction is slowly beginning to blur with recent, more linear, first-person shooters such as the Call of Dutyseries. A reason for this is because first-person light-gun shooters like Virtua Cop often feature " on-rails" movement, whereas first-person shooters like DOOM give the player more freedom to roam, though some games such as GoldenEye 007 have attempted to combine both styles.

Notice the weapon in hand, as well as the heads-up display (HUD).įPS games are often categorized as being distinct from light gun shooters. Gameplay from the first-person-shooter Halo 3.
