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Shooting Games · 11

Weapon spread is a balance dial disguised as inaccuracy; designers can make movement, crouching or short bursts matter by changing a few numbers behind the reticle. A related fact is worth keeping: DOOM's 1993 shareware release helped popularize both first-person shooters and a distribution model where a large part of the audience could try the game before paying. The safest ammunition remains the round you did not fire into a wall two seconds earlier.

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The rabbit hole

Space Invaders did not have a fixed rhythm programmed into the alien march. As fewer enemies remained, the hardware had less work to do, so the invaders sped up—an accidental technical effect that became great game tension. The category has another odd corner too: Many shooting games use hit-scan weapons, meaning the game checks a line instantly rather than simulating a visible projectile travelling through space. Others model projectile speed, drop or travel time.