Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records
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Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records
Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records
Bullet Hell: The Globalized Growth of Danmaku Games
and the Digital Culture of High Scores and World Records
Johnson, M. R. (2016), ‘Bullet Hell: The Globalized Growth of danmaku games and the Digital
Culture of High Scores and World Records’, in Pulos, A. & Lee, A. (Eds.), Transnational Contexts
of Culture, Gender, Class, and Colonialism of Play: Video Games in East Asia , Palgrave
Macmillan, 17-42.
Introduction
In danmaku ullet hell ga es the pla e is gi e o t ol of a s all a ata – often a
spacecraft – a d tasked ith a oidi g a e upo a e of o ple patte s of ullets fi ed
from enemy units. These games are most often considered a quintessentially Japanese genre
(Crawford, 2013; Davison, 2013a; McMillan, 2013), and an extremely difficult game format
which will only appeal to small crowds of players (Donovan, 2010; Clearwater, 2011; Bailey,
2013) who have the requisite skills to meaningfully compete at the highest level. This
chapter seeks to challenge these assumptions and puts forward two interrelated arguments:
first, that danmaku games have been significantly globalized beyond their native Japan, even
if Japanese players remain strongly dominant in high-level competition; and secondly that
the culture of danmaku competition has expanded outside the arcades from whence it
originated, and now high-level players from many nations – as well as less skilled players
who play for reasons other than pure competition – now enjoy and engage with the genre.
In doing so the danmaku genre has become a more important aspect of global game culture
than ever before. The chapter also argues that out present understandings of high-level
gaming competition, primarily eSports and speedrunning, are inadequate to fully explain the
model of danmaku competition created by these above two developments. This form of
competition, involving as it now does a greater range of players (in terms of both geography
and ability) than ever before, merits an analysis which draws upon, but does not rely upon,
previous work on these other forms of competitive, professional and high-level gaming. The
later parts of the chapter therefore examine danmaku competition in detail.
The chapter has the following structure. It is firstly a historical analysis of the danmaku
genre, its position within early video game arcade culture, and the shift in danmaku away
from competition in the Japanese physical arcade and towards competition mediated in
globalized digital forums and video sharing websites. The chapter is subsequently an analysis
of the contemporary state of the danmaku genre in regards to world record competition in
this genre, the similarities (and differences) between competition in singleplayer games and
ultipla e e“po ts, the episte ologi al a iguit i the o ept of the o ld e o d
when contrasted with the eSports o ept of the o ld ha pio , a d uestio s of
collaboration and sportsmanship posed by this particular form of competition. The chapter
lastly returns briefly to the question of geography and considers the continuing dominance
of Japanese players in danmaku games, and the role of nationality as a determining factor
behind the rise of the most skilled players in a range of game genres. This analysis will
demonstrate that the appeal of danmaku games is considerable in both geographical scope
and player ability, and that high-score competition is a model of competitive gaming which
is noteworthy and highly distinctive from others which have been previously analyzed in
game studies literature. To examine these three factors the chapter draws upon scholarly
examinations of Japanese gaming culture, original research into the online community of
danmaku pla e s, the autho ’s o e pe ie es as a danmaku world record holder and high-
level competitor, and work on eSports and other forms of competitive gaming. This chapter
therefore provides an overview which aims to both serve as a centralized descriptive source
of information for future game studies scholars investigating the shmup/danmaku genres
and the nature and history of arcade gaming more generally, and also as an original analysis
of a particular form of extremely high-level video game play and the distinctive cultural,
competitive and cooperative norms and expectations which have emerged around it.
Amusement Arcades, Shmups, and Danmaku Games
From the late 1970s until the middle of the 1980s – a pe iod o efe ed to as the golde
e a of a ade ga es – amusement arcades were one of the most well-established and
popular ways to experience and play new video games (Davison, 2013a). Arcade games were
coin-ope ated oi -op , which meant that a player gaming in an arcade had to pay each
time they died or lost a continue. As players must insert coins to keep playing, these games
were designed to offer immediate rewards within the first few minutes of play. This was
often in the form of early, easy bosses, encouraging players to commit to the game throug h
an early feeling of achievement and mastery. Many arcade games were also structured to
take advantage of the coin-op system in other ways; a five-stage game, for example, might
make the first four stages comparatively simple or short whilst the fifth sta ge is extremely
lo g a d e t e el halle gi g, to i du e i the pla e a false se se of ha i g ea l o
the game and thereby encourage further depositing of coins. A striking example of this
mentality is Metal Slug 3 (2000), a game where the fifth stage is longer than all the previous
four stages combined, and is also arguably the most challenging stage of the game, and also
o tai s a u e of false e di gs a d osses hi h appea to e the fi al oss , u til
they are defeated, and the player learns there is yet more to do. Arcade games also featured
another important component: a high score list (Taylor, 2012, 3), where players could
generally enter a three- ha a te i k a e su h as the autho ’s p efe ed MRJ to
represent themselves (this system yields 17576 possible nicknames, a volume of potential
nicknames likely sufficient for any arcade). The crucial role played by the arcade high-score
list ill e etu ed to late , a d fo s a ke o po e t of this hapte ’s a al sis.
One of the most popula ge e of a ade ga es as the shoot-em-up , o sh up .
Shmups are games where the player is in control of a single unit, normally a spacecraft but
sometimes a tank, aircraft or submarine, and is faced with waves of enemies moving
towards them and shooting at the player (Bailey, 2013). The player shoots their own bullets
in return; in some games the player can change the direction of their bullets, whilst in other
games the bullets are only fired forward. The genre is therefore defined by three major
actions from the player – ai i g, shooti g, a d dodgi g Ga eO e, . The fi st of
these games was arguably Space Invaders (Betts, 2005; Davison, 2013a), which saw waves of
enemies descend from the top of the screen and occasionally fire bullets. Space Invaders
and its derivatives soon gave way to horizontal-scrolling shmups such as Defender (1980),
and vertical-scrolling shmups such as Xevious (1982), in both cases games where a fixed
a kg ou d s olls u de eath the pla e ’s ship as the pla e o es up o a oss the
terrain. The overwhelming majority of shmups follow this model, and those with horizontal
scrolling are generally considered slightly more challenging since it is far harder for a human
eye to track the path of a bullet travelling sideways (GameOne, 2009) than from the top of
the screen to the bottom. In the early 1990s, the sub-genre of danmaku (which roughly
t a slates as ullet u tai e e ged a d ui kl e a e a staple in Japanese arcades.
Although there is slight ambiguity in all sub-genre definitions (Clearwater, 2011), danmaku
games are generally agreed to be shmups defined by the overwhelming number of bullets
fired at the player (Ng, 2005; GameOne, 2009; Crawford, 2013), the often highly complex
geometric patterns these bullets etch out (McMillan, 2010, 273; Bailey, 2013), and a
requirement for extremely fast reaction times from players (Clearwater, 2011). These appear
to e i po ta t e ui e e ts fo defi i g the diffe e e et ee a sh up a d a
da aku . A crucial component of danmaku games is that the pla e ’s hit o – the part
of the pla e ’s spa e aft hi h a a tuall take da age – is extremely small (Ng, 2005;
GameOne, 2009; Davison, 2013a), meaning that a far greater volume of bullets can be
visible on screen at once whilst still making it possible for a player to avoid them. In some
games the location of the hitbox is explicit and obvious – many DoDonPachi games contain a
flashing circle at whose core lies the few pixels where the player can be hit, as do many
others – whilst in some games it is less clear, and the player needs to learn which part of the
ship sprite is the part which will actually take damage, and which parts bullets will go
th ough ithout issue.
The basic mechanics of all shmups and their danmaku subgenre are therefore extremely
simple and easily picked up in an arcade environment – move, and shoot (Hock-koon, 2012,
5) – and offer an immediate ease of comprehension for any player (Crawford, 2013; cf.
Taylor, 2012, 29). However, once the genre had become established – arguably (Davison,
2013a) via the game Batsugun (1993), whose first boss introduced a hail of bullets on a scale
never before witnessed by players – danmaku games quickly became more and more
challenging as game desig e s o peted to see ho a p oje tiles the ould get o the
s ee at o e ti e C a fo d, . Fe e a d fe e pla e s e e su se ue tl a le to
complete these games, although the most skilled players relished these new challenges
(GameOne, 2009; Donovan, 2010, 97). Danmaku a e the efo e stagge i gl diffi ult
Baile , ga es hi h test [a pla e ’s] ga i g a ilities to the a solute li it Da iso ,
a d appeal to ha d o e ga e s – those who enjoy deep and complex gameplay
(Novak, 2005) and are highly skilled in the act of playing computer games (Dena, 2008) –
whilst still always maintaining the chance of eventual player victory: as one interviewee in
the F e h TV ha el Ga eO e’s do u e ta o sh ups put it – he a danmaku is
well done, there is always a way to survive (GameOne, 2009, emphasis mine).
Danmaku games are therefore extremely difficult to master – the e is a ua tu leap
between completing o e a d a hie i g a de e t high s o e Ho k-koon, 2012, 5) –
especially when coupled with the potentially intricate scoring systems which all danmaku
games possess (McMillan, 2013), tracked on the high score list for each instance of the
game. These scoring systems can be divided into three major categories (Betts, 2005),
although some games use more than one of these in conjunction. The first is chaining – this
is a score system where the player builds up a hai dest o i g e tai e e ies i a
certain order, and the more enemies the player kills according to whatever rules the game
possesses for chaining, the higher their score. Examples might be destroying enemies of the
same colour – e.g. Ikaruga (2001) – or destroying enemies within a few seconds of each
other, making sure to be quick enough with each subsequent kill that the chain is not
d opped – e.g. Ketsui (2003). This system promotes a high level of memorization and
strategizing to identify the best possible way to chain the finite number of enemies which
will spawn. The second is collection – this is a score system where enemies drop items or
toke s hi h the pla e a olle t, a d the pla e ’s s o e is i so e a ased o the
collection of these tokens (how many are collected, or which tokens are collected, or what
sequence tokens are collected in, or different tokens affect different score multipliers) –
examples would be Mushihimesama Futari (2006) and Triggerheart Exelica (2006). The third
is proximity – this scoring method can take two possible forms. The player either gains more
poi ts the lose to a e e the pla e ’s ship is he the e e is dest o ed, o the pla e
gai s poi ts fo g azi g e e ullets, hi h is to sa aki g su e that ullets u
extremely close to the pla e ithout killi g the , athe tha hoosi g safe paths hi h
take the pla e ’s ship fa a a f o e e fi e. Proximity is therefore a risk/reward score
mechanic in both its forms, where the greater risk of proximity to enemies or their bullets
yields greater rewards. Examples are Ketsui (2003) and Blue Wish Resurrection (2006). As
danmaku games became more popular in Japanese arcades, it quickly became apparent that
players were willing to practice to master both these complex scoring systems and the
challenging game mechanics in pursuit of a coveted high score (McMillan, 2010, 183), and
the recognition and mastery that came with it.
From Japan to the West
Although these impressive high scores were once limited to Japanese arcades, players from
all over the world now hold records in the danmaku genre. To understand how these games
found their way into the West and into the current global competition we now see, we must
first examine arcade gaming in the era before the emergence of the danmaku subgenre.
Arcade use within Japan has always been a primary medium for playing games (Aoyama &
Izushi, 2003; Colwell & Kato, 2005) and Japan remains the only country which has
maintained an active, vibrant and profitable arcade culture into the present day (McMillan,
2010, 368). Arcades were ubiquitous in Japan in the era of Space Invaders, and Space
Invaders could in turn be found in a range of other non-arcade settings where brief
amusements or distractions might be appropriate (GameOne, 2009) – there were even
spe ialized esta lish e ts, I ade Houses , he e o l Space Invaders could be played
(Crawford, 2013). Following the success of Space Invaders, shmups and their danmaku
descendents quickly became extremely popular in Japanese arcades (Crawford, 2013;
Davison, 2013a). In past decades there were even shmup and danmaku tournaments in
Japan – these might contain elimination heats, and then a final competition between
atte dees, ofte i the fo of a Ti e Atta k ode: a contest to see who can accrue the
most points in a two or five minute period (GameOne, 2009). Although other games with
extremely high skill ceilings were introduced to the Japanese arcades as time went by – such
as fighting and rhythm games (Crawford, 2013) – shmups still retained an important place in
the arcade repertoire.
When shmups and danmaku games eventually began to expand outside this Japanese
context, this change was characterized by two major trends: firstly, the shift of these games
away from arcade cabinets and towards home consoles and personal computers when
shmup developers began to release their work on these platforms, and secondly, a
concurrent shift of high-score competition away from arcade high-score lists and towards a
globally mediated community of skilled players. It is difficult to place an exact date on the
shift away from arcade machine – Japanese danmaku arcade games trickled into the West
beforehand, and there were always dedicated collectors who would be willing to purchase
Japanese-region machines in order to play these games outside Japan, although Western
arcades were generally devoid of danmaku games (McMillan, 2010, 368) – but the game
which exemplified this move was arguably Ikaruga (2001), released worldwide on the
GameCube. Ikaruga introduced many Westerners to the genre for the first time (Davison,
2013a;2013b) and has been re-released many times on multiple console platforms, and
demonstrated the viability of the shmup/danmaku market outside Japan. Further exploiting
this new and perhaps unexpected market, a range of danmaku games produced by Japanese
games company Cave – Ketsui (2003), Espgaluda II (2005), Mushihimesama Futari (2006),
Deathsmiles (2007) and DoDonPachi DaiFukkatsu (2008), to name but a few – can now be
found on the Xbox 360, whilst a number of Western-made danmaku games aiming to mirror
the work of the Japanese masters – Jamestown (2011), Shogun: Rise of the Renegade (2012)
and Danmaku Unlimited 2 (2014) – have been released on online game platform Steam, and
sometimes also on mobile phones (Davison, 2013a), alongside a small number of Japanese
independent danmaku games like Crimzon Clover (2011) which are sold online rather than
distributed to arcades.
As danmaku games have expanded into the rest of the world, the competition for high
scores has undergone a coterminous shift in structure and player expectations – the
competition has shifted from the physical into the digital. No longer is it the norm to strive
for the highest score in your local arcade – and possibly, in some instances, to discuss with
players from other popular arcades or visit other arcades to see which machines held the
highest scores – but instead to strive for the highest score in the world (although highest
arcade and highest global scores were often the same thing in the past, and in some cases
are still so today). This shift means the methods by which records are viewed and
disseminated have also changed. Danmaku records and particularly noteworthy
playthroughs in Japan have always been recorded and distributed via commercial DVDs
(Crawford, 2013) – and before that, VHS tapes (Clearwater, 2011) and photographs (Taylor,
2012, 6) – showing expert players handling particularly challenging levels of some of the
most well-played shmups and discussing the strategies they use (Betts, 2005). Such videos
ep ese t a staged pe fo a e of o petiti e i al , i ol i g skilled pla e s a d thei
a ati es “eo & Ju g, , . The p opagation of these media speaks to what Reeves et
al call the is e al pleasu e Ree es et al, 2008, 210) of the construction of a sequence of
highly skilled danmaku pla , de o st ati g it to o e’s o-players, and in turn being one of
those co-players consuming and appreciating the skill of another. In the last decade,
however, an expectation of submitting scores to fan-operated websites has become an
increasingly important part of the shmup/danmaku communities, especially for anyone
competing in the genre at a high level, and these discussion forums and video services have
begun to take over some of the roles of older arcade high score lists (now that danmaku is
no longer unique to Japan).
Despite this growth of danmaku games beyond Japan and the increasing importance of
online recognition, there is no one centralized online repository for danmaku records and
videos. The most well-known forum and score repository is the System 11 forum, which
contains a number of subforums – Shmups Chat, Hi Scores, Strategy, Reviews, Development,
Hardware, and Shmupmeets (for real-world meetings of shmup players) – and a highly active
community1. The running of these websites, and the management of records and videos, is
carried out entirely by grass-roots enthusiasts, as it is with many other competitive games
(Rambusch et al, 2007, 161). These environments are digital archives where players upload
their highest scores and discuss strategies for maximizing scores, both (as we shall explore in
more depth later in this chapter) cooperating and competing with their fellow players to
push the records ever higher. They also serve as a centralized repository of video links.
Videos are just as important as scores; whereas in the past videos were distributed in
physical copy as above, now many videos are uploaded to video sharing sites (although DVD
circulation remains in Japan). Gamers of all genres and subcultures often post their exploits
1Other sites include the mostly-inactive Restart Syndrome, the French shmup.com, the site Shmuplations
which contains a range of shmup developer interviews as well as scores, and the Chinese Niyaozao.
on YouTube and other video sharing sites (Witkowski, 2013), a trend which has now been
carried over into the danmaku community. The danmaku community has therefore
geographically expanded, become partly virtualized, and overseen a greater distribution of
world records, although there remains no universal repository for the storage of, or agreed-
upon method for the submission and management of, records and scores.
Having explored the origins and growth of this community and the circulation of impressive
playthroughs and world records, the next part of the chapter will now delve into more detail
about the nature of these world records, and how we might best analytically conceptualize
these danmaku world records in relation to our contemporary understandings of
professional and high-level gaming.
High Scores, eSports and Speedrunning
There are two currently two dominant forms of high-level video game competition which
have been given attention by scholars. A very significant body of work has emerged around
p ofessio al ga i g , o oe o o l k o as e“po ts e.g. Witko ski, ;
Rambusch, 2011; Taylor, 2012; Ferrari, 2013), which has deepened our understanding of
competitio i ultipla e ga es. This is o ple e ted ith o k e a i i g the
o u it of speed u i g F anklin, 2009; Menotti, 2014; Scully-Blaker, 2014) has
explored high-le el o petitio i si glepla e ga es. This se tio ill e a i e i detail
the nature of danmaku records and propose an analytic framework for understanding this
form of competition. This will be achieved via first exploring the contrasts and comparisons
we can draw with both eSports and speedrunning, before drawing on both for the
theoretical grounding needed to understand danmaku competition, and examining the
resulting epistemological u e tai t of the o ept of the o ld e o d .
High Scores as eSports?
ESports is a term used to describe organized and sponsored competition in multiplayer
games – first-person shooters (FPS), real-time strategy games (RTS), multiplayer online battle
arenas (MOBA), fighting games – where players directly compete against one another in
zero-sum games, and the fi al esult al a s e eal[s] lea i e s a d lose s Witko ski,
2013, 161). Competition is directly against other players in the same game instance, not
specific stages or levels in the game, and as such, competition in eSports is structured in the
form of tournaments where competitors (winners and losers from previous maches in the
tournament) are pitched against one another. Such a form of competition means there are
multiple winners and losers throughout the tournament in any given match (qualifiers,
quarter-finals, semi-fi als, a d fi als , ut o l o e e e tual i e e e ges to take the
title of the ha pio .
In this regard we see a potential similarity to danmaku competition – in eSports only one
pla e o tea i s the tou a e t, e e if i di idual at hes along the way may be
won by others. In danmaku games we could readily compare this to defeating individual
bosses or levels hi h a pla e s a a hie e, o eati g o e’s pe so al est s o es,
hilst still k o i g that the e is ulti atel o l o e o e all i e at a gi e ti e: the
player who holds the world record. However, the problem with applying this to danmaku
games is the concept of the champion. The champion (either an individual or team) is
essential to eSports – Da id “i li ’s o petiti e ga e ’s i le “i li , is su titled
Becoming the Champion, whilst a range of other work (Rambusch, 2011; Seo & Jung, 2014,
2) either implicitly or explicitly assumes a champion-based epistemology for defining the
most skilled players or teams who emerge at the apex of a tournament structure. Similarly,
a tou a e ts o pete to defi e the sel es as the o ld championship of computer
ga es Ra us h et al, 2007, 162, my emphasis). The concept of the champion therefore
appears integrally tied to tournaments, which – excluding extremely rare historical danmaku
tournaments which only crowned champions within the context of that tournament, not in
the context of the game as a whole – does not apply to danmaku games. The model of
eSports therefore has some value to our understanding of danmaku records because it
allows for both interim and lesser victory and a single eventual victor, but a champion exists
within a specific tournament in a specific time and place, not the gradual competition over
many years (and in many different homes and arcades) indicative of the pursuit of high
scores. This partly helps us conceptualize the world record, but is clearly incomplete and not
entirely transferrable from eSports to danmaku.
However, there is something else valuable we can take from eSports: the importance of
physical competence and skill, and the attendant comparison with ph si al spo ts
Wag e , ; “eo & Ju g, , . Although s hola s i spo ts studies te d to poli e the
defi itio of the te spo t Fe a i, , a d the de ate o e the o pa iso
between competitive gaming and physical sports is beyond the scope of this chapter (cf.
Wagner, 2006; Witkowski, 2009; Taylor 2012), it is worth repeating an oft-noted observation.
By a standard definition of sport – for example, that by Boxill (2003, 2-3), who suggests that
sport must be a freely chosen activity, governed by rules, be physically challenging, and
involve competition – all of these apply ready to competitive gaming. Focusing on the third
of those requirements, the physical challenge, shows us the ready translatability of this
definition of sport into competitive gaming (Taylor, 2012, 37): a player must be able to carry
out la e upo la e of ph si all de a di g a tio i o de to e o petiti e Witko ski,
2012, 369) in any challenging game, danmaku included. Performing these actions well and
reliably requires what Witkowski (2009) calls training and Ferrari (2013, 5) calls drilling,
hi h i da aku ga es p i a il ea s p a ti i g a pla e ’s patte e og itio a d
memorization abilities (McMillan, 2010, 275). At the same time, like many competitive
games, danmaku ga es do ot o l e a d this ki d of stati spatial k o ledge Ree es et
al, 2008, 207), but rather the ability to immediately respond and react to the bullet patterns
the player is faced with (whilst many danmaku patterns are fixed, many are also quasi-
random). Navigating expected patterns, and reacting to unexpected ones, are therefore both
embodied physical abilities (Taylor, 2012, 59) very distinct from scoring optimization; these
types of actions are emphasized in the eSports literature and have obvious applicability to
the acquisition of danmaku world records as well.
High Scores and Speedrunning?
We can see that eSports literature acknowledges the physical dimension of gaming skill –
essential to danmaku games – but it is clear that danmaku competition is nevertheless
distinct from eSports, due to the lack of organizing bodies and tournaments, the indirect
nature of this competition, and the problematic concept of the champion which does not
seem to fully translate into danmaku competition. Speedrunning – another competitive
community based around singleplayer games and (like danmaku the o ept of the o ld
e o d athe tha the o ld ha pio – may be more illustrative. Speedrunning is the
act of completing a game as rapidly as possible (Franklin, 2009; Menotti, 2014), and is
the efo e a e t aoffi ial fo of o petitio Me otti, , e e pla ed fo i
game development. The speedrunning community uses the concept of the world record
(Scully-Blaker, 2014) rather than that of the champion as in eSports. The shortest proven
completion time for a given game in a given category is understood as the record, just as the
highest danmaku score in a given game is categorized as the record; similarly, speedrunning
does not involve a direct competition against opponents in the same physical room or the
same virtual game lobby as the player, but rather records may be pursued at any time and
place (as with danmaku).
However, there is a major difference between the community of speedrunners and the
community of danmaku players: in most speedrunning competitions – except those which
pursue what Scully-Blake te s fi esse u s – glitches, bugs and in-game exploits
a e all allo ed i the pu suit of the sho test ti e F a kli , ; Me otti, , . The
Legend of Zelda: The Ocarina of Time, for example, can be completed in under twenty
minutes by using a significant glitch which warps the player from the cha e of the ga e’s
fi st oss, to outside the ha e of the ga e’s last oss, i sta tl . Usi g this glit h a d all
other glitches) is considered entirely acceptable – each time a new glitch is uncovered,
therefore, it becomes possible to beat the previous world record not through superior
physical ability nor strategic planning, but by using a new glitch; this means that the
goalposts of what is considered a record, and what in-game possibilities exist for a player
pursuing a record, change every time a new glitch is uncovered. By contrast, danmaku
ga es’ goalposts e ai statio a ; ugs, e ploits a d glit hes a e ot allo ed the pla e
community, meaning that from the day the game is released until the game where the last
person interested in competing for the record gives up, the goalposts are one and the same:
the highest s o e, usi g the ga e’s esta lished ules a d s o i g s ste . We a see this
reflected in some speedrunning games where there are multiple world records, using
diffe e t ulesets based on which glitches are allowed and which are not (Scully-Blaker,
2014); by contrast, any danmaku game with different record categories will have those
categories hard-coded into the game (different difficulty levels, different stages, etc) rather
than created by the fan community (cf. Taylor, 2012, 54) as a response to growing knowledge
a out the ga e’s s ste s i.e. diffe e t glit hes a e u /a epta le . Co side i g
speedrunning allows us to see that these, like danmaku, are competitions in singleplayer
games with no need for physical proximity or direct competition between players, but the
nature of a record shifts constantly as new glitches are found – and danmaku is a offi ial
competition written into the game, not a community-created form of competition –
meaning that (like eSports) speedrunning is also not a perfect framework for understanding
high score world records.
The Epistemology of the World Record
High score competition, therefore, appears to be something distinct. We can see there is
similarity to eSports in danmaku competition in the extremely high levels of physical skill
a d the a k o ledge e t of i te i i to ies hi h uild to a e e tual i to – but
danmaku competition lacks the official governing bodies and does not, for the most part,
use a o ept of a o ld ha pio . Alte ati el , if e o side speed u i g, e a see
a similarity in the pursuit of high-level competition in a singleplayer game, but glitches are
allowed in speedrunning whilst they are never valid in danmaku competition, and whilst
speedrunning is an extraofficial form of competition, high-score lists have been a part of
danmaku games since Space Invaders.
To fully understand the nature of a world record, we should return to the discussion earlier
in the chapter of score forums, DVDs and arcade high scores: these are all submitted, and
created, by players (cf. Taylor, 2012, 228-9), not a body associated with the game which
manages scores and records, nor a system programmed into danmaku games which
automatically updates a score list on a server (a very small number of modern PC danmaku
games do possess this functionality, although such systems are not always reliable and
cheat-proof). The lack of automatic recognition of victory – of the sort one would get from
playing an eSports game in a public league or tournament system – and the requirement for
p oof leads to a le el of episte ologi al a iguit i the defi itio of the o ld e o d
(for both danmaku and speedrunning). To take an example: the game Warning Forever
(2001), a very unusual danmaku game which eschews the traditional level-boss structure for
a game composed entirely of bosses designed by the ga e’s AI i espo se to the pla e ’s
actions, supposedly has a world record of around ninety-six million points. Although a
number of people claim to have seen this video, the only previously extant copy (from back
when forum members discussed the record) is no longer available from its original source,
and the author has been unable to identify another copy of this record on any video sharing
site, or to get in touch with the player who supposedly achieved this record. The best that
can be identified is seventy million (still an extremely impressive score), currently available
for all to watch on Youtube. Therefore: is ninety-six million still the world record? Naturally a
e od i a o petiti e e dea ou a go a k a ds if it e o es lea that a ew
e o d as ea ed disho estl , i hi h ase the p e ious e o d o e o e e o es the
e o d , ut hat if all e ide e of a o ld e o d is lost? To consider this in terms of
physical sports, we might equally ask: if someone beat the 100m sprint record, but then all
visual records of that achievement were lost, would we still consider that to be the world
record, when we only have the statements of those who saw it to go on? This is difficult to
answer, and naturally the analogy is not perfect (physical sports have larger numbers of
people interested in them and therefore we could reasonably assume a larger number of
people would have witnessed the achievement), but it is nevertheless an illustrative
comparison about this unusual question. The establishment of any kind of record in any
competitive endeavour is according to community norms: communities of competition
i pli itl ask the uestio hat is suffi ie t p oof of a e o d? hilst e“po ts
o u ities ask hat ust a pla e do to e o ed ha pio ? , a d o e ti e a
answer to that question emerges, which in the danmaku community means a video (for less-
played games a screenshot will sometimes suffice, but for games where the competition is
fierce, a full video is essential proof). Without a video – is that still the record?
Simply put, players differ: once again highlighting the lack of any central or official
coordination for these issues and the distributed nature of danmaku play. Some danmaku
players would say that the previous record remains the record, but many would not, and
thus acknowledging the inherent uncertainty and ambiguity in a world record appears to be
an integral part of such a conception. World records in danmaku games are the site of fierce
competition, but that competition is community-managed and player-led – a bottom-up
approach, rather than a top-down one – and this leads to the possibility of uncertainty,
debate, and competing claims to a single title. A world champion is defined, and whoever
meets that definition is crowned; a world record is something ever-changing, and is only
defined in relative terms to previous scores. We can therefore see that the concept of a
danmaku world record now exists in a discursive space defi ed hat ideos a d p oofs
have been submitted (and how believable/reliable these are deemed to be by an unofficial
jury of peers) rather than relying on the cultural milieu of the arcade, whilst a world
champion appears to require the existence of a structured competition designed to define
who possesses such a status. In turn, although the score-keeping system in danmaku games
is structured by game designers, the competition is not, being grass -roots. We can therefore
appreciate a spectrum: eSports games most often have both the method of keeping score
and the structure of the competition coded into the game, danmaku games have a hard-
coded method for keeping score but the competition remains grassroots, whilst speedruns
look to the grassroots community for both. Newly global Danmaku games therefore exist
somewhere in the space between the two, resulting in a competitive situation which is
highly distinctive.
Cooperation, Competition, and Sportsmanship
As we have seen in the above section, danmaku game world record competition exists in the
space between our understandings of eSports and speedrunning, although it appears
significantly closer to the latter than the former. Having explored this nature of world
records, danmaku competition and the frameworks we might use to understand them –
acknowledging the inevitable vagueness that competitor-reported world records bring with
them – this chapter will now explore some of the intriguing impacts and aspects of danmaku
competition, which cannot be fully articulated if relying solely upon work on eSports nor
speedrunning. These impacts fall into two categories: the interplay between cooperation
and competition, and the lack of sportsmanship in danmaku competition. Examining these
two factors will strengthen our understanding of this competition and the community of
players involved in it, and further the body of game studies work into the highest levels of
competitive gaming.
Let us begin with the first of these – the interplay between cooperation and competition – in
order to further understand the experience of being a danmaku competitor and the cultural
norms one is expected to adhere to. Earlier in this chapter we discussed the sharing of
strategies via the videos of high-level danmaku play released to the public, and it is to this
point we now return. In eSports, competing teams or individuals would never exchange
information about the game, and in some cases top players have bee k o to hold a k
new tactics or moves in preparation for an important tournament, to then unleash them on
unsuspecting opponents (Taylor, 2012, 95). In speedrunning, however, it is expected that all
players will work together on deducing the best strategy for the game (given current
knowledge of glitches and exploits). Players cooperate in their theorycrafting – the analysis
of game mechanics designed to optimize and improve player decisions and strategies (Wenz,
2013) – and then compete to be the player with the best possible reflexes and execution
ability (cf. Witkowski, 2009) who can carry out these strategies in the game itself. Now that
danmaku ga es a e the do i a t su ge e of sh up, the skill level required to play [these
games] has become dau ti g C a fo d, a d thus olla o ati g o the st ategi le el
reduces the pressure and the requirement on any given player to master strategy, as well as
mastering execution. All players therefore benefit from this shared knowledge (cf. Boxill,
2003, 108).
There is an interesting contrast with physical sports here. Boxill (Ibid, 5) notes that each
pla e i a ph si al spo t ust de elop st ategies to ou te a o petito ’s skills a d
st ategies ; o t ast, e ha e see that fo danmaku games (and speedruns) the
strategizing aspect is a generally collaborative endeavour, even between opposing players
who will later compete for a world record. One must only develop skills to outmatch the
skills of all opponents (McMillan, 2010, 370-371), ot st ategies to ou te a oppo e t’s
strategies (since all high-level players are assumed to be attempting to execute, in essence,
the same optimal strategies). And if one player does create an entirely new strategy and
intentionally does not share it with the world, as soon as they achieve a world record with
that strategy and upload the video, the strategy becomes public knowledge, and the
competition thereby once more becomes about the skill of execution rather than the quality
of the (now public) strateg . This ea s a pla e de uti g a e st ateg ill a t to get
the best score possible with that strategy – si e the a t of eleasi g the st ateg ele ates
the ability of all other players – and from this point, it is extremely interesting to examine
the ole of spo ts a ship i danmaku competition.
Sportsmanship is a contested term, although it is generally agreed to mean some
combination of fairness, ethics and generosity in competition (Keating, 1964; Boxill, 2002; de
Koven, 2013; etc). One proposal of what sportsmanship should entail is a particular scenario
k o as the a ti- lo out AB thesis. Dixon (2003, 84) describes the AB thesis thus: if a
pa ti ula ga e appea s to e tu i g i to a lo out , ea i g a ga e he e o e tea is
obviously going to achieve an immense and potentially humiliating margin of victory over
the other team, the clearly-dominant team or player should pull back and stop trying their
est to a i ize the a gi of i to i a o e-sided o test . Feezell , a gues i
support of the AB Thesis, proposing that continuing to rack up points after victory is obvious
fails to espe t t ue o eal o petitio , e ause su h o petitio e ui es ei g
halle ged o tested o th oppo e ts . It is this defe e of the AB thesis hi h is
interesting to explore: in a danmaku context it could reasonably be take to mean that one
should not achieve an unnecessarily high score, because that implies one was not battling
worthy opponents, but rather that one should only achieve a score necessary to secure
victory.
To see why this is inappropriate and how danmaku is therefore distinct and noteworthy,
consider two competitive matches of physical sports, where two teams or two individuals
are directly pitted against one another. A score of 2-1 in one match has no relevance to a
score of 10-1 in another; one cannot say with certainly that the team that scored ten points
in the second match would have defeated the team that scored only two points the first
match, for those matches are both entirely different contexts, and one cannot assume the
two losing teams are equally skilled (or unskilled) despite each achieving but a single point.
However, in danmaku high score competitions, one can make judgements of this sort: each
score stands on its own and therefore every single score can be meaningfully compared to
every other score, for they all fight against the same in-game foes, levels, scoring systems
and bosses. We can therefore see that the AB thesis is in essence only relevant to what
those of us in game studies would consider player-vs-player (PvP) competition, such as that
found in eSports – both or all players are competing within a given match, and there will
always be a winner and a loser from that immediate contest. It does not apply to danmaku
(or speedrunning).
We can therefore identify the competition for high scores as being what McMillan (2010)
alls i di e t P P , ut hi h I elie e is ette e e plified hat I shall te asymptotic
competition. Players are not competing against each other (Crawford, 2013) to achieve the
highest score in a given day or week, for example, and nor are they competing within the
same instance of the game at the same time and trying to defeat bosses faster than each
other, or clear the entire game before their opponent. A skilled player therefore does want
to maximize the margin of victory, for the higher that margin is, the trickier it will be for any
subsequent player to come along and trump it. Equally, almost all danmaku games are finite
(Bailey, 2013) and will therefore ha e a a i u possi le s o e – no world records are
pe fe t i that ega d, ut if e alte ati el o side the o petitio fo o ld e o ds as
a o petitio to get lose a d lose to the pe fe t ga e , he e e e useful pi kup is
collected, and every enemy defeated, in a perfect order which maximizes the scoring
mechanics of a given game, we could see this as the pursuit of excellence (cf. Witkowski,
2013), rather than the pursuit of victory. It is the pursuit of an ideal perfect playthrough of
Ikaruga (or whatever other game), and each time a new record is achieved, human
achievement moves closer and closer to that ideal. There is always a winner at a gi e
time, but in many cases this is a temporary winner until a superior playthrough is achi eved. I
therefore select the term asymptotic to describe this kind of competition: just as in
mathematics an asymptotic curve approaches a line but never reaches it, in danmaku high
score competition scores approach the perfect game but never achieves true perfection
(such a playthrough would require constant pixel-perfect and frame-perfect movements and
inputs for upwards of half an hour, which is immeasurably beyond the skill of any human
game player). Such competition is better understood as being more akin to individual sports
– running, jumping, swimming – than team sports, and is therefore significantly closer to the
o ept of speed u i g tha the o ept of e“po ts; all o petito s oope ate i o de
to identify and comprehend the scoring systems in the danmaku game in question and to
exchange strategies, and the competition rests on who has the technical skills to execute the
riskiest but more rewarding manoeuvres, and carry out the most optimal scoring path
through the game. Whilst this might seem like a fundamentally modern form of competition
enabled and mediated through the internet, this is effectively the model of competition
used in track and field events throughout the ages (especially since the inventions of
photography and video) – there may be sometimes competitions constrained to within a
single day or event, but it is the wider global competitions which concern the highest-level
competitors, and the attempts to reach ever more impressive physical feats and world fi rsts.
Asymoptotic competition exists both against the game or the physical task itself, which must
be mastered and improved, and against all those who are attempting the same.
Therefore, crucially, in a danmaku game one is not just attempting to defeat opponents in
the present – both those present in the game world, and the world record – but also to pre-
emptively defeat opponents in the future. The higher a score a player attains, and the more
distant that is from the prior world record, the more challenging we can reasonably assume
it will be for anyone else to subsequently seize the world record. We can therefore
understand all competition in danmaku games as being asynchronous, both in terms of
players competing at different times and having no knowledge of each other (until a new
record is achieved), but this asynchronicity also extends into the future, for each new world
record exists with an implicit assumption of future competition, and therefore the higher any
given record, the longer it is likely to stand for. This is, of course, the same model as
individual athletics holds to, although as noted above, these are still primarily raced against
others in the specific context of a given competition, giving a level of temporal specificity to
when (and a spatial consistency to where) competition is carried out, unlike the spatially and
temporally distributed competition of danmaku games. This is therefore a development of
M Milla ’s , i po ta t o ept of i di e t P P , ut odelli g this as as mptotic
o petitio a k o ledges oth the st i i g to a ds a pote tial pe fe t ga e as ell as
against other players, and the projection into the future which necessitates maximizing your
best possible score, as well the comparison with older high scores distinctive to indirect PvP.
To return to the earlier arguments in this chapter, this has become even more relevant to the
danmaku community now that competition is spread globally and virtually, rather than
physically and confined to Japan. Asynchronous competition is simpler when the games can
e pla ed f o o e’s home rather than in an arcade, and when scores can be immediately
updated and uploaded online rather than having to check in with scores obtained a t other
physical arcade venues.
The Winner and the Million Losers
We have now identified that danmaku games are focused for many players on a spacio-
temporally distributed form of competition towards the highest possible score; that the
pursuit of a high score rather than victory within the delineated space of a tournament
venue leads to asymptotic competition, which sees players competing for every greater
individual feats within a given competition no matter when or where these feats are
accomplished; and that this means traditional concepts of spo ts a ship do ot eadil
appl , a d e gagi g i su h p a ti e ould o l edu e o e’s a ilit to o pete at a high
level. However, one question still remains, in this case about the role of all the players who
are, simultaneously, not the world record holder. If there is only one world record holder at
any given time, who – due to the irrelevance of traditional notions of sportsmanship in this
context – seeks to optimize their score to the greatest extent possible, what can be said of
the other players? Is every other player (as we saw earlier in this chapter, there are more
such players these days than ever before) who competes at danmaku games but does ’t
ea the o ld e o d a lose , hilst the pla e ith the e o d is the o l i e ?A d
what, as Witkowski (2013, 161) asks, does an overt focus on winning as the sole drive for
gameplay do for the experiences and cultures or those engaged in such practice? This
section will explore these questions to conclude our understanding of the particular form of
competition offered by (and culturally created around) danmaku games, arguing that despite
the clear focus on winning, winning does not mean the same to all players, and danmaku
games are often structured in a way to engage lower-skilled players in ways which do not
necessary draw recourse to those competing at the highest level in the same games.
Firstly, we must acknowledge that many players compete against their own personal bests
rather than the global bests when playing (Crawford, 2013). There is still a vast range of
possible skills and achievements which are not at world-record level: beating a danmaku
game, beating it on higher difficulties, beating it without using a continue, and maximizing
o e’s pe so al s o e. Whe a pla e loses – which is to say they lose their last life, their
score is tallied up, and the game ends – a player generally perceives themselves as having
lost to a certain challenge in the game, not the abstract score of the world record. This might
be a particular boss, or a particular level, or a particularly challenging enemy. There is
generally no built-in player-versus-player system in danmaku games, but rather in-game
challenges which push the player to improve their skill solely in the context of their own
ability, whether or not this subsequently expands to improving their skill in the context of
other globally-dispersed players of the same game. Victory is seen as victory over those
same in-game challenges, hi h a e i to ies the ga e ill t a k o a pe so al high-score
list; only high-level players understand victory as relative to the scores achieved by other
players and the global high-score list, and even then, one would not feel that one had been
defeated the e o d holde if a pla e loses thei last life a d has to esta t the ga e.
Even if competing for the record, an unsuccessful record attempt still feels as if one has
simply not yet beaten the current record holder, rather than feeling a sense of defeat at the
hands of the record holder. This brings us once more to asymptotic competition, showing
that feelings of victory or defeat are therefore not resigned to a specific spa tial or temporal
moments, and that competition can take place at any place and time. Such a model is
somewhat distinct from individual sport competitions: most of those take place in situations
(the Olympics, etc) where there are multiple individuals in a single arena competing for the
same record (although such competitions also take place in less formalized contexts as well).
Such a real-world meeting is extremely rare in danmaku games; most often the record is
so ethi g o tologi all out the e a d a given player knows nothing of anyone else
competing for it at a given time (and the current record holder will presumably have no idea
that another specific player is competing until that unknown player beats their record).
There are also other interim benefits for non-world-class players which suggest that winning
and losing in danmaku are not clear cut. The seemingly impossible mass of bullets on the
screen, once found to be navigable, yields a significant sense of achievement and mastery
Ga eO e, ; i tu , this suppo ts M Milla ’s lai , that a o e dau ti g
game makes players feel less upset when they are unskilled, as they can rationalize the
perceived difficulty of the game from what they see on screen. We can therefore suggest
that danmaku games are able to simultaneously offer significant subjective rewards to
skilled players, whilst also giving less-skilled pla e s a get-out lause to e use
comparatively low achievements. This is also particularly important when we consider the
length of time and effort it takes any player to reach the highest levels of play. A top
Japanese danmaku player once estimated that finishing the highest difficulty of one of the
DoDonPachi games would take a new player four hours a day for a period of ten years
Ke ps, , , a st iki g a ou t of the outi ised pe fo a es of the p a ti e of
game-playing (Seo & Jung, 2014, 9) necessary to compete at the highest levels. As one
Japanese danmaku pla e i C a fo d’s 013) documentary 100 Yen: The Japanese Arcade
Experience puts it: it’s ot fu – it’s ou life to e the est . This a ot e see to appl to
all danmaku players, however, and relegating everyone except the record holder to the
status of a lose i the game seems indefensible; a more nuanced understanding is that
o l the est pla e s o side i i g a d losi g i te s of the o ld e o d, hilst all
other players hold different (but no more or less valid) alternate metrics for defining their
successes and their failures. This is not to suggest that lower-level players do not engage
with the world records at all, for many watch world record videos for their aesthetic and
visual qualities rather than to educate themselves on strategy, but rather that there is a
correlation nevertheless present between player skill and player understanding of the higher
levels of interpersonal competition. The question of the world record still suffuses all
danmaku games as it perhaps must suffuse any game with a score counter, but is only
directly and immediately relevant to the gameplay of a smaller group of highly skilled
competitors.
In order to now come full- i le a k to the hapte ’s fi st e plo atio of danmaku in the
Japanese context, an obvious question presents itself: has the skill at danmaku games
spread out into the rest of the world along with interest in this genre? In a word, the answer
to this question is no. Despite the last decade or two and the expansion of the genre into the
West, a large percentage of all records (perhaps at high as ninety percent, although the
previously-mentioned epistemological ambiguity over some records makes it challenging to
make this number exact) remain held by Japanese players, and only a small number of
danmaku games have their records held by non-Japanese competitors. One such record is
held by the author (who is based in Europe); a number are held by several other strong
Western players (primarily from North America); but that is where it ends. It is also worth
noting that few of these non-Japanese records are held in the most well-known games; all
Western records the author has been able to identify (including his own) are for danmaku
ga es i the se o d tie of the ge e – with large playerbases and extremely high levels of
competition, but not necessarily the required near-perfection of records in, for example, the
DoDonPachi or Mushihimesama series of games. This is comparable to an observation from
Rambusch et al (2007, 162) in their examination of CounterStrike, noting that it is not
sufficient to merely be a top CS pla e , ut that o e also has to pla i a good tea that
wins tournaments e phases i e – or, in this case, to earn records in the most
ote o th ga es. The glo of i i g shi es ighte in proportion to the magnitude of
the halle ge “ ith, , , a d hilst e e danmaku record is a feat which requires
overcoming the immense challenge of these games discussed earlier in this chapter (Bailey,
2013; Davison, 2013b), not all records or tournaments (in all fields, not just gaming) are
created equal. The extent to which the highest level of skill will globalize to the same extent
as the games themselves therefore remains to be seen.
Conclusion
This chapter has examined danmaku games, and advanced several interrelated arguments. It
firstly argued for several connected shifts in the genre in recent years – from a Japanese
genre to a world genre (albeit one where dominant players still remain in Japan), from a
genre played in physical arcades to one played primarily in the home, and from a model of
record keeping based on arcade high-score lists towards record keeping which emphasizes
online repositories of scores and their attendant videos. It first showed that from an origin in
the Japanese arcade, a significant interest in games of this sort has emerged outside Japan,
even if few non-Japanese players are (yet) able to beat their Japanese cou te pa ts at thei
o ga e . This expansion was fuelled by a number of drivers, including the decisions of
danmaku developers to experiment with porting their games to consoles, the development
of Steam and other games platforms, and the iconic Ikaruga which brought the visuals and
gameplay of the genre to an entirely new demographic. The chapter then examined in detail
the distinctive form of competition which exists in danmaku, analyzing several related
points. It examined previous work on professional, competitive or high-level gaming,
primarily that into eSports and speedrunning, identifying points of commonality and
difference with each, and analyzing the epistemology of the world record as opposed to the
world champion, proposing the concept of asymptotic competition as a useful theoretical
framework for understanding competition which strives towards excellence and perfection
in play against the game as much as other players, and where competition is indirect
between participants. It then considered the complex relationship between collaboration
and competition in danmaku, and the absence of any clear notion of sportsmanship (not out
of ethical lacks on the parts of the players, but due to the asymptotic structure of this
competition which renders notions of sportsmanship non-applicable). It then examined the
different rationales players use when engaging in danmaku play – since so few players are
skilled enough to compete at the highest levels – noting the ability to compete against the
ga e, agai st o e’s pe so al est, a d the i pli it desig hoi es of these ga es hi h
discourages frustration and feelings of inadequacy amongst less skilled players. The chapter
lastly observed that danmaku games remain dominated by Japanese players, although this
does not discount the fact that many new players have found danmaku to be an enjoyable
and engaging form of competition which avoids the moving goalposts of speedrunning and
the public contests of eSports, whilst still demanding gaming skill every bit as significant as
both these other two forms, and it remains to be seen whether the strongest competitors in
this form of competition will spread beyond Japan in much the same way as the games
themselves.
Figure : “ ree shot of Ikaruga . Accessed on 21/5/2015, available from
http://store.steampowered.com/app/253750/
Figure : “ ree shot of Cri zo Clover . A essed o /5/ 5, availa le fro
http://store.steampowered.com/app/285440/
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