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Bullet hell is a subgenre of shoot 'em up video games distinguished by extremely dense patterns of enemy projectiles that fill large portions of the screen. Also called danmaku in Japanese, the format emphasizes precise navigation through complex bullet curtains, with the player's survivability hinging on pattern recognition, timing, and controlled movement rather than raw firepower.

Gameplay typically centers on dodging while shooting at enemies, especially bosses. Many games feature a focus

Bullet hell arose in the 1990s arcade scene, with Cave's DoDonPachi (1997) often cited as a milestone

Reception highlights both technical appeal and high difficulty. The genre attracts dedicated communities, speedrunners, and modders,

or
slow-movement
mode
for
fine
control,
bombs
that
clear
screens
of
bullets,
and
scoring
systems
that
reward
near-misses
(grazing)
or
chaining
successful
attacks.
Visual
design
uses
bright,
varied
bullets
arranged
into
elaborate
patterns
that
pose
continuous,
varying
threats.
for
dense
danmaku.
The
Touhou
Project,
starting
in
the
late
1990s
by
Team
Shanghai
Alice,
popularized
a
creator-driven,
mechanically
tight
form
and
generated
a
large
fan
community.
Other
notable
series
include
Mushihimesama
and
Espgaluda
by
Cave,
and
Deathsmiles,
each
pushing
different
thematic
and
mechanical
twists
on
danmaku.
while
critics
note
accessibility
barriers.
Bullet
hell
has
influenced
broader
game
design,
influencing
indie
shmups
and
titles
that
emphasize
bullet
patterns
and
precision-based
challenges
beyond
traditional
arcade
staples.