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Stealth game
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=== Early developments: 1979β1997 === According to ''[[Retro Gamer]]''{{'}}s John Szczepaniak, the first stealth game was ''Manbiki Shounen'' (''Shoplifting Boy''), published in November 1979.<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |page=7 |isbn=978-0-9929260-3-8 |quote=First ever stealth game, ''Manbiki Shounen''}}</ref><ref>{{cite web|url=http://www.hardcoregaming101.net/japandvd/japandvd.htm|title=The Untold History of Japanese Game Developers BOOK|website=Hardcore Gaming 101|url-status=live|archive-url=https://web.archive.org/web/20160908102842/http://www.hardcoregaming101.net/japandvd/japandvd.htm|archive-date=2016-09-08}}</ref> Published as a [[type-in program]] for the [[PET 2001]] in ''RAM'' magazine in February 1980,<ref name="harbron20240225">{{Cite AV media |url=https://www.youtube.com/watch?v=reuCZf2Yhfk |title=Found: 'Lost' 1979 Stealth Game: Manbiki Shonen / Shoplifting Boy - Commodore PET (Japan) |date=2024-02-25 |last=Harbron |first=Robin |type=video |publisher=8-Bit Show and Tell |via=YouTube}}</ref> it was developed by Hiroshi Suzuki and involves a boy entering a convenience store and attempting to shoplift by stealing "$" symbols while avoiding the line-of-sight detection of the owner. If caught, the player is led away by the police.<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |pages=604β605 |isbn=978-0-9929260-3-8 |quote=SUZUKI, Hiroshi ... ''Manbiki Shounen (Shoplifting Boy)'' β PET2001 (1979/11)}}</ref> Suzuki presented the game to developer [[Taito]], which used it as inspiration for their similar stealth [[arcade game]], ''[[List of Lupin III video games|Lupin III]]'' (based on the [[manga]] and [[anime]] of [[Lupin III|the same name]]), released in April 1980. In November 1980, Suzuki developed a sequel, ''Manbiki Shoujo'' (''Shoplifting Girl'').<ref>{{cite book |last=Szczepaniak |first=John |year=2014 |title=The Untold History of Japanese Game Developers |publisher=SMG Szczepaniak |volume=1 |pages=604β615 |isbn=978-0-9929260-3-8 }}</ref><ref>[http://fm-7.com/museum/softhouse/shinkigensha/211800420.html MANBIKI SYONEN] {{webarchive|url=https://web.archive.org/web/20151229101630/http://fm-7.com/museum/softhouse/shinkigensha/211800420.html |date=2015-12-29 }}, FM-7 Museum</ref> ''[[Castle Wolfenstein]]'', originally available in 1981, employed stealth elements as a focus of the gameplay. Players were charged with traversing the levels of ''Castle Wolfenstein'', stealing secret plans and escaping. Players could acquire uniforms to disguise themselves and walk by guards undetected.<ref name="gamesradar">{{cite web|title=The sneaky history of stealth games: Hide and seek through the ages|author=Shane Patterson|publisher=[[GamesRadar]]|date=February 3, 2009|url=http://www.gamesradar.com/the-sneaky-history-of-stealth-games/|access-date=2009-06-21|url-status=live|archive-url=https://web.archive.org/web/20120523181200/http://www.gamesradar.com/the-sneaky-history-of-stealth-games/|archive-date=May 23, 2012}}</ref> ''[[Beyond Castle Wolfenstein]]'', released in 1984,<ref>Kat Bailey, [http://www.1up.com/do/feature?cId=3169774 Top 5 Overlooked Prequels] {{webarchive|url=https://web.archive.org/web/20090225164005/http://www.1up.com/do/feature?cId=3169774 |date=2009-02-25 }}, 1UP, Retrieved on 2009-06-24</ref> included some additions to its predecessor, such as a dagger for close-range kills and a greater emphasis on disguising in enemy uniform.<ref name=gamingtarget/> [[id Software]]'s updated 1992 remake ''[[Wolfenstein 3D]]'' was originally going to feature some of the original's stealth gameplay, such as body hiding, but this was cut to make the game faster paced. As a result of these changes, ''Wolfenstein'' would instead pave the way for later [[3D computer graphics|3D]] action games, specifically [[first-person shooter]]s.<ref name="mastersdoom">{{cite book | last=Kushner | first=David | title=[[Masters of Doom|Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture]] | publisher=[[Random House]] | at=89 | year=2003 | isbn=0-375-50524-5 }}</ref> In 1981, [[Sega]] released an arcade game called ''[[005]]'' in which the player's mission is to take a briefcase of secret documents to a waiting helicopter while avoiding enemy flashlights and use boxes as hiding spots.<ref name=Popularplay>{{cite web|title=005 from Sega|publisher=Popularplay|url=http://www.popularplay.com/a/61/005-from-Sega-.php|access-date=April 28, 2013 |archive-url = https://web.archive.org/web/20080714052210/http://www.popularplay.com/a/61/005-from-Sega-.php |archive-date = 14 July 2008}}</ref><ref>{{KLOV game|id=6759}}</ref> ''005'' holds the [[Guinness World Record]] for being the first stealth game.<ref name=Guinness1>{{cite web|title=First Stealth Game|publisher=Guinness World Records|url=http://www.guinnessworldrecords.com/world-records/first-console-game-to-use-stealth|access-date=February 16, 2018|url-status=live|archive-url=https://web.archive.org/web/20171008234136/http://www.guinnessworldrecords.com/world-records/first-console-game-to-use-stealth|archive-date=October 8, 2017}}</ref> [[Mindscape (company)|Mindscape]]'s ''[[Infiltrator (video game)|Infiltrator]]'', released in 1986, combined a flight simulator with a stealth-based "ground mission". In this ground mission, the protagonist attempts to sneak into enemy territory using [[Identity document forgery|false IDs]] to avoid detection and knock-out gas to incapacitate enemies. The goal of this mission is to photograph secret documents while avoiding alarms.<ref>{{cite news | url=http://www.atarimagazines.com/analog/issue64/panak.php | title=Panak Strikes | work=ANALOG Computing | date=September 1988 | access-date=14 January 2016 | author=Panak, Steve | pages=83 | url-status=live | archive-url=https://web.archive.org/web/20160303214050/http://www.atarimagazines.com/analog/issue64/panak.php | archive-date=3 March 2016 }}</ref> [[Hideo Kojima]]'s ''[[Metal Gear (video game)|Metal Gear]]'', released in 1987 for the [[MSX2]]<ref>{{cite web|url=http://www.konami.jp/kojima_pro/english/lineup/metal.html|title=List of Metal Gear games from Kojima Production|url-status=live|archive-url=https://web.archive.org/web/20071130022012/http://www.konami.jp/kojima_pro/english/lineup/metal.html|archive-date=2007-11-30}}</ref> and the [[Nintendo Entertainment System]] in 1988,<ref name="MGhistory">Shoemaker, Brad (1998-09-29). [http://www.gamespot.com/gamespot/features/video/mg_history/ The History of Metal Gear] {{webarchive|url=https://web.archive.org/web/20061018163353/http://www.gamespot.com/gamespot/features/video/mg_history/ |date=2006-10-18 }}, GameSpot, Retrieved 2009-06-23</ref> utilized stealth elements within an [[Action-adventure game|action-adventure]] framework, and was the first mainstream stealth game to be released on consoles.<ref name="gamesradar"/> Since the MSX2 was not available in North America, only the NES version was released there.<ref name="MGhistory"/> ''Metal Gear'' placed a greater emphasis on stealth than other games of its time, with the [[player character]] [[Solid Snake]] beginning without any weapons (requiring him to avoid confrontation until weapons are found) and having limited ammunition for each weapon. Enemies are able to see Snake from a distance (using a line-of-sight mechanic) and hear gunshots from non-silenced weapons; security cameras and sensors are placed at various locations, and a security alarm sounds whenever Snake is spotted and causes all enemies on screen to chase him.<ref name=gamingtarget>{{cite web|title=The Unseen History of the Stealth Game|author=Jason Cisarano|publisher=Gaming Target|date=April 11, 2007|url=http://www.gamingtarget.com/article.php?artid=6786&gameid=2481|access-date=2009-08-27|url-status=live|archive-url=https://web.archive.org/web/20081009191057/http://www.gamingtarget.com/article.php?artid=6786&gameid=2481|archive-date=October 9, 2008}}</ref> Snake could also disguise himself in enemy uniform or a cardboard box,<ref name=GameSpy/> and use hand-to-hand combat to fight enemies.<ref name=IGN-Kojima/> In 1988, [[Infogrames]] published ''[[Hostages (video game)|Hostages]],'' sometimes known as ''Rescue: The Embassy Mission''. One of the game's three main segments required players to evade searchlights by rolling and ducking into doorways. ''[[GameSpot]]'' has observed that the game "set important grounds and ideas for future stealth/tactical shooters," noting the game's use of time limits, cover mechanics, and tests of reflexes.<ref>{{Cite web|title=Hostage: Rescue Mission|url=https://www.gamespot.com/hostage-rescue-mission/user-reviews/2200-523039/|access-date=2021-08-09|website=GameSpot|language=en-US}}</ref> The sequel ''[[Metal Gear 2: Solid Snake]]'' was released in 1990 for the MSX2. It further evolved the stealth gameplay of its predecessor and introduced most of the gameplay elements present in ''Metal Gear Solid'', including the three-dimensional element of height, allowing players to crouch and crawl into hiding spots and air ducts and underneath desks. The player could also distract guards by knocking on surfaces and use a radar to plan ahead. The enemies had improved [[Artificial intelligence|AI]], including a 45-degree field of vision, turning their heads left and right to see diagonally, the detection of various different noises, being able to move from screen to screen (they were limited to a single screen in earlier games), and a three-phase security alarm (where reinforcements are called in to chase the intruder, then remain on the lookout for some time after losing sight of the intruder, and then leave the area). The game also had a complex storyline and improved graphics.<ref name=GameSpy>{{cite web|author=Paul Soth|title=GOTW: Metal Gear 2: Solid Snake|publisher=[[GameSpy]]|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=31|access-date=2009-08-27|url-status=live|archive-url=https://web.archive.org/web/20081016103146/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=31|archive-date=2008-10-16}}</ref><ref name=IGN-Kojima>{{cite web|title=Kojima's Legacy: We reflect on the influence of Hideo Kojima's 20 years in gaming|author=Mark Ryan Sallee|publisher=IGN|url=http://uk.ps2.ign.com/articles/715/715932p1.html|access-date=2009-08-20|url-status=dead|archive-url=https://web.archive.org/web/20110713004600/http://uk.ps2.ign.com/articles/715/715932p1.html|archive-date=2011-07-13}}</ref><ref name="Gamasutra">{{cite web|title=GO3: Kojima Talks Metal Gear History, Future|author=David Low|publisher=[[Gamasutra]]|date=April 2, 2007|url=http://www.gamasutra.com/php-bin/news_index.php?story=13351|access-date=2011-08-03|url-status=dead|archive-url=https://web.archive.org/web/20110917210852/http://www.gamasutra.com/php-bin/news_index.php?story=13351|archive-date=September 17, 2011}}</ref><ref>{{cite journal |title=Eight great games |journal=[[Retro Gamer]]}}</ref> {{Clear}}
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