[[quoteright:288:[[VideoGame/{{Touhou}} http://static.tvtropes.org/pmwiki/pub/images/yukari_can_see_you.jpg]]]]
[[caption-width-right:288: Still not 'enuff [[MoreDakka dakka]]]]

->''The person who had done this might as well try to dodge water particles while taking a shower or radioactive particles during a nuclear fallout.''
-->-- Website/YouTube [[http://www.youtube.com/watch?v=oGAjtr8Cujw commenter]] on ''VideoGame/{{Touhou}}'' [[FanWork Ultra mode]].

Bullet Hell (called ''danmaku'', literally "bullet curtain", in Japanese) shooters are a subgenre of {{Shoot Em Up}}s that test both your dodging skills and your resistance to seizures. To put it simply, they're (usually vertically-scrolling) shooters where all the enemies have ''[[MoreDakka lotsa dakka]]''. They often feature extremely elaborate and beautiful patterns of bullet flows, especially for bosses, with hundreds and sometimes thousands of bullets on the screen at once, requiring constant weaving and pattern memorization in order to get the elusive [[RankInflation S++ ranks]]. Not so [[PainfullySlowProjectile painfully slow]] when they ''cover the screen'', eh, tough guy? These games also tend to have {{True Final Boss}}es.

However, the genre is not always as NintendoHard as it seems. The player's [[HitboxDissonance hitbox is often very small, sometimes only one pixel]]. In addition, [[ATeamFiring the majority of enemy bullets are sprayed wildly and have no chance of actually hitting the player]]. Finally, the player is almost always given some variant of the SmartBomb, which will [[DestructibleProjectiles remove bullets from the screen]]. Most modern bullet hell games give the player another way to avoid being killed, such as hypers in ''[[VideoGame/DonPachi DoDonPachi]]'', ''VideoGame/{{Touhou}}''[='=]s deathbombs, or ''GigaWing''[='=]s AttackReflector. Though by no means easy, a bullet hell game can be cleared without memorizing patterns or continuing. In fact, Bullet Hell games tend to be just as difficult as older, less bullet-intensive games. It should be noted that if you do happen to come across an ''actual'' arcade Bullet Hell game, you will know that bullet-intensive areas tend to make the bullets slower. [[RealityIsUnrealistic This is because the hardware used to create the bullets is slowing down, and can't process them all at the same time]], and modern ones used to create even recent games like the ''VideoGame/DonPachi'' series have hardware comparable to that of home consoles. [[MoreDakka Again, that is a lot of dakka]].

In addition, the bullet patterns are not the only elaborate things in these games. The [[ScoringPoints scoring systems]] often require as much dedication to master as the bullet patterns. Some common elements including "grazing" (where a bullet passes through your character sprite but not your vital hitbox), collecting items dropped by enemies, and [[NoDamageRun not dying]]. Like the bullet patterns, the scoring systems have become more complex as time went on, going from a very simple {{Combos}} based scoring system in ''VideoGame/DonPachi'' to systems that take [[GuideDangIt multiple pages]] just to describe the most basic elements like ''VideoGame/{{Hellsinker}}''. The scores attained have also been [[PinballScoring subject to inflation]].

The types of projectiles fired by enemies and bosses will almost always be colourful [[EnergyBall Energy Balls]] to make it easier to tell them from the background, and so you can distinguish them from your own bullets.

Can (and often does) overlap with CuteEmUp. Usually unrelated to PlatformHell - most of these games are consistent about following their own rules and don't depend on cruel surprises.

Please note that '''this trope is for games where there are a remarkably high number of bullets on the screen.''' It is ''not'' a catch-all term for the shoot-em-up genre, although most Bullet Hells are sister-classed as shoot-em-ups, and just because a shmup is NintendoHard does NOT mean it is a Bullet Hell game. By the same token, a Bullet Hell game doesn't ''have'' to be NintendoHard, though most of them are.

----
!!Known Bullet Hell shooters:
* ''VideoGame/{{Recca}}'', the UrExample. On NES. It goes even more hellish in the [[HarderThanHard Zanki Attack]] mode, where enemies explode into four or so [[TakingYouWithMe suicide bullets]] when destroyed, especially when they come in waves of ten to twenty. The main difference between Recca and most of the examples in this page, is that the bullets fill the screen '''AND''' ''they are absurdly fast''.
* ''Batsugun'', one of {{Toaplan}}'s last games before they closed in 1994, is the TropeMaker. In fact, several members of Toaplan formed these companies after their closure: Cave (formed from the ''Batsugun'' team), [[EightingRaizing 8ing/Raizing]], Takumi, and Gazelle.
* Almost anything ever produced by {{Cave}}, including ''VideoGame/DonPachi'', ''[=DoDonPachi=]'' (the TropeCodifier) and especially later sequels, culminating in ''[=DoDonPachi=] Daifukkatsu''. Cave shooters typically have two loops. The first loop will look feasibly beatable. To get to the second, you usually have to not die and not use more than a couple of bombs (or some variation on that). The second loop will be NoOneCouldSurviveThat. At the end or after the end of the second loop (depending on the game), you ''finally'' go up against the TrueFinalBoss who makes the ''entire rest of the game'' look like a cakewalk. And naturally, in most of these games, you have to beat the true boss to even see the "good" ending.
* ''VideoGame/{{Ketsui}}'', and its DS BossRush port, ''Ketsui Death Label'' have bullets that will curve, multiply, pause, and perform all sorts of other behavior, as if they're organic bullets. ''Death Label'' is perhaps notable for being one of the first danmaku games to grace a portable system, something that one Website/YouTube user describes as "bullet hell in your pocket."
* The ''VideoGame/{{Touhou}}'' games are perhaps the best known example of Bullet Hell these days. The above picture is a screenshot from the battle with Yukari Yakumo, the ''second'' BonusBoss of ''Perfect Cherry Blossom'', who is unleashing her infamous "Boundary of Life and Death" spell card attack (which is an upgraded version of the final attack belonging to the ''normal'' BonusBoss, Ran Yakumo), in which she fires ''nigh every kind of bullet in the game''. Just when you think that card's the end of it, there's still one more to live through.
** Even worse in that Yukari is generally considered one of the easier bonus bosses, especially compared to the likes of Flandre or Koishi.
** Inverted with Rika/Evil Eye Sigma, who is generally considered one of the hardest bonus bosses; She uses the least amount of bullets for her attacks, but fires them in such a fashion that they are remarkably difficult to dodge.
** There's also [[http://en.touhouwiki.net/wiki/Touhou_Danmakufu Touhou Danmakufu]] which allows you to create your own Touhou-style danmaku games, including bosses with custom-made spellcards.
** What happens when you take a Touhou game, take away the extra lives, disable bombs and continues, and add in several ClassicVideoGameScrewYous inspired by ''VideoGame/KaizoMarioWorld''? You get [[http://www.youtube.com/watch?v=O_aQiKoe-RI Touhou - Unreasonable Mechanism]], a fan game that shows just how evil the genre can get when this trope is turned UpToEleven.
* All of Raizing/Eighting games before they moved to fighting games.
** VideoGame/BattleGaregga, where the realistic bullets blend with the background, making the game seem harder than it really is.
** ArmedPoliceBatrider, which already starts hard from the first stage.
** BattleBakraid, which is the spritual sucessor to Garegga.
** Their entry on Capcom's 1940 series, 1944: The Loop Master.
* ''Cho Ren Sha 68k'' has danmaku elements.
* ''Blast Works'', which includes a bullet pattern editor in case the game is too easy for you.
** ''Blast Works'' is the AdaptationDistillation of ''Tumiki Fighters'', a previous shmup by Kenta Cho, who worked on other freeware Bullet Hell games such as ''[=Noiz2sa=]'', ''[=rRootage=]'', ''[=Parsec47=]'', and ''Torus Trooper''. In fact, he developed an XML-based markup language called [[http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html BulletML]], an open-source markup language that lets you develop your own Bullet Hell patterns.
* ''Pure White Giant Glastonbury'', a GameWithinAGame, found [[spoiler:on the way to the Rank 4 fight]] in ''NoMoreHeroes''.
** And again in the sequel with Bizarre Jelly 5. Notable for [[spoiler:its special difficulty, unlocked after clearing hard without losing a life. Reaching the end of this mode results in a BonusBoss fight against the Glastonbury. While tough on its own, it unleashes Bullet Hell upon reaching its last breath. Did we mention that you can't continue in this mode after losing your three lives?]]
* In ''Videogame/{{Ikaruga}}'' you can (and usually ''have'' to) absorb some bullets (due to the polarity system). The clouds of bullets that get shot your way often have no spaces between them whatsoever. One would think being able to flip your shield and plow through it would make the game easier and for the first level or two, it does. Then you realize that the next logical step is to shoot obscene clouds of ''both'' kinds of bullets at you ''at the same time''. [[NintendoHard Commence cognitive overload]].
** "I've heard the Ikaruga can squeeze between bricks in a wall without touching them."
** Ikaruga also allows you to play through the entire game [[PacifistRun without firing a single shot]] (thanks to bosses being timed.) Doing so in any stage gives you the rank of Dot Eater.
* ''VideoGame/MarsMatrix''
* ''GigaWing'' is an unusual case in that it doesn't reach truly bullet hell-level until the last stage (and the TRUE last stage, of course); in fact, the first three stages look like an ordinary Capcom shooter. You also have a continually-recharging reflect barrier which not only saves your life but is key to racking up huge scores (in fact, the latter is what you're supposed to use it for). If there were such a thing as "proto-danmaku", this would be it. It does have a brutal requirement for getting the good endings, though.
* ''ShikigamiNoShiro'', aka ''Castle Shikigami'', and its two sequels.
* ''VideoGame/{{Gradius}}'', on its higher difficulties. The difficulty of dodging is enhanced at some times by the fact that there doesn't necessarily ''have'' to be a pattern.
** To demonstrate it at its zenith, just watch [[http://www.youtube.com/watch?v=ynoe1qbJ5uM this video of Gradius V on Loop 256]].
** If you think that's bad, try [[http://www.youtube.com/watch?v=hEh9x9pIXLA these]] [[http://www.youtube.com/watch?v=3xEedRScDDQ boss]] [[http://www.youtube.com/watch?v=XDdFado9LOs exhibitions]].
** Gradius spinoff ''[[VideoGame/{{Otomedius}} Otomedius Gorgeous]]'', for the Xbox 360, has so many bullets and enemies on screen in higher loops that it ''causes the X-Box 360 to lag'' (or it could be that the game has "Slow Mode" set by default, which slows the game's speed when the bullet count reaches a certain level).
** The fire stage in ''Gradius III AC'', where the already plentiful large fireballs split into indestructible shrapnel when shot. Also set in PlanetHeck.
* While not as bullet-happy as future offerings, ''VideoGame/RadiantSilvergun'' has its fair share of danmaku, especially from certain bosses.
* ''GoBeryllium!'' found [[http://cokane.com/games/beryllium/ here]], is a game based off the world of the very very small. Watch the video, then look closely above it for the download link.
** It inspired [[http://www.kongregate.com/games/Draco18s/flash-beryllium Flash Beryllium]].
* The ''Psyvariar'' series is an interesting variation in that the player is invincible, but is forced to "graze" bullet streams in order to get ''any'' substantial score.
* ''TriggerheartExelica''
* G.REV's ''VideoGame/SenkoNoRonde'' series is a mix of Bullet Hell Shoot 'em Up meets Fighting game.
* ''VideoGame/WarningForever'' starts off simple, and then gets crazy. On the higher levels, bosses don't even need projectiles to kill you. They just need to inch slightly to the side.
* ''BigBangMini'':
** Paris. You have the sheep that launch 8 homing missiles at once, the birds and owls that throw very fast feathers directly downwards, and the paper planes that launch very fast aimed attacks.
** The Paris boss's final stage. You have to avoid 2 sets of radial attacks.
** The Abyss boss's second, third and final stages. The second you have to avoid richocheting missiles and fast and sudden aimed shots, the third you have to avoid very fast radial attacks, and the final you have 2 sets of very dense, very big radial attacks to avoid. Harsh stuff.
* Most well made ''VideoGame/{{Fraxy}}'' bosses. [[http://www.youtube.com/user/Eboshidori Eboshidori]] in particular is [[BestBossEver awesome with these]].
* The bosses of ''TheRedStar'' all fit into this category, despite the fact that the game is a side-scrolling Beat'em Up.
* Some of the more ''[[NintendoHard insane]]'' levels of the Gummi Ship sections in ''VideoGame/KingdomHeartsII'' get like this; [[http://www.youtube.com/watch?v=sEm1hsvo4vs&feature=related for example, this one]], especially when the boss comes in.
** Of course, using the [[GameBreaker Drain cannon]] turns half the bullets into ammo, letting Hunter-X feel the wrath of Bullet Hell as well.
* ''[[http://www.newgrounds.com/portal/view/509592 Frantic 2]]'' is basically a flash version of Touhou. With bonus multipliers for grazing bullets.
* If you play your cards right in ''VideoGame/UpgradeComplete'', you can inflict this on the opponent. Sweet, sweet, revenge.
* ''[[VideoGame/UpgradeComplete Upgrade Complete 2]]'''s way of upgrading the ship makes it very easy to achieve [[MoreDakka all]] [[BeamSpam three]] [[MacrossMissileMassacre kinds]] of projectile hell.
* [[http://www.funorb.com/info.ws?game=starcannon StarCannon]], an online game on FunOrb, easily qualifies for this trope, with generous quantities of lasers of all shapes and sizes from all bosses and most harder enemies. Just dodging the enemies themselves as they swarm onto the screen is a challenge in the later levels. A TrueFinalBoss awaits those who complete the game on Hard.
* ''Zanac'' could be considered an early example. If you fire too much, the adaptive AI will send everything and the kitchen sink after you, filling the screen with enemies, bullets, and missiles (every one with its own firing pattern). Also, the [[CoresAndTurretsBoss boss fights]] can get ''very'' hectic bullet-wise.
* ''Vasara'' and its prequel ''Vasara 2'' have a sci-fi take on {{jidaigeki}}. One interesting feature is that running into most things doesn't do CollisionDamage, but you will definitely collide, which can work for you (obstruct a fleeing enemy's path and kill more in one stroke for extra points) or against you (when accidental, it usually knocks you right into a bullet you just dodged).
* The BitTrip series of Wiiware "rhythm" games, though each game has a separate mechanic, and they're as much about hitting the bullets as dodging them. The first has you reflecting the bullets with what is basically a pong paddle, the second had you shooting the bullets from a point in the center, and the third had you collecting all the black bullets and avoiding the white ones.
** The fifth one in the series flat-out admits that it is, in fact, a bullet hell shooter, right down to the [[HitboxDissonance glowing hitbox]] in the center of your character.
* ''KnightsInTheNightmare'' is [[GenreBusting nominally]] a strategy RPG, but the enemies fire streams of bullets at your cursor to try and force you to end your turn early. It makes commanding your troops problematic, to say the least. Boss fights have very elaborate bullet sequences, sometimes on par with other Bullet Hell games. For example, one boss creates a swirling emblem that subsequently shatters into a rain of fragments that are nigh-impossible to avoid.
* [[http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550405/?bt=0&sb=1&mt=32&gu=66acd000-77fe-1000-9115-d80258550405&p=1&of=0 You Will Die]] is an indie game shooter for the Xbox 360 that consists of nothing but killing a boss over and over [[ExactlyWhatItSaysOnTheTin until you die]]. Every time you kill it, it adds more parts and weapons onto itself and becomes stronger. The game starts out fairly tame, but quickly reaches bullet hell levels of difficulty if you can survive long enough.
* In [[http://bossrushgame.com/bossrush/ Boss Rush]], you [[PerspectiveFlip are the main cause of this]].
* ''BeatHazard'' mixes Bullet Hell with levels generated procedurally from the music that plays in the background, much like ''VideoGame/{{Audiosurf}}''.
* ''VideoGame/InTheHunt'' is normally a shooter that doesn't give the player too many bullets on screen, and [[ShootTheBullet most of which can be destroyed]]. That is until you see the FinalBoss's "[[ThatOneAttack Indestructible Red Mines Attack]]" (starts at 1:11 [[http://www.youtube.com/watch?v=PCc8yyVwvPU here]]). Coupled with the fact that your hitbox is kind of large, and you'll see why it's NintendoHard.
* ''VideoGame/PrismaticSolid'' will literally bombard the player with ridiculous storms of bullets that really only be defended by using the AttackDrone to shield your ship from enemy fire.
* A few of the bosses in ''[[VideoGame/{{Darius}} G.Darius]]'' have attacks like this, notably the Embryon and Great Thing.
* ''SoldnerX'' tends to reserve its Bullet Hell moments for boss battles. The sequel, ''SoldnerX 2'', increases the tempo and makes the whole game like this, with DynamicDifficulty thrown in for good measure.
* A lot of games from Creator/{{Cactus}} display characteristics of the genre; the straightest examples are perhaps ''Protoganda: Strings'' and its sequel. ''CleanAsia'' has gameplay pretty squarely in the genre, but is a bit of a subversion in that the enemies aren't much harder then your standard vertical-scroller bosses. Similarly with ''BurnTheTrash'' and ''Ad Nauseam 2''. ''VideoGame/{{Minubeat}}'' subverts this by allowing you to [[DestructibleProjectiles destroy all enemy projectiles at will]].
* Platine Dispotif's ''VideoGame/GundemoniumSeries''. Somewhat unusually for the genre, the main-series games are side-scrolling. Only spinoff ''Hitogata Happa'' is vertically-scrolling.
* ''VideoGame/SinAndPunishment'' is a game along the lines of ''VideoGame/SpaceHarrier'' or ''VideoGame/WildGuns'', but it will occasionally throw absurd amounts of fire your way, especially on the higher difficulties. Its sequel, ''VideoGame/SinAndPunishmentStarSuccessor'', runs with it, and there are very few bosses that don't fire huge amounts of bullets your way for at least one of their attack phases. Both games have hitboxes too large (roughly the size of your rather sizable character model) to put true Danmaku levels of bullets on-screen at a time, but they can sometimes present a remarkable simulation.
* ''VideoGame/KidIcarusUprising'''s flying segments often feature dozens of projectiles flying at you, not unlike ''Sin & Punishment''. The FinalBoss, in particular, puts the ''Hell'' in "Bullet Hell".
* {{XOP}} is a freeware Western example.
** The sequel XOP Black is an even better example, featuring denser bullet curtains and secret bosses, on the basis it wasn't intended for commercial release so the creators could be as brutal as they liked.
* ''[[{{Nitrome}} Fat Cat]]'' isn't nearly as hard as some of these examples, but it takes the cake in that many of the later bullet patterns really ''aren't'' possible to dodge. You control two characters, one small, fast, and ImmuneToBullets and one large, slow, and decidedly not, and in order to keep the latter alive through the endgame, you need to rapidly circle the former around it and scrub the bullets before they hit it.
* ''Videogame/EXceed'' is a [[{{Doujinshi}} doujin]] series that is heavily influenced by the above games.
* ''Nanotek Warrior'', a Playstation game, may qualify. While the perspective is different (the player ship is running down a cylindrical tube, which you can rotate over completely) and there are fewer bullets, [[NoKillLikeOverkill enemies ''cover'' the entire tube/level]] and you'll need some impressive reaction times to dodge everything. One ad campaign for the game even stressed that having ''eyelids'' was a ''liability''.
* ''Sentimental Shooting'' features the typical bullet-hell gameplay, with one notable exception: The background is a picture of a girl, and her clothes are destroyable by your (apparently tiny) ship's guns. The real objective is not just to survive and destroy the boss, but to shoot all her clothes so you can proceed to the second stage, where the girl's underwear is destroyable. A more original way to turn a bullet hell game into a {{Hentai}} game than by just showing some h-scenes in the cutscenes, you have to give the devs that much.
* ''Cyvern: The Dragon Weapons'' is another rather obscure one. Which features [[NinjaPirateZombieRobot cyborg dragons]] that shoot missiles, drop bombs, and have one heck of a BreathWeapon.
* ''VideoGame/{{Hellsinker}}'' is a very strange [[{{Doujinshi}} doujin]] game with plenty of unusual gimmicks and perhaps one of the most complex scoring systems to ever grace the genre.
* An EpicBattleFantasy [[GaidenGame spinoff]]: "Bullet Heaven". Kinda similar to ''VideoGame/{{Touhou}}'', but with RPGElements. Some of the bosses actually rip off spellcards almost directly! (The second BonusBoss rips off a few of Flandre's. The third has 2 phases of Utsuho's Mega Flare minus the shrinking bullets (the second phase coming from below, which in turn resembles a couple of SA's bonus boss's spellcards (in the fact that the second is the first one in reverse).
* [[http://armorgames.com/play/11633/space-arcade Space Arcade]] starts out easy, but gets ''very'' bullet-hellish in its later levels.
* ''VideoGame/StellaVanity''. Even in the current trial, Easy is comparable to Touhou's medium, Hard is comparable to Touhou's lunatic, Nightmare is comparable to [[VideoGame/DonPachi DDP Daifukkatsu's]] Ura loop, and [[HarderThanHard Pandemonium]] has you looking at something like [[http://img843.imageshack.us/img843/4938/pandemonium.png this]] for 70% of the stage.
** Prelude to the Destined Calamity (aka the "OLD" version, released at C81) manages to have mooks that trip the software slowdown by themselves on Easy. Not EliteMooks, your usual cannon fodder mook. Suffice it to say, you better learn how to cancel enemy bullets fast.
* ''Sugar Shooter''
* ''BlueWishResurrection''
* Stages 4 and 5 from ''VideoGame/{{Genetos}}'' dive into danmaku territory.
* [[http://www.newgrounds.com/portal/view/571320 Blastral]] is an easier danmaku game, recommended for those wanting to get their feet wet.
* Dream Trigger 3D, a launch title for the Nintendo3DS. Not only is it Bullet Hell, it also has INSANE mechanics.
* ''JamestownLegendOfTheLostColony'', one of the few non-Japanese examples of the genre.
* ''VideoGame/MagicalCannonWars''
* ''TroubleWitches'' is bullet hell series with emphasis on Magic Barrier system and utilizing Magic Cards to gain Star Coins and earn points.
* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' has quite a few games of this type:
** [[http://www.youtube.com/watch?feature=player_embedded&v=Yq-ThqIZAJI My Little Pegasus: Kizuna DoPonyPachi]]
** ''VideoGame/ChangelingBulletHell''
** ''[[http://bullethellponies.blogspot.ca/ Bullet Hell Ponies]]'', also a crossover with ''VideoGame/{{Starcraft}}''
* ''VideoGame/RealmOfTheMadGod'' is one of these made into an MMORPG
* ''JudgementSilversword'' for the {{WonderSwan}} Color, one of the first bullet hell games on a ''handheld'' platform.
* ''VideoGame/GatlingGears'' has many sections where Mooks and bosses fire dense bullet patterns on you if not destroyed in time.
* ''Avencast'' ramps into this territory for the last couple boss fights.
* ''VideoGame/ChimeraBeast'' has an instance of this. In the final level, you'll face lots of [[http://bbh.marpirc.net/chimerabeast/cb7.png rockets that fire out 8-way spreads very often]]. Since your hitbox is very large, you need to destroy them ASAP or use your "eat" move to cancel the shots coming from the front, or else you will get hit.
* In ''VideoGame/MidnightResistance'' enemies do this most of the time. As a player, however, you can purchase weapons firing multidirectional bullet showers and homing missiles.

!!Non-shooter examples of Bullet Hell-style projectiles:
* ''VideoGame/MushroomKingdomFusion'' [[http://www.youtube.com/watch?v=2aH_sD3iPb0 gets in on the action]] (start at 2:30).
* One attack during the final boss fight of ''VideoGame/MegaManX 8'' simulates the "dodging" part of bullet hell pretty good.
** Another Mega Man example: The black devil in ''VideoGame/MegaManX5'' resembles a bullet hell very closely in its attack pattern.
** [[http://www.youtube.com/watch?v=b1ku4MNbCkE Mothraya]] in RomHack ''VideoGame/Rockman4MinusInfinity''. As it takes damage, its patterns increase in difficulty. [[spoiler:Also, the Wily Capsule attacks like this as well.]]
* The Delicious Fruit room in ''VideoGame/IWannaBeTheFangame''. [[spoiler:"The only cherry in this game" my ass. And you've got to [[AddedAlliterativeAppeal surf on a slowly sinking "Psyche!" sign]].]]
* One of the bosses in ''VideoGame/TheWorldEndsWithYou'', Megumi Kitaniji (first fight; partnered with [[spoiler:a [[BrainwashedAndCrazy brainwashed]] Shiki Misaki)]], has a Bullet Hell attack.
** His OneWingedAngel form fires so many fireballs at once, it actually lags the DS.
* A few bosses from ''AnUntitledStory''. Plus rooms with endless waves of falling purple globs, or ghosts.
* ''BunnyMustDie'''s bullet density in bosses is very high, especially the final boss. Unsurprising, considering it's made by the same people who made {{Gundemonium}}.
* ''Engage to Jabberwock'' is a hybrid of ''Zelda''-style dungeon exploration and bullet-hell projectile fights.
* The fight with Tor in ''VideoGame/{{Iji}}''. He has multiple attacks that aren't too hard to dodge on their own, but at his hardest he uses several of them at once or in sequence, making full health and armour upgrades a must unless you're well-versed in this genre, or if your name is {{Daniel|Remar}} [[http://www.youtube.com/watch?v=67eLpLhxEPg Remar]].
* While fighting Dracula in ''VideoGame/IWannaBeTheGuy'', he occasionally fires a spiraling pattern of [[strike:fireballs]] [[strike:apples]] [[MemeticMutation delicious fruit]]. The fight against Mother Brain can get very hectic (and frustrating) as well. There is also an UnexpectedShmupLevel near the end of the game, and considering [[NintendoHard what kind]] [[FakeDifficulty of game]] this is, it's not hard to tell how that turns out either.
** Actually, to those who play shmups often, the UnexpectedShmupLevel was one of the easiest rooms in the game.
* While primarily an Action-RPG, ''VideoGame/NieR'' often has bosses that fill up the whole screen with danmaku. When mooks later on get the same ability along with one of your companions, some fights look akin to a particularly flamboyant fireworks display. The DLC makes all the "bullets" look like No.7's head, which might either be horrific or just [[CreepyAwesome creepily amusing]].
* Many of the bosses in the ''VideoGame/{{Ys}}'' remakes on [[HarderThanHard Nightmare difficulty]]. Especially Dark Fact. On a slightly lesser scale, Darm in most version of ''Ys II'' attacks with a constant rain of fireballs, combined with TeleportSpam making him even harder to hit without getting hit yourself.
* ''VideoGame/{{Touhou}}'' has a few fighting game spinoffs, with quite a few characters fighting with danmaku as they normally would.
** This causes many problems when they are ported to {{MUGEN}}, as the vast majority of 'proper' FightingGame characters just aren't equipped to deal with such projectile-heavy gameplay.
** ''VideoGame/MegaMari''. Howevever, there's something worse than this.
* ''VideoGame/{{Rosenkreuzstilette}}''. If you can beat this game, you can beat ''Mega Mari'' blindfolded!
* The boss battles in ''CrescentPaleMist''.
* The Ninja miniboss of Area 3 in ''{{Contra}} [=ReBirth=]'' has as one of its attacks a Bullet Hell pattern of laser shuriken.
* ''MischiefMakers'': The first and second battles with [[ThatOneBoss Lunar]] (the wolf with the machine-gun). The first battle is in a snowfield, where he fights you by shooting his weapon of choice and launching bombs, too; the second battle has Lunar on his motorcycle, launching missiles, shooting fire blasts, and also firing a giant laser whenever he gets the chance.
* [[http://void.heteml.jp/flash/sayaka_drops/ This]] ''Anime/PuellaMagiMadokaMagica'' [[{{Doujinshi}} doujin]] game is about maneuvering [[spoiler:Sayaka]]'s Soul Gem away from the rain of [[{{Wangst}} tears]]. It starts out fine, but after a while, there'll be so much of it that the difficulty hits this trope.
* SupermarioWar: there is a [[http://imageshack.us/photo/my-images/820/bulletbillhell.png fanmade level like this]].
* The Twin Val'kyr boss in ''VideoGame/WorldOfWarcraft'': in a ShoutOut to ''{{Ikaruga}}'' you choose either white or black colour and have to catch the bullets of your colour so that they won't harm others. Mixed up with occasionally all raid having to switch to one colour to absorb a massive bomb or deal more damage to one of them. However, with advancement of gear and now level cap, people begun to just stand there and annihilate them with superior firepower.
* Wartech: Senko no Ronde has this for the boss fights. Also, the normal characters can power up into B.O.S.S. mode and perform this sort of attack while powered up.
* VideoGame/DistortedTravesty and it's sequel mixes this with NintendoHard with bosses throwing huge waves of bullets around. In fact the two short flying levels that more closely resemble traditional Bullet Hell are relatively easy, seeing as the rest of the game doesn't give you the luxury of bombs.
** Ladies and gentlemen, [[http://www.youtube.com/watch?v=vL8KcX4Rds8 the Shroud Lord.]]
* The fight with [[spoiler: Xemnas]] in Kingdom Hearts 2 may count. Near the end, Sora and [[spoiler: Riku]] are surrounded by umpteen of those shots he fires, and you have to button mash triangle and square to avoid damage, where the two do insane maneuvers to dodge.
* Every other boss battle in ''VideoGame/{{Skylanders}}: Spyro's Adventure'' involved [[BigBad Kaos]] alternating between him attacking with spells that are basically full blown bullet hell patterns based around [[MakingASplash Water]], [[GreenThumb Life]], [[CastingAShadow Undead]], and [[PlayingWithFire Fire]] and spawning {{Evil Knockoff}}s of three of the Skylanders of each of those elements, with the final phase of the fight having him do both at the same time. This gets cranked UpToEleven in the final battle.
** It shows up in the sequel too, though not as often.
* A rare example where the player is given this ability: WarriorsOrochi 2 adds newcomer Himiko, a shamanistic goddess. Her floating clay dogu can send out several dozen bullets in various flashy patterns, in addition to lasers. Her R1 special doubles the bullet count for a period of time.
** Actually, Himiko isn't the first to rain down hell. Three Samurai Warriors characters have the ability to cause a Bullet Hell with their Musou Attacks. Masamune Date sprays bullets in wave patern covering the half circle in front of him, Magoichi causes several bursts to explode in a fixated distance in front of him and Ieyasu Tokugawa fires volleys of seeking explosive cannonballs. These all last for as long as you hold Musou and for as long as you have Musou left, plus you can TURN AROUND while spamming bullets everywhere.
--> '''Masamune Date''': You never had a chance!
* ''SpiralKnights'' when Gunpuppies show up. [[ThatOneLevel Oh joy.]]
** If you're doing it wrong, Roarmulus Twins boss fight can play out like this.
* ''SaintSeiya: Sanctuary Battle'' has the boss fight with Virgo Shaka. To say it's pure Hell is an understatement - Shaka's projectile spam is ridiculous, and chances are you will die many, many times there. Cancer Deathmask can be very annoying too with his floating skull summons, but at least Deathmask's attacks don't paralyze you and expose you to further attacks by him. Shaka's do.
* ''HyperdimensionNeptuniaMk2'' has a DLC character by the name of Cave. [[VideoGame/DonPachi Yes,]] ''[[VideoGame/{{Espgaluda}} that]]'' {{Cave}}. True to the company she represents, she has [[http://www.youtube.com/watch?v=sf9-MYOlb6c an attack]] called [[ShoutOut Black]] [[UpdatedRerelease Label]], in which she unleashes bullet hell on the enemy.
* ''Shinywuffles'', naturally. I mean, just look at [[http://www.youtube.com/watch?v=bLJEbxn39vU this]].
** Word is, that's level two of ''thirty-six''.
* ''VideoGame/SuperRobotWars'' occasionally has attacks that resemble this, such as scattering beam cannons; however, the best example is the attack some battle stations have, which involves barraging the enemy with its own weapons while summoning a horde of {{Mook}}s to do likewise. ''VideoGame/{{Super Robot Wars Z}}2: Saisei-hen'' has two big examples of this, [[Anime/MobileSuitGundamWing Libra]] and [[Anime/CodeGeass Damocles]].
* For a survival horror game, ''Demonophobia'' is full of bullet spamming bosses. This poses a lot of trouble considering your character moves around like a log.
* Magaki, the final boss of TheKingOfFighters XI is the fighting game personification of Bullet Hell, as he spams projectiles from all directions (including from your behind) all at the same time.
* Independent twin stick shooter ''Voxatron'' has the [[ExactlyWhatItSaysOnTheTin bullet hell elephant,]] for use in user made levels.
* Ashley's boss game in ''WarioWare Touched!'' is this. It's also ThatOneBoss.
* ''VideoGame/CastlevaniaHarmonyOfDespair'': Death spams scythes, Beelzebub spams flies, Dracula spams lasers, Astarte spams hearts, R. The Count spams fireballs
* In ''VideoGame/EryisAction'', [[spoiler:you fight the final battle this way on Ex Mode. Not only do you have Farta to deal with again, but should you beat her, you have to fight a UFO that's even worse]].
* ''UltimateMarvelVsCapcom3'' has a rare playable example. [[VideoGame/{{Darkstalkers}} Morrigan]] can cancel her Soul Fist attack into another one by quickly going in or out of flight mode, combine this with her [[DoppelgangerAttack Astral Vision]] hyper and she can fill the screen with walls of projectiles. Players will often combine this with Dr. Doom's [[HomingProjectile Hidden Missiles]] assist to keep opponents from super jumping out of the trap. The tactic is literally [[FanNickname known as]] BulletHell among [[TournamentPlay competitive players]].
* [[http://www.dejobaan.com/drunken/ Drunken Robot Pornography]] pretty much markets itself as "3D Bullet Hell + Jetpacks + Giant Robots"
* Zandronum, a multiplayer sourceport for ''VideoGame/{{Doom}}'', becomes this in certain modes and mods. Have you ever dodged a giant Cyberdemon spamming rockets in a 3-way spread toward you while having only enough hitpoint to survive only a normal level imp's clawing?
** Doom itself can become this if you meet too many enemies at once. Icon of Sin on Nightmare? GG
** ''VideoGame/MegaMan8BitDeathmatch'' is a great example, specially in maps where you can easily be in everyone's sight. Add the fact that pretty much every weapon is a projectile.
*** Someone made a ''[[VideoGame/{{Contra}} Contra]]'' and a ''[[VideoGame/{{Contra}} Super C]]'' mod for this game. There will be a race for the Spread Gun.
*** Speaking of mods, they tend to do this. Really!
* The final boss of VideoGame/AvencastRiseOfTheMage uses this strategy, complicated by the fact that spells in the game are directed by character movement.
* Audiosphere mode in ''VideoGame/{{Audiosurf}} 2'' has you dodging huge arcs of projectiles by rotating a little arrow around a sphere in the center of the screen.
----
!! Tropes commonly featuring in the genre include:
* AllThereInTheManual: You will often need it to understand the scoring system, and to find any information about the plot, [[ExcusePlot such as it is]].
* AntiFrustrationFeatures: Some games implement deliberate slowdown when the number of bullets on screen reaches a high enough count. This is to allow players to more easily analyze and evade more complex bullet patterns. Sometimes, however, the hardware really can't handle all the bullets and will not only slow down, but [[FakeDifficulty cause bullets to flicker]] due to sprite limits.
* BonusBoss
** Often a TrueFinalBoss or three.
* ColourCodedForYourConvenience: This distinguishes different types of energy shots from each other and from the player's.
* ContinuingIsPainful: A single death will generally severely damage your score, often resetting any combo you have built up, and using a continue will generally start you over at zero.
* HitboxDissonance
** Later games will clearly show where your hitbox is.
** Bullets ''themselves'' have this at times.
* EnergyBall: Most enemy shots take this form.
* MacrossMissileMassacre
* MarathonBoss
* MookMaker: May have the usual type, or more commonly bullets that fire smaller bullets.
* MoreDakka: The most common form of attack, trying to see if players can dodge a swarm of bullets rather than just a single one. It has the best chance of working if the bullets are tightly packed and/or fast.
* NintendoHard
* PinballScoring: Up the backside. This is especially prevalent in games that allow you to cancel bullets (without using a SmartBomb), as canceling bullets gives you some form of points ([[http://www.youtube.com/watch?v=98jAn8-ezx4&t=22s combo increase]] in ''[=DoDonPachi=] [=DaiFukkatsu=] Black Label'', bullets turning into gems in ''VideoGame/MushihimeSama Futari'').
* RecursiveAmmo: One of the many sources of additional bullets and changes of attack direction.
* RoboTeching: Don't count on bullets continuing to move in the direction they are fired. Some types will home in, others will change or even reverse the way they're moving just to screw with you and give something else to worry about.
* SceneryPorn: The curtains of coloured bullets raining down can be beautiful and hypnotic, shame they are trying to kill you.
* SelfImposedChallenge: Such as not using bombs or continues.
* SmartBomb: Just like in traditional shmups. As they're designed to be life-saving devices, they tend to carry hefty scoring penalties for using them, so minimizing bomb usage becomes crucial. Exceptions to the "don't use bombs unless you're going to die" rule:
** Many games developed by Shinobu Yagawa, who seems to be fond of scoring systems involving bombing enemies for massive amounts of points.
** In some ''VideoGame/{{Touhou}}'' games, bombing is necessary for an optimal scoring run, particularly in ''Mountain of Faith'' and ''Double Dealing Character''.
** In ''[[VideoGame/DonPachi DoDonPachi DaiFukkatsu]]''[='=]s "Version 1.51" arrange mode, bombing lasers will provide a huge jump to the player's score, ''and'' unlike in other games in the series, won't kill your combo. This turns [[TrueFinalBoss Hibachi]] into a matter of bombing its radial laser attack for as many as ''300 billion'' points each.
* StuffBlowingUp: Somewhat averted. Many games in the genre tend to de-emphasize pretty explosions in favor of bullet counts.
* VideoGameLives
* ViolationOfCommonSense: You're supposed to dodge bullets by going ''into'' them. [[ItMakesSenseInContext It makes more sense]] if you watch pro videos. And you're supposed to do this extremely often on harder bosses.