Hmm, now I wonder where somebody got that idea from?
Shooters are mostly dedicated to memorization of enemies and bullet patterns. Depending on the game it can vary between either quickly shooting enemies before they get a chance to swarm you with bullets (daioujou), deliberately letting them remain on the screen for a bonus (Galuda series), deliberately milking enemies yet letting them live in order to do so (Garegga) and so on. In short, memorization of everything.
Then comes dexterity, which also plays a big part, but is not as important as memorization. If you don't get yourself into difficult situations to begin with, there are no situations to dodge.
I can't relate to roguelikes outside of Shiren, but Shiren is more or less enemy memorization. The maps are randomly generated as are the items that can be picked up. However, all enemies use certain attacks, have certain amounts of HP, and do certain damage. If you know the enemy properly and you're going to be killed with the next hit, yet you have no restorative or offensive or evasive items, you can either retreat as far as possible to gain health or attack one last time, hoping to finish it off.
Also, all enemies in all roguelikes are using maphack.
But yeah this is why I'm also a fan of the Shiren series. It's a bit too time consuming though which is why I mostly prefer shmups. With Shiren, you can spend 4 hours on a quest and quickly get sent back to level 1 with no items after getting your melded-up +13 Fang Sword knocked into the water ( ;_; ). Since the maps are random, it cuts out that element which all shmups (?) have. Unless there's a shmup with randomly generated stages that I'm unaware of.