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Invideo games, acombo (short forcombination) is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates fromfighting games where it is based upon the concept of astriking combination. It has been since applied more generally to a wide variety of genres, such aspuzzle games,shoot 'em ups, andsports games. Combos are commonly used as an essentialgameplay element, but can also serve as ahigh score or attack power modifier, or simply as a way to exhibit an exuberant playing style.
In fighting games, combo specifically indicates a timed sequence of moves that produce a cohesive series of hits, each of which leaves the opponent unable to block.[1]
History
editJohn Szczepaniak ofHardcore Gaming 101 considersData East'sDECO Cassette System arcade titleFlash Boy (1981), ascrollingaction game based on themanga andanime seriesAstro Boy, to have a type of combo mechanic. When the player punches an enemy and it explodes, debris can destroy other enemies.[2]
The use of combo attacks originated fromTechnōs Japan'sbeat 'em uparcade games,Renegade in 1986 andDouble Dragon in 1987. In contrast to earlier games that let players knock out enemies with a single blow, the opponents inRenegade andDouble Dragon could take more punishment, requiring a succession of punches. The first hit would temporarily immobilize the enemy, making him unable to defend himself against successive punches. Combo attacks would later become more dynamic inCapcom'sFinal Fight, released in 1989.[3]
Fighting games
editThe earliest known competitivefighting game that used a combo system wasCulture Brain'sShanghai Kid in 1985. When the spiked speech balloon that reads "RUSH!" pops up during battle, the player has a chance to rhythmically perform a series of combos called "rush-attacking".[4]
The combo notion was reintroduced to competitive fighting games withStreet Fighter II (1991) by Capcom, when skilled players learned that they could combine several attacks which left no time for thecomputer player to recover if they timed them correctly.[5][6][7] Combos were a design accident; lead producerNoritaka Funamizu noticed that extra strikes were possible during abug check on the car-smashing bonus stage. He thought that the timing required was too difficult to make it a useful game feature, but left it in as a hidden one.[8] Combos have since become a design priority in almost all fighting games,[8] and range from the simplistic to the highly intricate. The first game to count the hits of each combo, and reward the player for performing them, wasSuper Street Fighter II.
Rhythm games
editIn rhythm games, combo measures how many consecutive notes have received at least the second-worst judgment (i.e. other than the worst judgment). Never receiving the worst judgment in the entire song is called a full combo or a no miss.
Receiving the best judgment for all notes in the song is called a full perfect combo or an all perfect. Some rhythm games have an internal judgment that is tighter than the best judgment, e.g. Critical Perfect in Maimai or S-Critical in Sound Voltex. Receiving an internal judgment for all notes in a song is called a 理論値.
Other uses
editMany other types ofvideo games include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain ahigh score. Examples include theTony Hawk's Pro Skater series, theCrazy Taxi series, andPizza Tower. The first game with score combos wasData East's 1981DECO Cassette System arcade gameFlash Boy.[9]
Combos are a main feature in many puzzle games, such asColumns,Snood andMagical Drop. They are primarily used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels.Shoot 'em ups have increasingly incorporated combo systems, such as inIkaruga, as havehack-and-slash games, such asDynasty Warriors.
See also
editReferences
edit- ^"The Next Generation 1996 Lexicon A to Z: Combo".Next Generation. No. 15.Imagine Media. March 1996. p. 31.
- ^John Szczepaniak (2014)."Flash Boy".The Untold History of Japanese Game Developers (DVD) (in English and Japanese). Hardcore Gaming 101. Archived fromthe original on 2021-05-24. Retrieved26 April 2021.
- ^Jess Ragan (2006-06-15)."Playing With Power".1UP.com. p. 3. Archived fromthe original on 2012-07-18. Retrieved2011-02-25.
- ^"- YouTube".YouTube. Archived fromthe original on 2020-12-12.
- ^"1up.com - The Essential 50, Part 32: Street Fighter II". Archived fromthe original on 2012-07-20. Retrieved2021-08-03.
- ^IGN staff (2007)."The Top 100 Games of All Time!".IGN.com. Archived fromthe original on 30 August 2011. Retrieved16 June 2011.
- ^"20 Things You Didn't Know About Street Fighter II".1UP.com. 2011-03-30. Archived fromthe original on 2011-04-01. Retrieved16 June 2011.
- ^ab"The making ofStreetfighter II".Edge Presents Retro ('The Making of...' Special). 2003.
- ^John Szczepaniak,History of Japanese Video GamesArchived 2018-10-03 at theWayback Machine,Kinephanos, ISSN 1916-985X