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fighting game is a video game genre based on interpersonal battles between a limited number of characters, in which they fight until they defeat their opponent or end timer. The match bouts usually consist of several rounds and take place in the arena, while each character has different abilities but each is relatively feasible to choose from. Players must master techniques such as blocking, counter-attacking, and chaining joint attacks into "combo". Beginning in the early 1990s, most fighting games allow players to perform special attacks by performing certain input combinations. Genre related fighting games but different from the beat 'em up, which involves a large number of enemies against human players.

The first game featuring a boxing fight was Champion Weight Champ in 1976, but it was Karate Champ that popularized the one-on-one martial arts game in the arcade in 1984. The following year , Yie Ar Kung-Fu features antagonists with different fighting styles, while The Way of the Exploding Fist further popularizes the genre of the home system. In 1987, Street Fighter introduced a special hidden attack. In 1991, Capcom's highly successful Street Fighter II perfected and popularized many genre conventions. Game fighting then became the flagship genre for competitive video games in the early to mid 1990s, especially in the arcades. This period spawned dozens of other popular battle games, including successful and long-running franchises like Street Fighter , Mortal Kombat , Super Smash Bros. , Tekken , Guilty Gear , King of Fighters , Virtua Fighter , Marvel vs. Capcom, Killer Instinct, Dead or Alive and SoulCalibur.


Video Fighting game



Definisi

Game fighting is a type of action game where two characters on the screen fight each other. These games typically feature a special movement that is triggered using a fast sequence of carefully arranged keystrokes and joystick movements. The game has traditionally shown fighters from the sides, even as the genre has evolved from two dimensions (2D) to three-dimensional graphics (3D). Street Fighter II, although not the first fighting game, popularized and standardized the genre convention, and similar games released before Street Fighter II have since been more explicitly classified as fighting games. Battle games usually involve hand-to-hand combat, but may also feature melee weapons.

This genre is different from the beat 'em up, another action genre involving combat, in which the player's character must fight against many weaker enemies at the same time. During the 1980s publications used the term "fighting game" and "beat 'em up" interchangeably, along with other terms such as "martial arts simulation" (or more specific terms like "judo simulator"). Looking back, critics argue that both types of games gradually become dichotomized as they evolve, although the two terms can still be combined. Battle games are sometimes grouped with games featuring boxing, UFC, or wrestling. Serious boxing games have more sports game genres than the action game genre, as they aim for a more realistic boxing technique model, while fighting games tend to be an excessive model of Asian martial arts. Thus, boxing games, mixed martial arts games, and wrestling games are often described as different genres, without being compared to battle games and more into the Sports game genre.

Maps Fighting game



Game design

The game battle involves fighting between fighting pairs using excessive martial arts movements. They usually revolve around combat sports or combat, although some variations feature armament. Games typically feature on-screen fighters from the side view, and even 3D fighting games mostly played in the 2D motion field. The game usually limits the characters to move left and right and jumps, although some games like Fatal Fury: King of Fighters allow players to move between the parallel movement areas. The latest games tend to be displayed in three dimensions and allow side-stepping, but instead play as given in two dimensions.

In addition to moving around limited space, battle games restrict the actions of players to maneuver attacks and different defenses. Players must learn which attacks and defenses are effective against each other, often with trial and error. Blocking is a basic technique that allows players to withstand attacks. Some games feature more sophisticated blocking techniques: for example, Capcom's Street Street Fighter III features a movement called "parry" that causes the attacker to be temporarily paralyzed (the same state called "only preserved" in SNK Garou: Mark of the Wolves ). In addition to punches such as punches and kicks, players can take advantage of the throw or "grappling" to avoid "blocks". Predicting the opponent's movement and counter-attacking, known as "against", is a common element of the game. Game fighting also emphasizes the difference between high blow, ranging from low to jumping attack. Thus, strategy becomes important when players try to predict their respective movements, similar to rock-paper-scissors.

Special attacks

The integral features of game fighting include the use of "special attacks", also called "secret movements", which use intricate key combinations to perform certain movements beyond basic punches and kicks. Combos, where multiple attacks are strung together using basic punches and kicks, are another common feature in fighting games and have been the basis of the genre since the release of Street Fighter II. Some fighting games feature a "combo meter" which displays the player's progress through combo. The effectiveness of such movements is often related to the difficulty of execution and the degree of risk. These steps are often beyond the ability of ordinary gamers and require players to have strong memory and excellent timing. Taunting is another feature of some fighting games and was originally introduced by Japanese SNK company in their game Art of Fighting. It's used to add humor to the game, but it can also have an effect on gameplay as it increases the power of other attacks. Sometimes, even characters can be recorded primarily for mocking (eg, Dan Hibiki from Street Fighter Alpha ).

Match and lap

Competition matches generally consist of several rounds (usually "best of three"); the player who won the most rounds won the game. The fighting gameplay extensively displays the life bar, which runs out while the character maintains a punch. Any successful attack will drain the health of the character, and the game continues until the fighter energy reaches zero. Therefore, the ultimate goal is to fully expend the life bar of one's opponent, thus achieving a "knockout". Starting with Midway's Mortal Kombat released in 1992, the series Mortal Kombat introduces "Fatalities" in which the winner kills a defeated opponent in a terrible way. Games like Virtua Fighter also allow characters to be defeated by forcing them outside the battle arena, giving the "ring" to the winner. The unanimous decision can also be determined by the end time (if there is a timer), which assesses the player based on the rest of the vitality to declare the winner. Battle games often include single player or tournament campaigns, where players must beat the order of some computer-controlled opponents. Winning tournaments often reveal a special story-ending cutscene, and some games also give access to hidden characters or special features after the victory.

Character selection

In most battle games, players can choose from a variety of characters that have unique fighting styles and special moves. It became a powerful convention for the genre with the release of Street Fighter II, and the choice of this character has resulted in a deeper game strategy and replay value. Although fighting games offer female characters, their images tend to be hypersexualized, and they have even been featured as pin-up girls in game magazines; in many games they also show "excessive" breast physics. Male characters in combat games tend to have extra wide chests and shoulders, large muscles, and prominent jaws.

The custom creation, or "creating-fighter", is a feature of some fighting games that allow players to customize the appearance and move their own character set. Super Fire Pro Wrestling X Premium is the first game to include such features, and then fights with games like Fighter Maker , Soulcalibur III , > Mortal Kombat: Armageddon , and Dragon Ball Z: Budokai Tenkaichi 2 adopt the concept.

Multiplayer mode

Game fighting also offers a multiplayer mode where players fight each other, sometimes by allowing the second player to challenge the first at any time during a single player game. Some titles allow up to four players to compete simultaneously. Some games also feature modes that involve team characters; players form a "tag team" to fight matches where battles are one on one, but characters can leave the arena to be replaced by teammates. Some fighting games also offer the challenge of fighting against many opponents in a row, testing the player's endurance. The new titles take advantage of online gaming services, though lag made by slow data transmission can disrupt the split-second time involved in fighting games. The impact of lag in some game battles has been reduced by using technologies such as GGPO, which keeps the player game synced quickly back to the latest accurate game status, fixing errors, and then jump back to the current frame. Games that use this technology include Skullgirls and Street Fighter III: 3rd Strike Online Edition .

KO: The History of Fighting Games
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History

The late 1970s to the early 1990s

Battle games find their origin in boxing but evolve into a battle between characters with fantastic abilities and complex, complex maneuvers. The black and white boxing game Sega Champion Weight Champ , released in 1976, is considered the first video game to feature a boxing battle. 1979 Warrior is another title that is sometimes regarded as one of the first fighting games. Unlike the Champion Weight Champ and most later the title, Soldier is based on a duel against the sword and uses the bird's eye view. In 1983, Sega released another boxing game Champion Boxing , which is the title of Yu Suzuki's debut in Sega. However, East Data and its associated developer Techn's's Japanese's Karate Champ from 1984 are credited with building and popularizing the one-on-one fighting game genre. In it, the various movements can be done using dual-joystick control, it uses the best match format of three matches like battle games later, and displays the bonus training stage. It continued to influence Konami Yie Ar Kung Fu , released in January 1985, which expanded on Karate Champ by pitting players against various opponents, each with a unique appearance and style fight. Players can also perform up to sixteen different movements, including projectile attacks. The martial arts game The Way of the Exploding Fist, released in June 1985, achieved critical success and then provided an increasingly popular genre in home systems. Many other game developers are trying to emulate the financial success of Karate Champ , Yie Ar Kung-Fu and Boxing Roads Explode with similar games; East data takes a failed legal action against Epyx via the computer game Karate International . Also in 1985, Elite's Frank Boxing Bruno introduced high and low guards, ducked, dodged laterally, and yards built with successful attacks, and when fully activated a more powerful, more powerful blow, became thrown.

Both Karate Champ and Yie Ar Kung Fu provided the template for Capcom's Funk Street Fighter in 1987. Street Fighter found its niche itself in the gaming world, in part because many arcade game developers in 1980 focused more on producing beat-em-ups and firing 'em up'. Part of the appeal of the game is the use of special movements that can only be found by experimenting with game controls, which creates a mystique and invites players to practice the game, even though similar control movements are used for early grappling maneuvers Brian Jacks Uchi Mata is considered too difficult. Following the footsteps of Street Fighter, the use of command-based hidden motions begins to include other games in the increasing fighting game genre. Street Fighter also introduced other staples of the genre, including blocking techniques as well as the ability of challengers to jump and start games against players at any time. The game also introduces pressure-sensitive controls that determine attack power, though because it causes damage to the arcade cabinets, Capcom immediately replaces them with a six-button control scheme that offers light, medium and hard punches and kicks, which is another subject. of the genre. In 1988, Home Data released Reikai D? Shi: Chinese Exorcist , also known as Last Apostle Puppet Show , the first fighting game to use digital sprites and motion capture animation. Meanwhile, home game consoles largely ignore the genre. Budokan: The Martial Spirit is one of several releases for Sega Genesis but not as popular as games in other genres. The technical challenge limits the popularity of early combat games. Programmers have difficulty producing games that can recognize the rapid movements of joysticks, so players have difficulty performing special moves with any accuracy.

The early 1990s

The release of Street Fighter II in 1991 was considered a revolutionary moment in the fighting game genre. Team Yoshiki Okamoto developed the most accurate button and button scan routines in the genre so far. It allows players to perform multi-key special moves reliably, which previously required a luck element. Graphs take advantage of the Capcom CPS chipset, with very detailed characters and steps. While previous games allow players to fight various computer-controlled fighters, Street Fighter II allows players to play against each other. The popularity of Street Fighter II surprises the gaming industry, as arcade owners buy more machines to meet demand. Street Fighter II is also responsible for popularizing combo mechanics, which occurs when trained players know they can combine multiple attacks that leave no time for the opponent to recover if they are timed correctly.

SNK released Fatal Fury a few months before Street Fighter II . It was designed by Takashi Nishiyama, the original creator of Street Fighter, imagined as a spiritual successor. Fatal Fury places more emphasis on storytelling and timing of special movements, and adds a two-field system where characters can step into the foreground or background. Meanwhile, Sega experimented with Dark Edge , an early attempt at a 3D fighting game where characters can move in any direction. However, Sega, has never released a game outside of Japan because it feels that the 3D battle game "out of control" is not fun. Sega also tried to introduce 3-D holographic technology to the genre with Holosseum in 1992, though it did not work. Some fighting games achieve commercial success, including SNK Art of Fighting and Samurai Shodown and Sega's Eternal Champions . Nevertheless, Street Fighter II remains the most popular, spawning Champion Edition that improves the balance of the game and allows players to use additional characters. The popularity of Street Fighter II makes it released for home game consoles and allows it to define templates for fighting games. Battle games soon became the dominant genre in the arcade game industry of the early 1990s.

Many American developers are trying to take advantage of a template created by Street Fighter II, but the Chicago Midway Games achieved unprecedented fame when they released Mortal Kombat in 1992. The game featuring digital characters taken from real actors, many secrets, and a "Fatality" system to complete the maneuvers by which the player characters kill their opponents. The game gained a reputation for its unintentional violence, and was adapted for home game consoles. The home version of Mortal Kombat was released on 13 September 1993, the day promoted as "Mortal Monday". The ad generates a line-up to buy the game and the subsequent reaction of politicians who are worried about violent games. The Mortal Kombat franchise will achieve icon status similar to Street Fighter with multiple sequels as well as movies, television series, and extensive merchandising. Many other game developers try to imitate Street Fighter II and Mortal Kombat with financial success with similar games; Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game Fighter's History . Data East's biggest objection in court is that their 1984 arcade game Karate Champ is the true originator of the competitive fighting game genre, which precedes the original Street Fighter for three years, but the case reason it was decided against Capcom that the copied element is a faire scene and thus excluded from the copyright.

Sega AM2's first attempt in this genre was the 1993 arcade game Burning Rival , but it was famous for the release of Virtua Fighter for the same platform that same year. This is the first fighting game with 3D polygon graphics and enlarged viewing angle and played with action. Despite the graphics, players are limited to the back and forth moves as seen in other fighting games. With just three buttons, it's easier to learn than Street Fighter and Mortal Kombat , each having six and five buttons. By the time the game was released for Sega Saturn in Japan, games and systems were sold at a ratio of one to one.

The launch title of the PlayStation 1994 Battle Arena Toshinden is credited for taking the genre to "true 3-D" because of the introduction of the sidestep maneuver, which IGN described as "one small movement" that "alters the fighters forever." That same year , SNK released the The King of Fighters '94 in the arcade, where players chose from a three-character team to eliminate each other one by one. Finally, Capcom released further updates for Street Fighter II, including Super Street Fighter II and Super Street Fighter II Turbo. The game features more new characters and moves, some of which are responses to people who have hacked the original Street Fighter II game to add the new features themselves. However, this renewal of criticism is growing because players demand the correct sequel. In 1995, the dominant franchise was the series of Mortal Kombat in America and the series of Virtua Fighter in Japan, with Street Fighter Alpha not matching the popularity of Street Fighter II . During this period, battle games are the dominant genre in competitive video games, with popular fans attending the arcade to find human opponents. Genre is also very popular in the home console. In early 1996, GamePro (a magazine devoted primarily to home-based consoles and handheld games) reported that over the past few years, their readers' surveys have consistently seen 4 out of 5 names of game fighters as favorite genres.

The late 1990s

In the late 1990s, the fighting game genre began to decline in popularity, with certain franchises falling into trouble. Monthly Electronic Game won the advantages of fighting game "The Most Profitable Trends" of 1995. Although the release of Street Fighter EX introduced 3D graphics to the series and continued success. Street Fighter II and Street Fighter Alpha, the arcade game Street Fighter: The Movie is considered a failure. Street Fighter: The Movie uses digital images from Street Fighter movies. While home video games titled Street Fighter: The Movie are released for PlayStation and Sega Saturn, this is not a port but a game that is produced separately based on the same premise. Capcom then released Street Fighter III in 1997 featuring a visual enhancement and depth of character, but also could not match the impact of Street Fighter II . Despite the excitement in Japan over Virtua Fighter 3 in the arcade, Sega Saturn's limited hardware capabilities caused Sega to delay the release of the console. Sega finally released games for the Dreamcast console, but the company became unprofitable and was forced to stop the console. Meanwhile, SNK released some fighting games on their Neo-Geo platform, including Samurai Shodown II in 1994, Real Bout Fatal Fury in 1995, The Last Blade in 1997, and an annual update for The King of Fighters franchise. Garou: Mark of the Wolves from 1999 (part of the Fatal Fury series) is considered one of SNK's last great games, and the company announces that it will close its doors in 2001.

In retrospect, some developers attribute the decline of the fight genre to ever-increasing complexity and specialization. This complexity puts aside ordinary players, and the market for fighting games becomes smaller and more specialized. Furthermore, the arcade gradually became less favorable throughout the 1990s due to the increasing technical strength and popularity of the home console. Even when popularity is diminishing, the fighting game genre continues to evolve; several powerful 3D fighting games also appeared in the late 1990s. Namco's (released in the arcade in 1994 and on the PlayStation in 1995) proved crucial to the early success of the PlayStation, with its sequels also becoming some of the most important console titles. The Soul series of weapon-based fighting games also achieved critical success, beginning with 1995's Soul Edge (known as Soul Blade outside Japan) for > Soulcalibur V in 2012. Tecmo released Dead or Alive in the Japanese arcade in 1996, ported for the PlayStation in 1998. This spawned a long-running franchise, known for its fast-running system multilevel control and innovative counterattack. The series also includes titles that are essential for the success of their respective consoles, including Dead or Life 4 for Xbox 360. In 1998, Bushido Blade , published by Square, introduced a realistic fighting machine featuring a three-dimensional environment while leaving deadlines and health bars supporting an innovative Body Damage System, where a sword attack to a particular body part can amputate a limb or chop off a head.

Video game enthusiasts take an interest in fictitious crossovers that feature characters from some franchises in certain games. The earliest example of this type of fighting game was the 1998 arcade release Marvel vs. Capcom: Clash of Super Heroes , featuring comic superhero and characters from other Capcom games. In 1999, Nintendo released the first game in the series Super Smash Bros. , which allows matches-like Pikachu versus Mario.

Beginning 2000s

The early part of this decade witnessed the emergence of international fighting game tournaments such as Tougeki - Super Battle Opera and Evolution Championship Series, and famous players like Daigo Umehara. Some battle crossover games are released in the new millennium. Two 2D fighting game developers, Capcom and SNK, are the most productive, combining intellectual property to produce SNK vs. games. Capcom . SNK released the first game of this type, SNK vs. Capcom: The Match of the Millennium, for the Neo Geo Pocket Color handset at the end of 1999. GameSpot regards this game as "probably the most high-anticipated fighter who ever "and call it the best fighting game ever released for a handheld console. Capcom released Capcom vs. SNK: Millennium Fight 2000 for arcade and Dreamcast in 2000, followed by sequels in subsequent years. While nothing matches the critical success of the handheld version, Capcom vs. SNK 2 EO was recorded as the first game of the genre that managed to take advantage of internet competition. Other crossovers from 2008 include Tatsunoko vs. Capcom and Mortal Kombat vs DC Universe . However, the most successful crossover is Super Smash Bros. Brawl, which was also released in 2008 for the Wii. Featuring characters from various Nintendo franchises, this runaway commercial success game in addition is devoted to critical acclaim.

In the new millennium, combat games became less popular and abundant than in the mid-1990s, with multiplayer competitions shifting to other genres. However, SNK reappeared in 2003 as SNK Playmore and continues to release the game. Arc System Works received critical acclaim for the release of Guilty Gear X in 2001, as well as its sequel Guilty Gear XX, as both are 2D fighting games featuring anime inspired graphics. The current fighting game is a popular genre for amateur and doujin developers in Japan. The 2002 title Melty Blood was developed by French-Bread amateur developers and achieved sect success on PCs. It became very popular in the arcade after the 2005 release, and the version was released for the PlayStation 2 the following year. Although this genre is generally much more popular than ever, arcade and fighting fighting games remain quite popular in Japan in this period, and still remain so even today. Virtua Fighter 5 does not have an online mode but still achieves success both in home console and in arcade; players train at home and go to the arcade to compete face-to-face with opponents. In addition to Virtua Fighter and Tekken , Soul and Dead or Alive the franchise continues to release installments. Classic Games Street Fighter and Mortal Kombat were re-released on the PlayStation Network and Xbox Live Arcade, allowing internet games, and in some cases, HD graphics.

The late 2000s to present

Street Fighter IV, the main title of the first series since Street Fighter III: 3rd Strike in 1999, was released in early 2009 for critical acclaim, having been credited since it was released in the Japanese Arcade in 2008. Console versions of the game as well as Super Street Fighter IV sold over 6 million copies in total. Street Fighter's successfully revived the revival for the genre, introducing new players to the genre and with the increase in viewers allowing other fighting game franchises to achieve a successful revival, as well as increasing the participation of the tournament. Tekken 6 was received positively, selling over 3 million copies worldwide on August 6, 2010. Other successful titles that followed included Mortal Kombat 9 , Marvel vs. Capcom 3 , King of Fighters XIII , Dead or On 5 , Tekken Tag Tournament 2 , SoulCalibur V , Super Smash Bros. for Nintendo 3DS/Wii U and Guilty Gear Xrd . Despite the critically acclaimed Virtua Fighter 5 which released very little fanfare in 2007, the update Virtua Fighter 5: Final Showdown received more attention because of renewed interest in the genre. Many indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo, the most notable success being Skullgirls in 2012.

Fighting games on the Nintendo Switch will be a complicated affair ...
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See also

  • List of fighting games

Fighting Game Mock-up by Picoid-DX on DeviantArt
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References

Source of the article : Wikipedia

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