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・ Combis
・ Combitech
・ Combitube
・ Comblain-au-Pont
・ Comblanchien
・ Comblanchien Formation
・ Combles
・ Combles-en-Barrois
・ Comblessac
・ Combleux
・ Combley Manor
・ Comblot
・ Combloux
・ COMBO
・ Combo
Combo (video gaming)
・ Combo Audio
・ Combo Ayouba
・ Combo box
・ Combo drive
・ Combo Ginebra
・ Combo guard
・ Combo organ
・ Combo Racer
・ Combo Rangers
・ Combo television unit
・ Combo washer dryer
・ Combo Waterhole
・ Comboios
・ Comboios Biological Reserve


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Combo (video gaming) : ウィキペディア英語版
Combo (video gaming)

In video games, a combo (short for combination) is a term that designates a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from fighting games where it is based upon the concept of a striking combination. It has been since applied more generally to a wide variety of genres, such as puzzle games, shoot 'em ups, and sports games. Combos are commonly used as an essential gameplay element, but can also serve as a high score or attack power modifier, or simply as a way to exhibit a flamboyant playing style.
In fighting games, combo specifically indicates a timed sequence of moves which produce a cohesive series of hits, each of which leaves the opponent unable or almost unable to block or otherwise avoid the following hits in the sequence. In some cases, each additional hit has an increasing negative modifier in order to balance gameplay, as shown in Capcom's ''Street Fighter IV'' series.〔(Eventhubs - How Combo and Damage Scaling works in Street Fighter IV )〕
==History==
The use of combo attacks originated from Technōs Japan's beat 'em up arcade games, ''Renegade'' in 1986 and ''Double Dragon'' in 1987. In contrast to earlier games that let players knock out enemies with a single blow, the opponents in ''Renegade'' and ''Double Dragon'' could take much more punishment, requiring a succession of punches, with the first hit temporarily immobilizing the enemy, making him unable to defend himself against successive punches. Combo attacks would later become more dynamic in Capcom's ''Final Fight'', released in 1989.
The combo notion was introduced to competitive fighting games with ''Street Fighter II'' by Capcom, when skilled players learned that they could combine several attacks that left no time for the computer player to recover if they timed them correctly.〔(1up.com - The Essential 50, Part 32: Street Fighter II )〕 Combos were a design accident; lead producer Noritaka Funamizu noticed that extra strikes were possible during a bug 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. Combos have since become a design priority in almost all fighting games,〔 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, was ''Super Street Fighter II''.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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