https://en.wikipedia.org/w/index.php?action=history&feed=atom&title=Combo_%28video_games%29 Combo (video games) - Revision history 2024-11-09T01:51:55Z Revision history for this page on the wiki MediaWiki 1.44.0-wmf.2 https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1244530709&oldid=prev QuantumFoam66: removed Category:Esports terminology using HotCat - more of a generic gameplay element, not just esports-specific 2024-09-07T17:28:25Z <p>removed <a href="/wiki/Category:Esports_terminology" title="Category:Esports terminology">Category:Esports terminology</a> using <a href="/wiki/Wikipedia:HC" class="mw-redirect" title="Wikipedia:HC">HotCat</a> - more of a generic gameplay element, not just esports-specific</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 17:28, 7 September 2024</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 35:</td> <td colspan="2" class="diff-lineno">Line 35:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{reflist}}</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{reflist}}</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Esports terminology]]</div></td> <td colspan="2" class="diff-empty diff-side-added"></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Video game terminology]]</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Video game terminology]]</div></td> </tr> </table> QuantumFoam66 https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1231585266&oldid=prev 112.201.160.173: /* Fighting games */ 2024-06-29T03:14:25Z <p><span class="autocomment">Fighting games</span></p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 03:14, 29 June 2024</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 15:</td> <td colspan="2" class="diff-lineno">Line 15:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was <del style="font-weight: bold; text-decoration: none;">introduced</del> to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II|access-date=2021-08-03|archive-date=2012-07-20|archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was <ins style="font-weight: bold; text-decoration: none;">reintroduced</ins> to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II|access-date=2021-08-03|archive-date=2012-07-20|archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> </tr> </table> 112.201.160.173 https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1175617714&oldid=prev GreenC bot: Reformat 1 URL (Wayback Medic 2.5) 2023-09-16T06:35:42Z <p>Reformat 1 URL (<a href="/wiki/User:GreenC/WaybackMedic_2.5" title="User:GreenC/WaybackMedic 2.5">Wayback Medic 2.5</a>)</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 06:35, 16 September 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 15:</td> <td colspan="2" class="diff-lineno">Line 15:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II|access-date=2021-08-03|archive-date=2012-07-20|archive-url=https://archive.<del style="font-weight: bold; text-decoration: none;">ph</del>/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II|access-date=2021-08-03|archive-date=2012-07-20|archive-url=https://archive.<ins style="font-weight: bold; text-decoration: none;">today</ins>/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> </tr> </table> GreenC bot https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1143265258&oldid=prev Rkieferbaum: v2.05 - Fix errors for CW project (Link equal to linktext) 2023-03-06T19:42:32Z <p>v2.05 - Fix errors for <a href="/wiki/Wikipedia:WCW" class="mw-redirect" title="Wikipedia:WCW">CW project</a> (Link equal to linktext)</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:42, 6 March 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 23:</td> <td colspan="2" class="diff-lineno">Line 23:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series, the ''[[Crazy Taxi]]'' series, and [[Pizza Tower<del style="font-weight: bold; text-decoration: none;">|</del>''<del style="font-weight: bold; text-decoration: none;">Pizza Tower'']]</del>. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games] {{Webarchive|url=https://web.archive.org/web/20181003093755/http://www.kinephanos.ca/2015/history-of-japanese-video-games/ |date=2018-10-03 }}, ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series, the ''[[Crazy Taxi]]'' series, and <ins style="font-weight: bold; text-decoration: none;">''</ins>[[Pizza Tower<ins style="font-weight: bold; text-decoration: none;">]]</ins>''. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games] {{Webarchive|url=https://web.archive.org/web/20181003093755/http://www.kinephanos.ca/2015/history-of-japanese-video-games/ |date=2018-10-03 }}, ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> </tr> </table> Rkieferbaum https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1143085184&oldid=prev AdoTang: /* Other uses */ 2023-03-05T21:22:37Z <p><span class="autocomment">Other uses</span></p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 21:22, 5 March 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 23:</td> <td colspan="2" class="diff-lineno">Line 23:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series<del style="font-weight: bold; text-decoration: none;"> and</del> the ''[[Crazy Taxi]]'' <del style="font-weight: bold; text-decoration: none;">games</del>. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games] {{Webarchive|url=https://web.archive.org/web/20181003093755/http://www.kinephanos.ca/2015/history-of-japanese-video-games/ |date=2018-10-03 }}, ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series<ins style="font-weight: bold; text-decoration: none;">,</ins> the ''[[Crazy Taxi]]'' <ins style="font-weight: bold; text-decoration: none;">series, and [[Pizza Tower|''Pizza Tower'']]</ins>. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games] {{Webarchive|url=https://web.archive.org/web/20181003093755/http://www.kinephanos.ca/2015/history-of-japanese-video-games/ |date=2018-10-03 }}, ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> </tr> </table> AdoTang https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1139348637&oldid=prev Ost316: Rescuing 2 sources and tagging 0 as dead.) #IABot (v2.0.9.3 2023-02-14T17:42:31Z <p>Rescuing 2 sources and tagging 0 as dead.) #IABot (v2.0.9.3</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 17:42, 14 February 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 15:</td> <td colspan="2" class="diff-lineno">Line 15:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=<del style="font-weight: bold; text-decoration: none;">https://archive.today/20120720141819/</del>http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;{{Cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii|title=1up.com - The Essential 50, Part 32: Street Fighter II<ins style="font-weight: bold; text-decoration: none;">|access-date=2021-08-03|archive-date=2012-07-20|archive-url=https://archive.ph/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead</ins>}}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> </tr> <tr> <td colspan="2" class="diff-lineno">Line 23:</td> <td colspan="2" class="diff-lineno">Line 23:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Other uses==</div></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series and the ''[[Crazy Taxi]]'' games. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games], ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Many other types of [[video game]]s include a combo system involving chains of tricks or other maneuvers, usually in order to build up bonus points to obtain a [[high score]]. Examples include the ''[[Tony Hawk's Pro Skater]]'' series and the ''[[Crazy Taxi]]'' games. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.&lt;ref&gt;John Szczepaniak, [http://www.kinephanos.ca/2015/history-of-japanese-video-games/ History of Japanese Video Games]<ins style="font-weight: bold; text-decoration: none;"> {{Webarchive|url=https://web.archive.org/web/20181003093755/http://www.kinephanos.ca/2015/history-of-japanese-video-games/ |date=2018-10-03 }}</ins>, ''Kinephanos'', ISSN 1916-985X&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. Primarily they are used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.</div></td> </tr> </table> Ost316 https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1139348110&oldid=prev Ost316: Filled in 1 bare reference(s) with reFill 2 | Cleaned up using AutoEd 2023-02-14T17:38:58Z <p>Filled in 1 bare reference(s) with reFill 2 | Cleaned up using <a href="/wiki/Wikipedia:AutoEd" title="Wikipedia:AutoEd">AutoEd</a></p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 17:38, 14 February 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 15:</td> <td colspan="2" class="diff-lineno">Line 15:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;<del style="font-weight: bold; text-decoration: none;">[</del>https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii<del style="font-weight: bold; text-decoration: none;"> </del>1up.com - The Essential 50, Part 32: Street Fighter II<del style="font-weight: bold; text-decoration: none;">]</del>&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;<ins style="font-weight: bold; text-decoration: none;">{{Cite web|url=</ins>https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii<ins style="font-weight: bold; text-decoration: none;">|title=</ins>1up.com - The Essential 50, Part 32: Street Fighter II<ins style="font-weight: bold; text-decoration: none;">}}</ins>&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011 |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> </tr> </table> Ost316 https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1138455333&oldid=prev Filedelinkerbot: Bot: Removing Commons:File:Ryu combo.gif (en). It was deleted on Commons by Túrelio (Copyright violation: copyrighted art from Street Fighter 2 video game). 2023-02-09T20:02:33Z <p>Bot: Removing <a href="https://commons.wikimedia.org/wiki/File:Ryu_combo.gif" class="extiw" title="commons:File:Ryu combo.gif">Commons:File:Ryu combo.gif</a> (<a href="/w/index.php?title=File:Ryu_combo.gif&amp;action=edit&amp;redlink=1" class="new" title="File:Ryu combo.gif (page does not exist)">en</a>). It was deleted on Commons by <a href="https://commons.wikimedia.org/wiki/User:T%C3%BArelio" class="extiw" title="commons:User:Túrelio">Túrelio</a> (<a href="https://commons.wikimedia.org/wiki/COM:L" class="extiw" title="commons:COM:L">Copyright violation</a>: copyrighted art from Street Fighter 2 video game).</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 20:02, 9 February 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 3:</td> <td colspan="2" class="diff-lineno">Line 3:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{original research|date=February 2014}}</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{original research|date=February 2014}}</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[File:Ryu combo.gif|thumb|In ''[[Street Fighter II]]'', characters can skip the ending lag of jumping attacks by landing after the attack comes out. Similarly, normal attacks can be cancelled into special moves. These two engine quirks are shown in this combo performed with [[Ryu (Street Fighter)|Ryu]] (left).]]</div></td> <td colspan="2" class="diff-empty diff-side-added"></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[video game]]s, a '''combo''' (short for '''[[combination]]''') is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from [[versus fighting game|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 [[computer puzzle game|puzzle games]], [[shoot 'em up]]s, and [[sports game]]s. 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.</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[video game]]s, a '''combo''' (short for '''[[combination]]''') is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from [[versus fighting game|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 [[computer puzzle game|puzzle games]], [[shoot 'em up]]s, and [[sports game]]s. 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.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> </table> Filedelinkerbot https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1135638742&oldid=prev InternetArchiveBot: Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.3) (Ost316 - 12045 2023-01-25T22:45:25Z <p>Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.3) (<a href="/wiki/User:Ost316" title="User:Ost316">Ost316</a> - 12045</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:45, 25 January 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 16:</td> <td colspan="2" class="diff-lineno">Line 16:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The earliest known competitive [[fighting game]] that used a combo system was [[Culture Brain]]'s ''[[Shanghai Kid]]'' in 1985; when the spiked speech balloon that reads "RUSH!" pops up during battle, the player had a chance to rhythmically perform a series of combos called "rush-attacking".&lt;ref&gt;{{Cite web|url=https://www.youtube.com/watch?v=ZRX7EajnUHA| archive-url=https://web.archive.org/web/20201212172922/https://www.youtube.com/watch?v=ZRX7EajnUHA&amp;gl=US&amp;hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;[https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii 1up.com - The Essential 50, Part 32: Street Fighter II]&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011}}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The combo notion was introduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks that left no time for the [[Game AI|computer player]] to recover if they timed them correctly.&lt;ref name="1up_1"&gt;[https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii 1up.com - The Essential 50, Part 32: Street Fighter II]&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=16 June 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=30 August 2011 |url-status=dead }}&lt;/ref&gt;&lt;ref&gt;{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=2011-03-30 |work=1UP.com |access-date=16 June 2011<ins style="font-weight: bold; text-decoration: none;"> |archive-date=2011-04-01 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead </ins>}}&lt;/ref&gt; Combos were a design accident; lead producer [[Noritaka Funamizu]] noticed that extra strikes were possible during a [[Software bug|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.&lt;ref name="edge"&gt;{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}&lt;/ref&gt; Combos have since become a design priority in almost all fighting games,&lt;ref name="edge"/&gt; 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]]''.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Rhythm games===</div></td> </tr> </table> InternetArchiveBot https://en.wikipedia.org/w/index.php?title=Combo_(video_games)&diff=1131922857&oldid=prev Hakim Sous: /* top */Shortened the definition of a combo to better reflect the consensus of what currently is a combo. I've read the reference given and it does not state that a combo "is almost blockable". It is confusing because of "links" and "mixups" concepts in FGs. 2023-01-06T12:09:46Z <p><span class="autocomment">top: </span>Shortened the definition of a combo to better reflect the consensus of what currently is a combo. I&#039;ve read the reference given and it does not state that a combo &quot;is almost blockable&quot;. It is confusing because of &quot;links&quot; and &quot;mixups&quot; concepts in FGs.</p> <table style="background-color: #fff; color: #202122;" data-mw="interface"> <col class="diff-marker" /> <col class="diff-content" /> <col class="diff-marker" /> <col class="diff-content" /> <tr class="diff-title" lang="en"> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Previous revision</td> <td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 12:09, 6 January 2023</td> </tr><tr> <td colspan="2" class="diff-lineno">Line 6:</td> <td colspan="2" class="diff-lineno">Line 6:</td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[video game]]s, a '''combo''' (short for '''[[combination]]''') is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from [[versus fighting game|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 [[computer puzzle game|puzzle games]], [[shoot 'em up]]s, and [[sports game]]s. 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.</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In [[video game]]s, a '''combo''' (short for '''[[combination]]''') is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from [[versus fighting game|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 [[computer puzzle game|puzzle games]], [[shoot 'em up]]s, and [[sports game]]s. 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.</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker" data-marker="−"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In fighting games, combo specifically indicates a timed sequence of moves which produce a cohesive series of hits, each of which leaves the opponent<del style="font-weight: bold; text-decoration: none;"> unable or almost</del> unable to block<del style="font-weight: bold; text-decoration: none;"> or otherwise avoid the following hits in the sequence</del>.&lt;ref&gt;{{cite magazine|date=March 1996|title=The Next Generation 1996 Lexicon A to Z: Combo|url=https://archive.org/details/nextgen-issue-015/page/n31/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=15|page=31}}&lt;/ref&gt;</div></td> <td class="diff-marker" data-marker="+"></td> <td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>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 to block.&lt;ref&gt;{{cite magazine|date=March 1996|title=The Next Generation 1996 Lexicon A to Z: Combo|url=https://archive.org/details/nextgen-issue-015/page/n31/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=15|page=31}}&lt;/ref&gt;</div></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td> </tr> <tr> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==History==</div></td> <td class="diff-marker"></td> <td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==History==</div></td> </tr> </table> Hakim Sous