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In a fighting game, players face off against each other or against computer-controlled characters in Close Combat . The main distinction between this genre and the Beat 'em Up genre is that players are of roughly equal power to their opponents, and fights are self-contained matches involving a small number of characters (usually between two and four). While not defining traits of the genre, the vast majority of fighting games involve life bars, fights that last an odd number of rounds, and are viewed in profile. HISTORY The first recognized fighting game was the 1979 Arcade Game , '' Warrior ''. This game used simple Monochrome Vector Graphics projected over the top of printed backgrounds. It was over a decade later that fighting games would establish themselves as a major genre and player versus player combat would become popular.1 '' ( 1985 )]] '' tournament fights. Although the health bars found in modern fighting games were not present (rounds ending when any strike connects with the opponent), it is regarded as one of the games that established this genre. ''Karate Ace'' compilation review ''from Your Sinclair'' Oct 1988 issue 34; retrieved from The Your Sinclair Rock 'n' Roll years Modern fighting games can either be Two-dimensional (2D) or Three-dimensional (3D). Characters in 2D fighting games ('' Street Fighter '', '' The King Of Fighters '', early ''Mortal Kombat'') are hand-drawn/ Digitized and animated Sprites , and can move left and right and duck and jump, but in many games they can't sidestep or move closer to the screen. Games where the player can slightly take advantage of depth of the fighting arena include many of those in the '' Fatal Fury '' series. The player's viewpoint scrolls in various directions but stays at a fixed angle. The 2D fighter's characteristic gameplay mechanics are exaggerated jumps, projectile attacks, and an "air/ground/low" attack/block system. Since there is a lack of depth, two-dimensional titles usually involve extensive moves that take advantage of the height of the screen, as jump attacks are essential moves. Two dimensional games stem from long-established fighting systems that have been greatly refined over the years, resulting in most modern 2D fighters having more possible standard techniques than 3D fighters. '' ( 1993 , Sega )]] Two-dimensional fighters also have a greater number of ''crossovers'': games where Several Characters From Various Other Games Are Merged Into One Title . These games typically have a very large amount of Playable Characters , sometimes numbering over 64. Mashup fighters tend to be tag matches; the player chooses several characters, can switch between them during rounds, and utilize team-up attacks. Additionally, these games tend to have several different fighting systems to choose from, incorporating the fighting system from each originating game. Crossovers include Capcom 's "''Vs''" series, SNK 's '' King Of Fighters '' series, and Sega 's '' Fighters Megamix ''. '' ( 2002 , Namco )]] In 3D titles ('' Virtua Fighter '', '' Soul Calibur '', '' Tekken '', '' Dead Or Alive '', later ''Mortal Kombat'' games), the characters and stages are 3D Polygon -based models. The camera's viewpoint is not fixed and can rotate and move in any direction, and the characters can sidestep as well as duck and jump. In contrast with the gameplay of 2D titles, jumping and projectile attacks are typically minor elements. Often blocking and attacking are more complex, featuring high, mid, and low attacks and blocks. Thus, the gameplay in 3D fighters is generally two-dimensional as well, although in the XY dimensions instead of XZ; however, there are exceptions such as '' Power Stone '' and '' Tobal No. 1 ''. 3D fighting games usually have slower attack speeds than their 2D counterparts, because instead of a punch being represented by a two-frame animation, a 3D game usually has a longer sequence (often created using Motion Capture ) which is allowed to play fully, causing the overall attack to be slower but more realistic. Three-dimensional games usually have much larger fighting arenas, which can have multiple sub-sections/paths (most notably in the '', and Midway's '' Biofreaks ''. '' ( 2000 , Sammy Studios )]] CONTROL STYLES Fighting games are controlled in three different ways: Arcade-style controller The arcade style interface for fighting games is the most reconizable and most used control scheme for fighting game pursuists. In the past, fighting games have roots in the arcades. For most traditional fighting games in arcades, most are played with 4-6 buttons(used for punch and kick attacks) along with a joystick(which controls your fighter). At times, novices in fighting games would have to mash buttons aggressively to acquire a victory in rounds. Experienced fighting game players, however, are much more skilled in tapping and mashing buttons peforming for seventh generation home consoles such as the PS3 and Xbox360 . As Well As For Nintendo's New-gen Console , the Wii . Game pad When ''Street Fighter II'' appeared on the SNES in 1992, the game became a big seller for console gaming. The SNES Controller became the Gamepad controller that made fighting games on consoles more popular thanks to the D-pad, and spawned many other controllers like it such as the Sega Genesis controller and the Playstation Controller . Unlike the arcade joystick on arcade sticks, the D-pad on many traditional game console controllers made it much easier to control your fighter and peform attacks in 2D and 3D fighters. Later on, other consoles such as the Playstation 2 and Sega's Dreamcast were also popular for fighting games. Although some Dreamcast and Playstation owners complain that the D-pads on the Dreamcast and Playstation controllers were uncomfortable for fighting games. Motion sensing controller |
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