{{Short description|Swift sequence of moves}} {{original research|date=February 2014}}
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 an exuberant playing style.
In fighting games, combo specifically indicates a timed sequence of moves that produce a cohesive series of hits, each of which leaves the opponent unable to block.<ref>{{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}}</ref>
==History== John Szczepaniak of ''Hardcore Gaming 101'' considers [[Data East]]'s [[DECO Cassette System]] arcade title ''Flash Boy'' (1981), a [[scrolling]] [[action game]] based on the [[manga]] and [[anime]] series ''[[Astro Boy]]'', to have a type of combo mechanic. When the player punches an enemy and it explodes, debris can destroy other enemies.<ref>{{cite AV media |people=John Szczepaniak |date=2014 |chapter=Flash Boy |title=The Untold History of Japanese Game Developers |medium=[[DVD]] |language=English, Japanese |chapter-url=https://www.youtube.com/watch?v=72bh9ws2cNE | archive-url=https://web.archive.org/web/20210524091334/https://www.youtube.com/watch?v=72bh9ws2cNE| archive-date=2021-05-24 | url-status=dead|access-date=26 April 2021 |publisher=Hardcore Gaming 101}}</ref>
The use of combo attacks originated from [[Technōs Japan]]'s [[beat 'em up]] [[arcade game]]s, ''[[Renegade (video game)|Renegade]]'' in 1986 and ''[[Double Dragon (video game)|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 more punishment, requiring a succession of punches. The first hit would temporarily immobilize the enemy, making him unable to defend himself against successive punches. Combo attacks would later become more dynamic in [[Capcom]]'s ''[[Final Fight (video game)|Final Fight]]'', released in 1989.<ref>{{cite web|url=http://www.1up.com/do/feature?pager.offset=2&cId=3151392|title=Playing With Power|page=3|author=Jess Ragan|date=2006-06-15|website=[[1UP.com]]|access-date=2011-02-25|url-status=dead|archive-url=https://archive.today/20120718091646/http://www.1up.com/do/feature?pager.offset=2&cId=3151392|archive-date=2012-07-18}}</ref>
===Fighting games=== 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 has a chance to rhythmically perform a series of combos called "rush-attacking".<ref>{{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&gl=US&hl=en| archive-date=2020-12-12 | url-status=dead|title = - YouTube|website = [[YouTube]]}}</ref>
The combo notion was reintroduced to competitive fighting games with ''[[Street Fighter II]]'' (1991) by Capcom, when skilled players learned that they could combine several attacks which left no time for the [[Game AI|computer player]] to recover if they timed them correctly.<ref name="1up_1">{{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}}</ref><ref>{{cite news |title=Raja Game |url=https://web.archive.org/web/20200408195637/https://slate.com/culture/2016/06/cinematographers-from-game-of-thrones-jessica-jones-and-better-call-saul-on-why-tv-shows-are-darker-than-theyve-ever-been.html |access-date=22 January 2020 |archive-url=https://rajagame.kusumyojana.in/ |archive-date=8 April 2020}}</ref><ref>{{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 }}</ref><ref>{{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 }}</ref> 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.<ref name="edge">{{cite journal |year=2003 |title=The making of ''Streetfighter II'' |journal=Edge Presents Retro |issue='The Making of...' Special}}</ref> Combos have since become a design priority in almost all fighting games,<ref name="edge"/> 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]]''.
===Rhythm games=== In rhythm games, combo measures how many consecutive notes have received at least the second-worst judgment (i.e. other than the worst judgment). Never receiving the worst judgment in the entire song is called a full combo or a no miss.
Receiving the best judgment for all notes in the song is called a full perfect combo or an all perfect. Some rhythm games have an internal judgment that is tighter than the best judgment, e.g. Critical Perfect in Maimai or S-Critical in Sound Voltex. Receiving an internal judgment for all notes in a song is called a 理論値.
==Other uses== 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]]''. The first game with score combos was [[Data East]]'s 1981 [[DECO Cassette System]] arcade game ''Flash Boy''.<ref>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</ref>
Combos are a main feature in many puzzle games, such as ''[[Columns (video game)|Columns]]'', ''[[Snood (video game)|Snood]]'' and ''[[Magical Drop]]''. They are primarily used as a scoring device, but in the modes of play that are level-based, are used to more quickly gain levels. [[Shoot 'em up]]s have increasingly incorporated combo systems, such as in ''[[Ikaruga]]'', as have [[hack-and-slash]] games, such as ''[[Dynasty Warriors (series)|Dynasty Warriors]]''.
==See also== {{portal|Video games}} * [[Konami Code]] * [[wikt:Appendix:Fighting game terms|Fighting game terms]] at [[Wiktionary]]
==References== {{reflist}}
{{video game gameplay}} [[Category:Esports terminology]] [[Category:Video game terminology]]