Japan is an island country in East Asia. Located in the Pacific Ocean, it lies off the eastern coast of the Asian continent and stretches from the Sea of Okhotsk in the north to the East China Sea and the Philippine Sea in the south; the kanji that make up Japan's name mean "sun origin", it is called the "Land of the Rising Sun". Japan is a stratovolcanic archipelago consisting of about 6,852 islands; the four largest are Honshu, Hokkaido and Shikoku, which make up about ninety-seven percent of Japan's land area and are referred to as home islands. The country is divided into 47 prefectures in eight regions, with Hokkaido being the northernmost prefecture and Okinawa being the southernmost one; the population of 127 million is the world's tenth largest. 90.7 % of people live in cities. About 13.8 million people live in the capital of Japan. The Greater Tokyo Area is the most populous metropolitan area in the world with over 38 million people. Archaeological research indicates; the first written mention of Japan is in Chinese history texts from the 1st century AD.
Influence from other regions China, followed by periods of isolation from Western Europe, has characterized Japan's history. From the 12th century until 1868, Japan was ruled by successive feudal military shōguns who ruled in the name of the Emperor. Japan entered into a long period of isolation in the early 17th century, ended in 1853 when a United States fleet pressured Japan to open to the West. After nearly two decades of internal conflict and insurrection, the Imperial Court regained its political power in 1868 through the help of several clans from Chōshū and Satsuma – and the Empire of Japan was established. In the late 19th and early 20th centuries, victories in the First Sino-Japanese War, the Russo-Japanese War and World War I allowed Japan to expand its empire during a period of increasing militarism; the Second Sino-Japanese War of 1937 expanded into part of World War II in 1941, which came to an end in 1945 following the Japanese surrender. Since adopting its revised constitution on May 3, 1947, during the occupation led by SCAP, the sovereign state of Japan has maintained a unitary parliamentary constitutional monarchy with an Emperor and an elected legislature called the National Diet.
Japan is a member of the ASEAN Plus mechanism, UN, the OECD, the G7, the G8, the G20, is considered a great power. Its economy is the world's third-largest by nominal GDP and the fourth-largest by purchasing power parity, it is the world's fourth-largest exporter and fourth-largest importer. Japan benefits from a skilled and educated workforce. Although it has renounced its right to declare war, Japan maintains a modern military with the world's eighth-largest military budget, used for self-defense and peacekeeping roles. Japan is a developed country with a high standard of living and Human Development Index, its population enjoys the highest life expectancy and third lowest infant mortality rate in the world, but is experiencing issues due to an aging population and low birthrate. Japan is renowned for its historical and extensive cinema, influential music industry, video gaming, rich cuisine and its major contributions to science and modern technology; the Japanese word for Japan is 日本, pronounced Nihon or Nippon and means "the origin of the sun".
The character nichi means "sun" or "day". The compound therefore means "origin of the sun" and is the source of the popular Western epithet "Land of the Rising Sun"; the earliest record of the name Nihon appears in the Chinese historical records of the Tang dynasty, the Old Book of Tang. At the end of the seventh century, a delegation from Japan requested that Nihon be used as the name of their country; this name may have its origin in a letter sent in 607 and recorded in the official history of the Sui dynasty. Prince Shōtoku, the Regent of Japan, sent a mission to China with a letter in which he called himself "the Emperor of the Land where the Sun rises"; the message said: "Here, I, the emperor of the country where the sun rises, send a letter to the emperor of the country where the sun sets. How are you". Prior to the adoption of Nihon, other terms such as Yamato and Wakoku were used; the term Wa is a homophone of Wo 倭, used by the Chinese as a designation for the Japanese as early as the third century Three Kingdoms period.
Another form of Wa, Wei in Chinese) was used for an early state in Japan called Nakoku during the Han dynasty. However, the Japanese disliked some connotation of Wa 倭, it was therefore replaced with the substitute character Wa, meaning "togetherness, harmony"; the English word Japan derives from the historical Chinese pronunciation of 日本. The Old Mandarin or early Wu Chinese pronunciation of Japan was recorded by Marco Polo as Cipangu. In modern Shanghainese, a Wu dialect, the pronunciation of characters 日本; the old Malay word for Japan, Japun or Japang, was borrowed from a southern coastal Chinese dialect Fukienese or Ningpo – and this Malay word was encountered by Portuguese traders in Southeast Asia in the 16th century. These Early Portuguese traders brought the word
Europe is a continent located in the Northern Hemisphere and in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west and the Mediterranean Sea to the south, it comprises the westernmost part of Eurasia. Since around 1850, Europe is most considered to be separated from Asia by the watershed divides of the Ural and Caucasus Mountains, the Ural River, the Caspian and Black Seas and the waterways of the Turkish Straits. Although the term "continent" implies physical geography, the land border is somewhat arbitrary and has been redefined several times since its first conception in classical antiquity; the division of Eurasia into two continents reflects East-West cultural and ethnic differences which vary on a spectrum rather than with a sharp dividing line. The geographic border does not follow political boundaries, with Turkey and Kazakhstan being transcontinental countries. A strict application of the Caucasus Mountains boundary places two comparatively small countries and Georgia, in both continents.
Europe covers 2 % of the Earth's surface. Politically, Europe is divided into about fifty sovereign states of which the Russian Federation is the largest and most populous, spanning 39% of the continent and comprising 15% of its population. Europe had a total population of about 741 million as of 2016; the European climate is affected by warm Atlantic currents that temper winters and summers on much of the continent at latitudes along which the climate in Asia and North America is severe. Further from the sea, seasonal differences are more noticeable than close to the coast. Europe, in particular ancient Greece, was the birthplace of Western civilization; the fall of the Western Roman Empire in 476 AD and the subsequent Migration Period marked the end of ancient history and the beginning of the Middle Ages. Renaissance humanism, exploration and science led to the modern era. Since the Age of Discovery started by Portugal and Spain, Europe played a predominant role in global affairs. Between the 16th and 20th centuries, European powers controlled at various times the Americas all of Africa and Oceania and the majority of Asia.
The Age of Enlightenment, the subsequent French Revolution and the Napoleonic Wars shaped the continent culturally and economically from the end of the 17th century until the first half of the 19th century. The Industrial Revolution, which began in Great Britain at the end of the 18th century, gave rise to radical economic and social change in Western Europe and the wider world. Both world wars took place for the most part in Europe, contributing to a decline in Western European dominance in world affairs by the mid-20th century as the Soviet Union and the United States took prominence. During the Cold War, Europe was divided along the Iron Curtain between NATO in the West and the Warsaw Pact in the East, until the revolutions of 1989 and fall of the Berlin Wall. In 1949 the Council of Europe was founded, following a speech by Sir Winston Churchill, with the idea of unifying Europe to achieve common goals, it includes all European states except for Belarus and Vatican City. Further European integration by some states led to the formation of the European Union, a separate political entity that lies between a confederation and a federation.
The EU originated in Western Europe but has been expanding eastward since the fall of the Soviet Union in 1991. The currency of most countries of the European Union, the euro, is the most used among Europeans. In classical Greek mythology, Europa was a Phoenician princess; the word Europe is derived from her name. The name contains the elements εὐρύς, "wide, broad" and ὤψ "eye, countenance", hence their composite Eurṓpē would mean "wide-gazing" or "broad of aspect". Broad has been an epithet of Earth herself in the reconstructed Proto-Indo-European religion and the poetry devoted to it. There have been attempts to connect Eurṓpē to a Semitic term for "west", this being either Akkadian erebu meaning "to go down, set" or Phoenician'ereb "evening, west", at the origin of Arabic Maghreb and Hebrew ma'arav. Michael A. Barry, professor in Princeton University's Near Eastern Studies Department, finds the mention of the word Ereb on an Assyrian stele with the meaning of "night, sunset", in opposition to Asu " sunrise", i.e. Asia.
The same naming motive according to "cartographic convention" appears in Greek Ἀνατολή. Martin Litchfield West stated that "phonologically, the match between Europa's name and any form of the Semitic word is poor." Next to these hypotheses there is a Proto-Indo-European root *h1regʷos, meaning "darkness", which produced Greek Erebus. Most major world languages use words derived from Europa to refer to the continent. Chinese, for example, uses the word Ōuzhōu. In some Turkic languages the Persian name Frangistan is used casually in referring to much of Europe, besides official names such as Avrupa or Evropa; the prevalent definition of Europe as a geographical term has been in use since the mid-19th century. Europe is taken to be bounded by large bodies of water
Hawks are a group of medium-sized diurnal birds of prey of the family Accipitridae. Hawks are distributed and vary in size; the subfamily Accipitrinae includes goshawks, sharp-shinned hawks and others. This subfamily are woodland birds with long tails and high visual acuity, they hunt by dashing from a concealed perch. In the Americas, members of the Buteo group are called hawks. Buteos have broad wings and sturdy builds, they are larger-winged, shorter-tailed and fly further distances in open areas than accipiters. Buteos pounce on their prey rather than hunting in a fast horizontal pursuit; the terms accipitrine hawk and buteonine hawk are used to distinguish between the types in regions where hawk applies to both. The term "true hawk" is sometimes used for the accipitrine hawks in regions where buzzard is preferred for the buteonine hawks. All these groups are members of the Accipitridae family, which includes the hawks and buzzards as well as kites and eagles; some authors use "hawk" for any small to medium Accipitrid, not an eagle.
The common names of some birds include the term "hawk", reflecting traditional usage rather than taxonomy. For example, some people may call an osprey a "fish hawk" or a peregrine falcon a "duck hawk". Falconry was once called "hawking" and any bird used for falconry could be referred to as a hawk. Aristotle listed eleven types of ἱέρακες: aisalōn, hypotriorchēs, leios, phassophonos, pternis and triorchēs. Pliny numbered sixteen kinds of hawks, but named only aigithos, kenchrēïs, triorchēs; the accipitrine hawks hunt birds as their primary prey. They are called "hen-hawks", or "wood-hawks" because of their woodland habitat; the subfamily Accipitrinae contains Accipiter. Melierax may be given a subfamily of its own. Erythrotriorchis is traditionally included in Accipitrinae, but is a convergent genus from an unrelated group; the "Buteo group" includes genera Buteo, Parabuteo and most of Leucopternis. Members of this group have been called "hawk-buzzards". Proposed new genera Morphnarchus and Pseudastur are formed from members of Buteo and Leucopternis.
The "Buteogallus group" are called hawks, with the exception of the solitary eagles. Buteo is the type genus of the subfamily Buteoninae. Traditionally this subfamily includes eagles and sea-eagles. Lerner and Mindell proposed placing those into separate subfamilies, leaving only the buteonine hawks/buzzards in Buteoninae. In February 2005, Canadian ornithologist Louis Lefebvre announced a method of measuring avian "IQ" by measuring their innovation in feeding habits. Based on this scale, hawks were named among the most intelligent birds. Hawks have four types of colour receptors in the eye; these give hawks the ability to perceive not only the visible range but the ultraviolet part of the spectrum. Other adaptations allow for the detection of polarised magnetic fields; this is due to the large number of photoreceptors in the retina, a high number of nerves connecting these receptors to the brain, an indented fovea, which magnifies the central portion of the visual field. Hawks are known to be able hunters.
The female is larger than the male. Like most birds, the hawk migrates in the spring. Different types of hawks choose separate times in each season to migrate; the autumn migrating season ends mid-December. It has been studied; the long-distance travelers tend to begin in early autumn while the short distance travelers start much later. Thus, the longer the distance the earlier the bird begins its journey. There have been studies on the speed and efficiency of the bird's migration that show that it is better for a hawk to arrive at its destination as early as possible; this is because the first bird that arrives has the first pick of mates, living area and survival necessities. The more fat a bird has when it starts its migration, the better chance it has of making the trip safely. Kerlinger states that studies have shown that a bird has more body fat when it begins its migration, before it leaves, than when has arrived at its destination. One of the most important parts of the hawk's migration is the flight direction because the direction or path the bird chooses to take could affect its migration.
The force of wind is a variable because it could either throw the bird off course or push it in the right direction, depending on the direction of the wind. To ensure a safer journey, a hawk tries to avoid any large bodies of water in the spring and fall by detouring around a lake or flying along a border. Hawkwatching is a citizen scientist activity that monitors hawk migration and provides data to the scientific community; the red-tailed hawk is the most common hawk in North America. Past observations have indicated that while hawks can adapt to any surrounding, hawks prefer a habitat, open. Hawks like to live in places like deserts and fields as it is easier to find prey; as they are able to live anywhere, they can be found in mountainous plains and tropical, moist areas. Hawks have been found in places such as Centra
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Asuras are a class of divine beings or power-seeking deities related to the more benevolent Devas in Hinduism. Asuras are sometimes considered nature spirits, they battle with the devas. Asuras are described in Indian texts as powerful superhuman demigods with bad qualities; the good Asuras are called Adityas and are led by Varuna, while the malevolent ones are called Danavas and are led by Vritra. In the earliest layer of Vedic texts Agni and other gods are called Asuras, in the sense of them being "lords" of their respective domains and abilities. In Vedic and post-Vedic texts, the benevolent gods are called Devas, while malevolent Asuras compete against these Devas and are considered "enemy of the gods". Asuras are part of Indian mythology along with Devas and Rakshasas. Asuras feature in one of many cosmological theories in Hinduism. Monier-Williams traces the etymological roots of Asura to Asu, which means life of the spiritual world or departed spirits. In the oldest verses of the Samhita layer of Vedic texts, the Asuras are any spiritual, divine beings including those with good or bad intentions, constructive or destructive inclinations or nature.
In verses of the Samhita layer of Vedic texts, Monier Williams states the Asuras are "evil spirits and opponents of the gods". Asuras connote the chaos-creating evil, in Hindu and Persian mythology about the battle between good and evil. Bhargava states the word, including its variants and asura, occurs "88 times in the Rigveda, 71 times in the singular number, four times in the dual, 10 times in the plural, three times as the first member of a compound. In this, the feminine form, asuryaa, is included twice; the word, has been used 19 times as an abstract noun, while the abstract form asuratva occurs 24 times, 22 times in each of the 22 times of one hymn and twice in the other two hymns". Asura is used as an adjective meaning "powerful" or "mighty". In the Rigveda, two generous kings, as well as some priests, have been described as asuras. One hymn requests a son, an asura. In nine hymns, Indra is described as asura. Five times, he is said to possess asurya, once he is said to possess asuratva.
Agni has total of 12 asura descriptions, Varuna has 10, Mitra has eight, Rudra has six. Bhargava gives a count of the word usage for every Vedic deity; the Book 1 of Rig Veda describes Savitr as an Asura, a "kind leader". In texts, such as the Puranas and the Itihasas with the embedded Bhagavad Gita, the Devas represent the good, the Asuras the bad. According to the Bhagavad Gita, all beings in the universe have both the divine qualities and the demonic qualities within each; the sixteenth chapter of the Bhagavad Gita states that pure god-like saints are rare and pure demon-like evil are rare among human beings, the bulk of humanity is multi-charactered with a few or many faults. According to Jeaneane Fowler, the Gita states that desires, greed, emotions in various forms "are facets of ordinary lives", it is only when they turn to lust, cravings, conceit, harshness, hypocrisy and such negativity- and destruction-inclined that natural human inclinations metamorphose into something demonic. Asko Parpola traces the etymological root of Asura to *asera- of Uralic languages, where it means "lord, prince".
Scholars have disagreed on the nature and evolution of the Asura concept in ancient Indian literature. The most studied scholarly views on Asura concept are those of FBJ Kuiper, W Norman Brown, von Bradke, Benveniste, Rajwade, Darmesteter and Raja, Banerji-Sastri, Skoeld, SC Roy, Shamasastry, Schroeder, Hillebrandt, Lommel, Segerstedt, Gerschevitch, Macdonnell, Hermann Oldenberg, Geldner and Jan Gonda. Kuiper calls Asuras a special group of gods in one of major Vedic theories of creation of the universe, their role changes only during and after the earth and living beings have been created. The sky world becomes that of Devas, the underworld becomes that of Asuras. Deity Indra is the protagonist of the good and the Devas, while dragon Vrtra, one of asuras is the protagonist of the evil. During this battle between good and evil and destruction, some powerful Asuras side with the good and are called Devas, other powerful Asuras side with the evil and thereafter called Asuras; this is the first major dualism to emerge in the nature of everything in the Universe.
Hale, in his review, states that Kuiper theory on Asura is plausible but weak because the Vedas never call Vrtra an Asura as the texts describe many other powerful beings. Secondly, Rigveda never classifies Asura as "group of gods" states Hale, this is a presumption of Kuiper. Many scholars describe Asuras to be "lords" with different specialized knowledge, magical powers and special abilities, which only choose to deploy these for good, constructive reasons or for evil, destructive reasons; the former become known as Asura in the sense of Devas, the as Asura in the sense of demons. Kuiper, Brown and others are in this school. Asuras believed in their own powers. Ananda Coomaraswamy suggested that Devas and Asuras can be best understood as Angels-Theoi-Gods and Titans of Greek mythology, both are powerful but have different orientations and inclinations
A fighting game is a video game genre in which the player controls an on-screen character and engages in close combat with an opponent, which can be either an AI or controlled by another player. The fight matches consist of several rounds and take place in an arena, while each character has differing abilities but each is viable to choose. Players must master techniques such as blocking, counter-attacking, chaining attacks together into "combos". Starting in the early 1990s, most fighting games allowed the player to execute special attacks by performing specific input combinations; the fighting game genre is related to but distinct from beat'em ups, which involve large numbers of enemies against the human player. The first game to feature fist fighting was Heavyweight Champ in 1976, but it was Karate Champ which popularized one-on-one martial arts games in arcades in 1984; the following year, Yie Ar Kung-Fu featured antagonists with differing fighting styles, while The Way of the Exploding Fist further popularized the genre on home systems.
In 1987, Street Fighter introduced hidden special attacks. In 1991, Capcom's successful Street Fighter II refined and popularized many of the conventions of the genre; the fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s in arcades. This period spawned dozens of other popular fighting games, including successful and long running franchises like Street Fighter, Mortal Kombat, Guilty Gear, The King of Fighters, Virtua Fighter, Marvel vs. Capcom, Killer Instinct, Dead or Alive and SoulCalibur. Fighting games are a type of action game; these games feature special moves that are triggered using rapid sequences of timed button presses and joystick movements. Games traditionally show fighters from a side-view as the genre has progressed from two-dimensional to three-dimensional graphics. Street Fighter II, though not the first fighting game and standardized the conventions of the genre, similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.
Fighting games involve hand-to-hand combat, but may feature melee weapons. This genre is distinct from beat'em ups, another action genre involving combat, where the player character must fight many weaker enemies at the same time. During the 1980s publications used the terms "fighting game" and "beat'em up" interchangeably, along with other terms such as "martial arts simulation". With hindsight, critics have argued that the two types of game became dichotomous as they evolved, though the two terms may still be conflated. Fighting games are sometimes grouped with games that feature boxing, wrestling. Serious boxing games belong more to the sports game genre than the action game genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be either exaggerated or outright fantastical models of Asian martial arts techniques; as such, boxing games, mixed martial arts games, wrestling games are described as distinct genres, without comparison to fighting games, belong more into the Sports game genre.
Fighting games involve combat between pairs of fighters using exaggerated martial arts moves. They revolve around brawling or combat sport, though some variations feature weaponry. Games display on-screen fighters from a side view, 3D fighting games play within a 2D plane of motion. Games confine characters to moving left and right and jumping, although some games such as Fatal Fury: King of Fighters allow players to move between parallel planes of movement. Recent games tend to be rendered in three dimensions and allow side-stepping, but otherwise play like those rendered in two dimensions. Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other by trial and error. Blocking is a basic technique; some games feature more advanced blocking techniques: for example, Capcom's Street Fighter III features a move termed "parrying" which causes the parried attacker to become momentarily incapacitated.
In addition to blows such as punches and kicks, players can utilize throwing or "grappling" to circumvent "blocks". Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay. Fighting games emphasize the difference between the height of blows, ranging from low to jumping attacks. Thus, strategy becomes important as players attempt to predict each other's moves, similar to rock–paper–scissors. An integral feature of fighting games includes the use of "special attacks" called "secret moves", that employ complex combinations of button presses to perform a particular move beyond basic punching and kicking. Combos, in which several attacks are chained together using basic punches and kicks, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II; some fighting games display a "combo meter". The effectiveness of such moves relate to the difficulty of execution and the degree of risk; these moves are beyond the ability of a casual gamer and require a player to have both a strong memory and excellent timing.
Taunting is another feature of some fighting games and was intro