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Psychic World

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An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time . The genre includes a large variety of sub-genres, such as fighting games , beat 'em ups , shooter games , rhythm games and platform games . Multiplayer online battle arena and some real-time strategy games are also considered action games.

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76-688: Psychic World ( サイキック・ワールド ) is an action platform video game . Originally released in Japan for the MSX2 as Psycho World ( サイコ・ワールド ) in 1988, it was later released as Psychic World on the Master System and Game Gear worldwide in 1991. Psychic World is a platform game wherein the player's character Lucía runs from one stage to the other using her "ESP Booster" to blast monstrous enemies while obtaining item power-ups through them or by jumping on various ledges and platforms. The Booster has

152-841: A first-person shooter might secretly enjoy that their character gets killed in the game, although their expressions might show the contrary. The game used in the study was James Bond 007: Nightfire . Shooter games have been around since the beginning of the video game industry . Notable examples of shooting arcade video games during the early-to-mid-1970s include Syzygy Engineering 's Computer Space (1971), Galaxy Game (1971), Tank (1974) by Kee Games , Gun Fight (1975) by Taito and Midway Manufacturing , and Midway's Sea Wolf (1976). In turn, early arcade shooter video games were inspired by early mainframe games such as Spacewar! (1962) as well as arcade electro-mechanical games such as Periscope (1965) and gun games . A major turning point for action video games came with

228-406: A game over when they run out of lives. Alternatively, the player gets to the end of the game by finishing a sequence of levels to complete a final goal, and see the credits . Some action games, such as early arcade games , are unbeatable and have an indefinite number of levels. The player's only goal is to get as far as they can, to maximize their score. The action genre includes any game where

304-417: A level , collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives , and the player receives

380-523: A benchmark for the number of possible outcomes of a video game. Another unique variation of this system is the Sakura Wars series, which features a real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time; the player's choice, or lack thereof, affects the player character 's relationship with other characters and in turn

456-468: A branching storyline (also known as an interactive narrative outside of a video game context), that players may control at critical points in the game. Sometimes the player is given a choice of which branch of the plot to follow, while sometimes the path will be based on the player's success or failure at a specific challenge. For example, Black Isle Studios ' Fallout series of role-playing video games features numerous quests where player actions dictate

532-408: A broad category of action games, referring to a variety of games that are driven by the physical actions of player characters . The term dates back to the golden age of arcade video games in the early 1980s, when the terms "action games" and "character games" began being used to distinguish a new emerging genre of character-driven action games from the space shoot 'em ups that had previously dominated

608-698: A different approach to game design at the time. According to Eugene Jarvis, American arcade developers focused mainly on space shooters during the late 1970s to early 1980s, greatly influenced by Japanese space shooters but taking the genre in a different direction from the "more deterministic, scripted, pattern-type" gameplay of Japanese games, towards a more "programmer-centric design culture, emphasizing algorithmic generation of backgrounds and enemy dispatch" and "an emphasis on random-event generation, particle-effect explosions and physics" as seen in arcade games such as his own Defender (1981) and Robotron: 2084 (1982) as well as Atari 's Asteroids (1979). In

684-412: A dominant genre in video arcades and on game consoles through to the present day. Space Invaders set the template for later games in the shooter subgenre, and it is considered one of the most influential games of all time. During the arcade golden age, from the late 1970s to early 1980s, a wide variety of new subgenres were created. The success of Space Invaders led to space shooters becoming

760-491: A few quests, but not the outcome. A second example is Obsidian Entertainment 's Fallout: New Vegas , where the player's decisions influence whether one of three different factions gain control of the area surrounding post-apocalyptic Las Vegas . These factions include Caesar's Legion, a group of Roman -esque slavers; the New California Republic (NCR), an expansionist military government; and Mr. House,

836-418: A game with a sandbox mode , a player may turn off or ignore game objectives, or have unlimited access to items. This can open up possibilities that were not intended by the game designer . A sandbox mode is an option in otherwise goal-oriented games and is distinguished from open-ended games that have no objectives, such as SimCity , and Garry's Mod . Games that employ linear stories are those where

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912-409: A gauge of how often certain items and abilities can be used, but that, as with her health, can be replenished by power-ups. All her weapons are upgradeable by merely picking up the same item for that particular weapon and new weapons are obtained through mini- bosses and end-level bosses. The player has to use Lucia's psionic weapons strategically in levels using different elements to their advantage (in

988-416: A limited range, but this attack is rare. Players may find a power-up within the game world that grants temporary or permanent improvements to their abilities. For example, the avatar may gain an increase in speed, more powerful attacks, or a temporary shield from attacks. Some action games even allow players to spend upgrade points on the power ups of their choice. In action games that involve navigating

1064-454: A linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side- quests and subplots . Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the game's main objectives, if any objectives are provided at all. A game that

1140-406: A more deterministic, scripted, pattern-type" of play. Terms such as "action games" or "character games" began being used to distinguish these new character-driven action games from the space shooters that had previously dominated the video game industry. The emphasis on character-driven gameplay in turn enabled a wider variety of subgenres. Namco 's hit maze game Pac-Man (1980) popularized

1216-508: A new life, the player resumes the game either from the same location they died, a checkpoint, or the start of the level. Upon starting a new life, the avatar is typically invincible for a few seconds to allow the player to re-orient themselves. Players may earn extra lives by reaching a certain score or by finding an in-game object. Arcade games still limit the number of player lives, while home video games have shifted increasingly to unlimited lives. Action games take place in either 2D or 3D from

1292-431: A non-linear manner, as the player character encounters various non-player characters while wandering the city. These narratives are cross-referenced to an encyclopedia , providing background information as the narratives progress and as the player comes across various characters and locations, with various stories, situations and related information appearing at distinct locations. It provides enough freedom to allow for

1368-419: A number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than

1444-407: A player to finish levels in a fixed sequence to win. The ability to skip, repeat, or choose between levels makes this type of game less linear. Super Mario Bros. is an early example of this, where the player had access to warp zones that skipped many levels of the game. In some games, levels can change between linear design and free roaming depending on the objective of the stage. Super Mario 64

1520-680: A plethora of shoot 'em up games taking place from a top-down or side-scrolling perspective. Space shooters were initially categorized as a separate genre from action games in the early 1980s, when the term was used to refer to character action games, up until character-driven shooters, particularly scrolling run-and-gun shooters, became popular by the late 1980s. The setting of shooter games often involves military conflicts, whether historical, such as World War II , contemporary, such as Middle East conflicts , or fictional, such as space warfare . Shooter games do not always involve military conflicts. Other settings include hunting games, or follow

1596-437: A space, players will encounter obstacles, traps, and enemies. Enemies typically follow fixed patterns and attack the player, although newer action games may make use of more complex artificial intelligence to pursue the player. Enemies sometimes appear in groups or waves, with enemies increasing in strength and number until the end of the level. Enemies may also appear out of thin air. This can involve an invisible spawn point, or

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1672-459: A timeline to alter the course of history, with each of their choices and actions significantly affect the timeline. The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline. The player can also travel back and forth between two parallel timelines, and can obtain many possible parallel endings . The PSP version of Tactics Ogre featured

1748-578: A unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other. EVE Burst Error often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other. Fate/stay night is another example that features multiple perspectives. Chunsoft sound novels such as Machi (1998) and 428: Shibuya Scramble (2008) develop this concept further, by allowing

1824-430: A variety of perspectives. 2D action games typically use a side view or top-down view. The screen frequently scrolls as the player explores the level, although many games scroll through the level automatically to push the player forward. In 3D action games, the perspective is usually tied to the avatar from a first-person perspective or third-person perspective. However, some 3D games offer a context-sensitive perspective that

1900-451: A visible generator which can be destroyed by the player. These points may generate enemies indefinitely, or only up to a certain number. At the end of a level or group of themed levels, players often encounter a boss . This boss enemy will often resemble a larger or more difficult version of a regular enemy. A boss may require a special weapon or attack method, such as striking when the boss opens their mouth, or attacking particular part of

1976-733: A world. Each level involves a variety of challenges, whether dancing in a dance game or shooting things in a shooter, which the player must overcome to win the game. Older games force players to restart a level after dying, although action games evolved to offer saved games and checkpoints to allow the player to restart partway through a level. The obstacles and enemies in a level do not usually vary between play sessions, allowing players to learn by trial and error. However, levels sometimes add an element of randomness, such as an enemy that randomly appears or that takes an unpredictable path. Levels in an action game may be linear or nonlinear , and sometimes include shortcuts. For levels that require exploration,

2052-422: Is an example where the main stages are free roam, while the levels where Bowser is encountered follow a straight path to the end. When a game is sufficiently large and open-ended, it may be described as an open world or as a sandbox game . Open-world game designs have existed in some form since the 1980s, such as the space trading game Elite , and often make use of procedurally generated environments. In

2128-443: Is controlled by an artificial intelligence camera. Most of what the player needs to know is contained within a single screen, although action games frequently make use of a heads-up display that display important information such as health or ammunition. Action games sometimes make use of maps which can be accessed during lulls in action, or a mini-map that is always visible. Action games tend to set simple goals, and reaching them

2204-626: Is done is through a character selection screen. Linear stories cost less time and money to develop, since there is only one fixed sequence of events and no major decisions to keep track of. For example, several games from the Wing Commander series offered a branching storyline, but eventually they were abandoned as too expensive. Nonlinear stories increase the chances for bugs or absurdities if they are not tested properly, although they do provide greater player freedom. Some players have also responded negatively to branching stories because it

2280-422: Is hard and tedious for them to experience the "full value" of all the game's content. As a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a nonlinear gameplay through the use of nonlinear narrative , without

2356-528: Is obvious. A common goal is to defeat the end-of-game boss. This is often presented in the form of a structured story, with a happy ending upon winning the game. In some games, the goal changes as the player reveals more of the story. Many action games keep track of the player's score. Points are awarded for completing certain challenges, or defeating certain enemies. Skillful play is often rewarded with point multipliers, such as in Pac-Man where each ghost that

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2432-434: Is often under time pressure, and there is not enough time for complex strategic planning. In general, faster action games are more challenging. Action games may sometimes involve puzzle solving, but they are usually quite simple because the player is under immense time pressure. Players advance through an action game by completing a series of levels . Levels are often grouped by theme, with similar graphics and enemies called

2508-490: Is significantly nonlinear is sometimes described as being open-ended or a sandbox, and is characterized by allowing players to measure progress through self-determined goals, independent of scripted game elements. A game level or world can be linear, nonlinear or interactive. In a linear game, there is only one path that the player must take through the level, but in games with nonlinear gameplay, players might have to revisit locations or choose from multiple paths to finish

2584-432: Is studying the exploration and usage of ESP . One day while Lucia was getting ready for work, an explosion burst from the lab. By the time Lucia got there, Dr. Knavik was all right, but Cecile had disappeared. Dr. Knavik explains that part of his experiments involved running tests on a variety of monsters, but eventually the subjects rebelled and took Cecile with them. As Lucia follows the monster's track, Dr. Knavik gives her

2660-486: The University of Rochester on college students showed that over a period of a month, performance in eye examinations improved by about 20% in those playing Unreal Tournament compared to those playing Tetris . Most arcade games are action games, because they can be difficult for unskilled players, and thus make more money quickly. Researchers from Helsinki School of Economics have shown that people playing

2736-459: The arcades in the late 1970s. Classic examples of character action games from the early 1980s include Frogger , maze games like Pac-Man , and platformers like Donkey Kong . Shooter games allow the player to take action at a distance using a ranged weapon, challenging them to aim with accuracy and speed. This subgenre includes first-person shooters , third-person shooters , light gun shooters , rail shooters , run and gun games and

2812-594: The first-person shooter (FPS) genre was popularized by Doom ; it is also considered, despite not using 3D polygons, a major leap forward for three-dimensional environments in action games. 3D polygon texture mapping appeared in action games around the mid-1990s, introduced to fighting games by Sega AM2's Virtua Fighter 2 (1994), to light gun shooters by Sega AM2's Virtua Cop in 1994, and to FPS games by Parallax Software 's Descent (1995). Nonlinear gameplay A video game with nonlinear gameplay presents players with challenges that can be completed in

2888-443: The high score . It also had a basic story with animated characters along with a "crescendo of action and climax" which laid the groundwork for later video games, according to Eugene Jarvis , who said many games "still rely on the multiple life , progressively difficult level paradigm" of Space Invaders . Following the mainstream success of Space Invaders , the industry came to be dominated by action games, which have remained

2964-430: The 1978 release of Taito's shoot 'em up game Space Invaders , which marked the beginning of the golden age of arcade video games . The game was designed by Tomohiro Nishikado , who drew inspiration from Atari 's Breakout (1976) and the science fiction genre. Nishikado added several interactive elements to Space Invaders that he found lacking in earlier video games, such as the ability for enemies to react to

3040-575: The ESP Booster, a device he created that will enable the user to wield psychic powers. Psychic World for the Master System was given mixed but mostly positive reviews 70% by RAZE , and 69% by Video Games . The Game Gear version received a score of 83% from Joystick . Action game In an action game, the player typically controls a character often in the form of a protagonist or avatar . This player character must navigate

3116-608: The North American home video game market (after it had crashed in 1983 ). Alongside side-scrollers, rail shooters and light gun shooters also became popular during the mid-to-late 1980s. Popular examples include first-person light gun shooting gallery games such as Nintendo 's Duck Hunt (1984), pseudo-3D third-person rail shooters such as Sega's Space Harrier (1985) and After Burner (1987), and Taito's Operation Wolf (1987) which popularized military-themed first-person light gun rail shooters. A trend that

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3192-474: The avatar eats will generate twice as many points as the last. Sometimes action games will offer bonus objects that increase the player's score. There is no penalty for failing to collect them, although these bonus objects may unlock hidden levels or special events. In many action games, achieving a high score is the only goal, and levels increase in difficulty until the player loses. Arcade games are more likely to be unbeatable, as they make their money by forcing

3268-448: The best player, paving the way for the competitive multiplayer and deathmatch modes found in modern action games. Inspired by Street Fighter II , along with the SNK fighting games Fatal Fury (1991) and Art of Fighting (1992), John Romero created the deathmatch mode in id Software 's Doom (1993), which popularized competitive multiplayer online games . In the 1990s, there

3344-401: The boss. In many action games, the avatar has a certain number of hit-markers or health, which are depleted by enemy attacks and other hazards. Sometimes health can be replenished by collecting an in-game object. When the player runs out of health, the player dies. The player's avatar is often given a small number of chances to retry after death, typically referred to as lives . Upon beginning

3420-431: The concept is combining non-linear branching storytelling with the concepts of time travel and parallel universes . Early attempts at such an approach included Squaresoft 's Chrono role-playing game series (1995–1999) and ELF 's visual novel YU-NO: A girl who chants love at the bound of this world (1996). Radiant Historia takes it further by giving players the freedom to travel backwards and forwards through

3496-400: The dark side wants to destroy the world of Enroth, the light side tries to save it. The choice determines which grandmaster levels the player characters can obtain and the quests they have to do in that part of the game. Earlier in the game, the player already has to choose sides in a border conflict between Elves and Humans, or remain neutral. This affects the flag in their Castle Harmondale and

3572-445: The direction and outcome of the storyline. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation. A similar type of conversation system later appeared in a more recent action role-playing game also published by Sega , Alpha Protocol . Another unique take on

3648-500: The dominant genre in arcades for a few years, before a new genre of character-driven action games emerged in the early 1980s. The term "action games" began being used in the early 1980s, in reference to a new genre of character action games that emerged from Japanese arcade developers, drawing inspiration from manga and anime culture. According to Eugene Jarvis , these new character-driven Japanese action games emphasized "character development, hand-drawn animation and backgrounds, and

3724-482: The enigmatic de facto ruler of New Vegas, in command of an army of robots that patrols the city. Each of the three sides aim to control Hoover Dam , which is still operational and supplying the American Southwest with power and clean, non-irradiated water; thus, control of the dam means effective control of the region. A fourth option, siding with a robot named Yes Man and prevailing upon or eliminating

3800-459: The genre of "character-led" action games. It was one of the first popular non-shooting action games, defining key elements of the genre such as "parallel visual processing" which requires simultaneously keeping track of multiple entities, including the player character, the character's location, the enemies, and the energizers. Other classic examples of character action games that followed include Nintendo 's Donkey Kong (1981), which established

3876-455: The ice stage, rocks being doused by falling water can be frozen and used as a stable platform for Lucía to jump on by blasting the rock with the ice shot, while the sonic wave weapon can destroy certain foreground objects blocking her path). Taking place at a remote laboratory in the year 19XX, a three-staff research team consisting of Dr. Knavik and his assistants the TWIN sisters Cecile and Lucia

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3952-420: The level is completed with time remaining, this usually adds to the player's score. In most action games, the player controls a single avatar as the protagonist . The avatar has the ability to navigate and maneuver, and often collects or manipulates objects. They have a range of defenses and attacks, such as shooting or punching. Many action games make use of a powerful attack that destroys all enemies within

4028-402: The level. As with other game elements, linear level design is not absolute. While a nonlinear level can give the freedom to explore or backtrack, there can be a sequence of challenges that a player must solve to complete the level. If a player must confront the challenges in a fixed order nonlinear games will often give multiple approaches to achieve said objectives. A more linear game requires

4104-547: The mid-1980s, side-scrolling character action games emerged, combining elements from earlier side-view, single-screen character action games, such as single-screen platformers, with the side-scrolling of space shooters. These new side-scrolling character-driven action games featured large character sprites in colorful, side-scrolling environments, with the core gameplay consisting of fighting large groups of weaker enemies using attacks/weapons such as punches, kicks, guns, swords, ninjutsu or magic. The most notable early example

4180-540: The other faction leaders, enables the player to go solo and take over the Hoover Dam for themselves. Another RPG example is tri-Ace 's Star Ocean series, where the storyline is not affected by moral alignments like in other role-playing games but, inspired by dating sims , by friendship and relationship points between each of the characters. Star Ocean: The Second Story in particular offers as many as 86 different endings with hundreds of permutations, setting

4256-500: The outcome of the story behind the objectives. Players can eliminate in-game characters permanently from the virtual world should they choose to do so, and by doing so may actually alter the number and type of quests that become available to them as the game progresses. The effects of such decisions may not be immediate. Branches of the story may merge or split at different points in the game, but seldom allow backtracking. Some games even allow for different starting points, and one way this

4332-523: The overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story. It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title School Days , an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as Mass Effect , Fallout 3 and BioShock ) where

4408-503: The platforming of Donkey Kong and Mario Bros. (1983) with side-scrolling elements from racing game Excitebike (1984) and beat 'em up Kung-Fu Master to create Super Mario Bros. (1985) for the Nintendo Entertainment System (NES). It went on to have a significant impact on the video game industry , establishing the conventions of the side-scrolling platformer sub-genre and helping to reinvigorate

4484-436: The player cannot change the story line or ending of the story. Many video games use a linear structure, thus making them more similar to other fiction. However, it is common for such games to use interactive narration in which a player needs to interact with something before the plot will advance, or nonlinear narratives in which events are portrayed in a non-chronological order. Many games have offered premature endings should

4560-500: The player fail to meet an objective, but these are usually just interruptions in a player's progress rather than actual endings. Even in games with a linear story, players interact with the game world by performing a variety of actions along the way. More recently, some games have begun offering multiple endings to increase the dramatic effect of moral choices within the game, although early examples also exist. Still, some games have gone beyond small choices or special endings, offering

4636-437: The player may need to search for a level exit that is hidden or guarded by enemies. Such levels can also contain secrets—hidden or hard-to-reach objects or places that contain something valuable. The prize can be a bonus (see below) or a non-standard exit that allows a player to access a hidden level, or jump ahead several levels. Action games sometimes offer a teleporter that will cause the player's avatar to re-appear elsewhere in

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4712-403: The player overcomes challenges by physical means such as precise aim and quick response times. Action games can sometimes incorporate other challenges such as races, puzzles, or collecting objects, but they are not central to the genre. Players may encounter tactical and exploration challenges, but these games first-and-foremost require high reaction speed and good hand–eye coordination. The player

4788-401: The player to experiment with the game , such as using it as a resource for their own role-playing game campaign, for example. Branching storylines are also often used in role-playing video games (RPGs) to an extent. An early example, published in 1999, is the fantasy role-playing game Might and Magic VII: For Blood and Honor , where players have to choose between Light and Dark. While

4864-473: The player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters. 428 in particular features up to 85 different possible endings. Another approach to non-linear storytelling can be seen in Cosmology of Kyoto . The game lacks an overall plot, but it instead presents fragmented narratives and situations in

4940-523: The player to lose the game. Games sold at home are more likely to have discrete victory conditions, since a publisher wants the player to purchase another game when they are done. Action games contain several major subgenres. However, there are a number of action games that do not fit any particular subgenres, as well as other types of genres like adventure or strategy games that have action elements. Character action games , also called "character-driven" games, "character games" or just "action games", are

5016-407: The player's movement and fire back and a game over triggered by enemies killing the player, either by getting hit or enemies reaching the bottom of the screen, rather than a timer running out. In contrast to earlier arcade games which often had a timer, Space Invaders introduced the "concept of going round after round." It also gave the player multiple lives before the game ends, and saved

5092-407: The players "pick a side and stick with it" while leaving "the expansive middle area between unexplored". School Days instead encourages players to explore the grey, neutral middle-ground in order to view more interesting, "bad" endings. It is also not uncommon for visual novels to have multiple protagonists giving different perspectives on the story. C's Ware's EVE Burst Error (1995) introduced

5168-426: The same level. Levels often make use of locked doors that can only be opened with a specific key found elsewhere in the level. Action games sometimes make use of time restrictions to increase the challenge. However, game levels typically do not react to time passing, and day/night cycles are rare. When the timer expires, the player typically loses a life, although some games generate a difficult enemy or challenge. If

5244-539: The story of a criminal, as seen in the popular Grand Theft Auto franchise. Although shooting is almost always a form of violence, non-violent shooters exist as well, such as Splatoon which focuses on claiming more territory than the opposing team, by covering the playable environment with colored paint or ink. Hybrid action games are games that combine elements of action games with elements from other genres. Studies have shown that people can improve their eyesight by playing action video games. Tests by scientists at

5320-441: The template for the platform game subgenre, as well as Konami 's Frogger (1981) and Universal Entertainment 's Lady Bug (1981). Martial arts action games eventually emerged in the mid-1980s, with Data East 's Karate Champ (1984) establishing the one-on-one fighting game subgenre. While Japanese developers were creating a character-driven action game genre in the early 1980s, American developers largely adopted

5396-438: The use of interactive narratives . This is typically used in many graphic adventure games . A truly nonlinear story would be written entirely by the actions of the player, and thus remains a difficult design challenge. As such, there is often little or no story in video games with a truly nonlinear gameplay. Facade , a video game often categorized as an interactive drama , features many branching paths that are dictated by

5472-469: The user's text input based on the current situation, but there is still a set number of outcomes as a result of the inherent limitations of programming, and as such, is non-linear, but not entirely so. Branching storylines are a common trend in visual novels , a subgenre of interactive narrative and adventure games . Visual novels frequently use multiple branching storylines to achieve multiple different endings , allowing non-linear freedom of choice along

5548-654: The way. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes. Visual novels are popular in East Asia , especially in Japan where they account for nearly 70% of personal computer games released there. A recent acclaimed example is 999: Nine Hours, Nine Persons, Nine Doors , where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of

5624-681: Was Irem 's Kung-Fu Master (1984), the first beat 'em up and the most influential side-scrolling martial arts action game. It was based upon two Hong Kong martial arts films, Bruce Lee 's Game of Death (1973) and Jackie Chan 's Wheels on Meals (1984), This side-scrolling arcade action format became popular during the mid-to-late 1980s, with examples including ninja action games such as Taito's The Legend of Kage (1985) and Sega 's Shinobi (1987), run and gun video games such as Namco 's Rolling Thunder (1986), and beat 'em ups such as Technōs Japan 's Renegade (1986) and Double Dragon (1987). Shigeru Miyamoto combined

5700-766: Was a "3D Revolution" where action games made the transition from 2D and pseudo-3D graphics to real-time 3D polygon graphics . 3D arcade system boards that were originally designed for 3D racing games during the late 1980s to early 1990s, such as the Namco System 21 , Sega Model 1 and Sega Model 2 , were used to produce 3D arcade action games in the early 1990s, including 3D rail shooters such as Namco 's Galaxian 3 (1990) and Solvalou (1991), 3D fighting games such as Sega AM2 's Virtua Fighter (1993) and Namco's Tekken (1994), and 3D light gun shooters such as Sega AM2's Virtua Cop (1994) and Namco's Time Crisis (1995). On personal computers ,

5776-517: Was popularized for action games in the early 1990s was competitive multiplayer , including what would later be known as esports tournaments. The arcade fighting game Street Fighter II (1991) by Capcom popularized the concept of direct, tournament-level competition between two players. Previously, action games most often relied on high scores to determine the best player, but this changed with Street Fighter II , where players would instead challenge each other directly, "face-to-face," to determine

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