electronic fighting game

electronic game genre
print Print
Please select which sections you would like to print:
verifiedCite
While every effort has been made to follow citation style rules, there may be some discrepancies. Please refer to the appropriate style manual or other sources if you have any questions.
Select Citation Style
Feedback
Corrections? Updates? Omissions? Let us know if you have suggestions to improve this article (requires login).
Thank you for your feedback

Our editors will review what you’ve submitted and determine whether to revise the article.

electronic fighting game, electronic game genre based on competitive matches between a player’s character and a character controlled by another player or the game. Such matches may strive for realism or include fantasy elements. The genre originated in Japanese video arcades and continues primarily on home video consoles, especially in online matches.

Arcade games

Two-dimensional fighting games

Eight-bit era

The first fighting game to allow combat between two player-controlled characters was Sega Corporation’s Heavyweight Champ (1976), a black-and-white 8-bit arcade console simulation in which two boxers are shown in profile, or two dimensions, with the players able to throw only high (head) or low (body) punches. The next step in the development of fighting games was Data East Corporation’s Karate Champ (1984), an arcade console that had a limited repertoire of punches and kicks. Konami’s Yie Ar Kung-Fu (1985) added a variety of punch and kick maneuvers, each activated by moving the joystick in a specific direction—an innovation that would be greatly expanded by later games—as well as a “health bar” that indicated a player’s relative strength. Capcom Co., Ltd.’s Street Fighter (1987) introduced a more elaborate set of special moves, though all of these 8-bit arcade consoles suffered from underpowered computer chips and poor control sticks that made it difficult to execute the precise sequences needed for special combat moves.

Sixteen-bit era

The real breakthrough for this genre occurred with the introduction of Capcom’s 16-bit arcade game Street Fighter II (1991), which had vastly improved hardware that supported better graphics and special button-pushing combinations to perform elaborate combat moves. Another popular 16-bit fighter was Midway Manufacturing Company’s Mortal Kombat (1995), which used digitized images of real people and large quantities of realistic looking blood and gore. Both of these games developed a cult following and spawned film versions: Street Fighter (1994), starring Jean-Claude Van Damme, and Mortal Kombat (1995), starring Christopher Lambert.

Three-dimensional fighting games

Although the first three-dimensional fighting game, Mindscape, Inc.’s 4D Sports Boxing (1991), was actually released for various early personal computers, it had little impact on the development of the fighting genre. This honour goes to Sega’s arcade console Virtua Fighter (1993). Virtua Fighter was noteworthy for its realistic depiction of combat, with various playable characters that specialized in different schools of martial arts. Although Namco Limited’s Tekken (1994– ) came later, it has lasted through numerous sequels and been ported to most home video consoles. Another long-lasting series is Tecmo, Inc.’s Dead or Alive (1996– ), which is noteworthy for its introduction of a system of countermoves (and counters to counters, ad infinitum).

Together with electronic vehicle games, especially auto racing, these fighting games revitalized arcades in the 1990s. In particular, millions of players spent untold hours honing their skills against one another for local bragging rights. Such contests eventually led to regional, national, and international competitions.

Regulation

The level of blood and gore in the 16-bit arcade games and the emerging home console versions—including depictions of hearts being plucked out of chests and heads, along with their attached spines, being ripped out of bodies—led to political pressure for censorship, or at least parental warnings, in many communities around the world. In the United States, Sen. Joseph Lieberman led congressional investigations (1992–93) into video game violence and its purported effects on society. In response several organizations were created by industry leaders to establish a rating system. The Entertainment Software Rating Board’s advisory code for video and computer games was formally approved by the U.S. Congress in 1994. The code has been revised several times, both in terms of categories and in wording, though critics contend that code designations remain too arbitrary, with games containing similar levels of sex and violence often getting quite different ratings.

Home console games

Two reasons for the decline of arcades in the 1990s were the steep learning curve for newcomers to the fighting games and the increasing power of home video consoles. As the 16-bit home consoles, such as the Sega Genesis (1988) and the Super Nintendo Entertainment System (SNES; 1990), arrived on the market, gamers found that they could play fighting games at home with graphics that rivaled those found in the arcades. And with the arrival of the 32-bit home consoles, such as the Sega Saturn (1994), Sony Corporation’s PlayStation (1994), and the Nintendo 64 (1996), it was the home console games that began setting the graphic standards for the fighting genre. Among the most important early home fighting games was Tekken 2 (1995), an arcade game that was ported to the PlayStation in 1996.

Get Unlimited Access
Try Britannica Premium for free and discover more.

While the graphics were improving for home systems, many players missed the competitive atmosphere found in arcades. Their concerns were addressed with the release of 64-bit consoles, such as the Sega Dreamcast (1998), PlayStation 2 (2000), and the Microsoft Corporation’s Xbox (2001). In particular, the Dreamcast included a modem for connecting players over the Internet, Microsoft launched Xbox Live (2001), an Internet-based subscription gaming service, and Sony responded in 2002 with a modem for the PlayStation 2.

The next generation of video consoles, the Xbox 360 (2005) and PlayStation 3 (2006), featured still greater integration of proprietary gaming networks and consoles. Although many of the most popular fighting games, such as Tekken and Mortal Kombat, are available in versions for both platforms, players cannot compete across these networks.

William L. Hosch