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Typically found in fighting games, combos are a series of strung-together moves.
"Hand to hand. It is the basis of all combat." -Gray Fox
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Multiple fighters/people ganging up to fight another fight/group of fighter.
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
The last boss you face in a game, usually representing the final climax of the game.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
The process of fighting, but with dance.
A concept SNK used during the last years of Neo-Geo games. These games had over 500 megabits in the game cartridge. They were made to compete with Capcom's CPS-3 technology.
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