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Task Force – LastDitch Move

Author: Cleber Fernandes “The Swordsdragon”

Bibliographic references:

• TV Tropes & Idioms • Wikipedia • Reptilia Squad – Episodes of the Lizardmageddon in Brazil • Reptilia Squad RPG • Toyama Ryu Japanese (http://www.toyamaryu.org) • Neverwinter Nights Wiki (http://nwn2.wikia.com/wiki)

1 Introduction with extraordinary ease – effortlessly and mercilessly –, even with their bare Preliminary note: this material is a hands. While many other soldiers are slaughtered reworked copy from “Task Force – LastDitch by – among what remains of the Rio de Move” –, adapted to English. Janeiro –, the player character is assigned to rescue the civilian survivors (as many as possible) before is a subgenre of action they are butchered as well. adventure inspired by horror fiction. These games make the players very vulnerable by This game combines elements of Survival providing them with less ammunition and fewer Horror and Stealth – essentially –, as well as (just) heavy than other action games. the same rule system implemented in the Although combat is a part of the gameplay, the “Episodes of The Lizardmageddon”. player must control ammunition by evading enemies and avoiding direct confrontation. The This game is vaguely similar to “Friday the player is also challenged to find items that unlock 13 th“ 1 – except for certain traits in particular –, the path to new areas, and solve puzzles at certain since the player characters need to locate and locations. rescue as many survivors as possible (there are many of them along the way) before they are These games make use of strong horror butchered by a . The survivors are mostly themes, and the player is often challenged to hidden among the debris, trying to avoid being navigate dark mazelike environments, and react detected by the monsters; additionally, many to unexpected attacks from enemies. monsters (mostly giant lizards) intend to locate and murder the survivors. Additionally, the game is the ABSOLUTE “Task Force – LastDitch Move” –, like antithesis of “Turok” and “Jurassic – The Hunted” “Reptilia Squad – Episodes of the –, as well as many other games. Because of the Lizardmageddon in Brazil” –, is essentially an context and the game mechanics – both from ActionRPG. “Reptilia Squad RPG” –, the player character has many ways to die – beheaded, crushed, exploded, In comparison with “Reptilia Squad – impaled, incinerated, disintegrated, etc. Episodes of the Lizardmageddon in Brazil” –, this game is an alternate story, where the player The player character is too weak to survive character is a human combatant (a soldier), who an encounter with ANY monster. For that reason, tries to survive later than Rio de Janeiro (his only way to survive is avoid them 2 (as many as hometown) was completely destroyed. possible); instead of eliminate them – that’s impracticable –, it’s possible to avoid them with The destroyed city became a highly relative ease – except for the bosses and a few dangerous place: apart from the environmental minibosses. hazards – such as many booby traps among loads of debris –, the player character finds The only enemies possible to defeat and anthropomorphic lizards and crocodilians (the eliminate are other humans, typically (but not Reptilian); these monsters are capable to kill the limited to) thugs and similar criminals who are

2 found wandering around – among the debris of into account. Therefore, they are more dangerous the devastated city. They are heavily armed, most than the DarkSims 6 from “Perfect Dark”. These commonly with assault rifles and sub monsters have the game rules entirely in their machineguns, as well as revolvers or semi favor; they have better attributes – greaterthan automatic pistols. Other legitimate targets include superhuman –, as well as (consequently) more Hit looters 3, found almost everywhere; although they Points. are (mostly) noncombatants, the state of emergency 4 allows applying summary justice. In addition, they have these defining characteristics (not limited to): Combat is always dangerous, even for an expert player, because the monsters have • Prevent the player from acting as they kill extraordinary attributes – contrasting with the him. human combatants –, and these creatures are • Frequently employ debilitating Status capable to onehit kill 5 the player character with Effects. extreme ease. • Deliver lethal or nearlethal attacks that are virtually impossible to dodge, or (worse) There are numerous Reptilian monsters: attacks that ignore iguanas, tegus, Komodo dragons, alligators, accuracy/evasion/defense outright. crocodiles and many others. • Have a larger melee attack radius than you do when combined with this, making it As well as extraordinary attributes, the impossible for any nonmonster character to monsters have many immunities – such as spells, get close without getting killed horribly. spelllike abilities, psychic, sexual transmitted • Appears suddenly at a very close range, or diseases, poisoning, onehit kills – including are almost impossible to see/track at any deathtraps –, death from massive damage, range. attribute damage and attribute drain. • Can summon reinforcements with no apparent limit on how many or how often. The Inhuman (or simply nonhuman) are, • Move in manners impossible for the player essentially, Reptilian monsters with human character (often with greater speed than any appearance. human). • Are capable of nullifying the player All monsters (Reptilian and Inhuman) have character’s primary methods of characterbased script, which takes into account attack/defense, either by destroying or by their attributes, skills and many other throwing his weapons away. characteristics. Therefore, they are able to do • In action games, may have melee based things which the player cannot. attacks (or counterattacks) that quickly hit you from a fair distance away and then Monsters of all classes (except for the cause them to retreat in an equally swift Regents) can be found everywhere, and the player manner. simply CANNOT eliminate them. The monsters’ • Move around really fast and/or in artificial intelligence is entirely focused in their apparently random paths. individual characteristics – attributes, skills, • Appear in a really tricky situation involving abilities and everything else –, constantly taken a platforming sequence or puzzle, that 3 needs full attention focused on it, causing escorting 10 them to the extraction 11 zones in each much distraction and failure. Also might . knock you off ledges. • Can't be defeated. They will die from minimal damage – in • Can confuse the player characters or comparison with the player character –, and for otherwise force them to waste a lot of that reason the player must protect them at all attacks or ammunition. costs – otherwise it’s mission failed and, • Can steal needed items from the player consequently, game over. during the fight. • Regenerates their incredibly high hit points. To rescue the survivors, the player • The battle mechanics are painfully character must infiltrate 12 many areas under repetitive. control of the monsters.

Even in comparison with a Reaper Bot 7, All human characters can be gibbed 13 , and these monsters’ artificial intelligence is literally the player character (obviously) is NOT exception: lethal. all monsters (Reptilian and Inhuman) have quite powerful melee attacks, making it impossible for Most monsters (most commonly the any human character to get too close without firearmproficient ones) are capable to circle getting killed viciously or (even) ludicrously. 8, making use of their (tremendous) agility in order to take advantage against the player. Resembling the Cucco Revenge Squad 14 from “The Legend of Zelda” games, these In addition, all unidentified monsters monsters are simply murderous: their closerange (Reptilian and Inhuman) have their characteristics attacks have absolute priority, and simply cannot generated by the character editor 9, and be countered. (consequently) their profiles are obviously optimized. Certain tactics, such as the rush 15 (used commonly in most FirstPerson Shooters), are Victory condition is quite simple (but not absolutely useless against these monsters – at least necessarily easy): the player is assigned to under normal circumstances –, because the accomplish the required goals, no matter how initiative is determined by character’ Agility. many monsters are wandering around or the weapons they are using. These maneuvers are possible only under certain conditions (regardless of the Difficulty Level Required Percent consequences): Easy 50% Normal 60% • Initiative equal or higher than the Hard 70% opponent’s. Heroic 80% • Surprise attack. Desperate 90% Note: the rush doesn’t prevent the monsters The player must rescue as many people as to counterattack. possible, locating them (wherever they are) and

4 Certain behaviors are absolutely (or both); they can decapitate any disapproved, and the game has special rules built human victim with a single slash. All to guarantee rulebreakers are punished. / onehit kills result in beheading or scene, where the player The penalty for rulebreakers is extremely character is given a gruesome death scene. severe: death penalty. All cutting patterns can be reversed, but all The player character is given an cuts should be change from migi (right) to hidari unavoidable death scene – most specifically an (left) and hidari (left) to migi (right) in the instagib –, regardless of equipment, attributes and sequence. Hit Points. Aside from specific cuts, there were the Not unlike “Demon’s Souls”, this game is normal cuts of Japanese swordsmanship: designed to be extremely punishing: since player downward diagonal (Kesagiri), upward diagonal characters are human, they can be butchered with (Kiriage or Gyakukesa), horizontal (Yoko or ludicrous ease by the monsters; additionally, the Tsuihei), and straight downward (Jodangiri, game is actively registering a death toll – with Happonme, Makkogiri, Shinchokugiri or detailed statistics –, by counting not only the Dottongiri). number but also the bloodstains and chunks of the fallen players. Beginning Tameshigiri Sequences:

• As a consequence of the punitive rules – Sayuw Kesa Giri: Alternating Hidari Kesa particularly –, the player is discouraged to attack (downward diagonal cut to the left) and the monsters indiscriminately 16 . Indeed, the Migi Kesa (downward diagonal cut to the monsters have quite powerful (or onehit kill) right). The forward foot is switched after closeranged attacks; apart from the bosses, there each cut. • are many monsters that can instantly kill the Sayuw Kesa / Gyaku Kesa Giri: Hidari player character; unlike any creature from Kesa (downward diagonal cut to the left), “Hybrid Heaven” 17 , these monsters are quite gyaku kesa (upward diagonal cut to the dangerous at closerange. right), switch feet, Migi Kesa (downward diagonal cut to the right), and gyaku kesa All “common” monsters are (essentially) (upward diagonal cut to the left). bosses disguised as generic ones. Even the • Godan Giri: Five Cuts Hidari Kesa “weakest” ones have the ability to onehit kill the (downward diagonal cut to the left), switch player character, often disregarding Hit Points feet, Migi Kesa (downward diagonal cut to and everything else – since certain attacks the right), Migi Kesa (downward diagonal eliminate the victims instantly. cut to the right), and gyaku kesa (upward diagonal cut to the left), and suihei Depending on how strong the monster is in (horizontal cut to the right). comparison with the player character, the creature • Rokudan Giri: Six cuts Hidari Kesa can do things like backstab him, slit his throat, (downward diagonal cut to the left), switch behead him, break his back, crush his thorax, etc. feet, Migi Kesa (downward diagonal cut to All monsters are proficient with or the right), Migi Kesa (downward diagonal

5 cut to the right), and Gyaku kesa (upward pauses between them. All cuts in the diagonal cut to the left), Migi Kesa sequence must be completed within one (downward diagonal cut to the right), and second. Suihei (horizontal cut to the left). • Nami Gaeshi: Returning wave cut This sequence is done on two targets standing Intermediate Tameshigiri Sequences: side by side. The targets stands should be pushed together. Hidari Kesa (downward • Futo Giri: Thick cut Kesa giri (downward diagonal cut to the left) on the right target, diagonal cut) on single large multiroll Hidari Gyaku kesa (upward diagonal cut to target. This usually ranges from 2 to 6 the left) on the left target , and Suihei targets. (horizontal cut to the right) on both targets. • Yokonarabi: Multiple targets lined up in a The first cut must stop before impacting the row cut with Kesa giri (downward second target. The second cut is made diagonal cut). This usually ranges from 2 without removing the from between to 6 targets. the targets. The first two cuts should be at • Dodan: Execution Cut Multiple the same level. horizontally stacked targets are cut with single Gedon (Downward vertical cut). Advanced Tameshigiri Sequences: The top of a dodan cutting stand should be soft wood since the katana may contact it. • Daruma otoshi: Batto Migi Kesa Competitions usually use double targets. (downward diagonal cut to the right made • Tsubame Gaeshi: Returning Swallow Cut as the katana leaves the saya) followed by Hidari Kesa (downward diagonal cut to the four fast Suihei (horizontal cuts). left), Gyaku kesa (upward diagonal cut to • Dow Barai: Batto Suihei (horizontal cut to the right), switch feet, Migi Kesa the right made as the katana leaves the (downward diagonal cut to the right), and saya), followed by single handed Suihei gyaku kesa (upward diagonal cut to the (horizontal cut to the left). left). The kesa and gyaku kesa are done • Kasumi: Mist Low Suihei (horizontal cut quickly with no pause between cuts. to the right) followed by high Suihei • Inazuma Giri: Lightning cut Hidari Kesa (horizontal cut to the left). The second cut (downward diagonal cut to the left), Gyaku is made on the severed section of the target kesa (upward diagonal cut to the right), before it falls. and Hidari Kesa (downward diagonal cut • Kawasemi: Kingfisher Hidari Kesa to the left). This is a fast sequence of cuts (downward diagonal cut to the left), low with no pauses between them. All cuts in Gyaku kesa (upward diagonal cut to the the sequence must be completed within one right), and middle Suihei (horizontal cut to second. the left). The third cut is made on the • GyakuInazuma Giri: Reverse Lightning severed section of the target before it falls. cut Migi Gyaku kesa (upward diagonal • Makuri: Wind Hidari Kesa (downward cut to the right), Hidari Kesa (downward diagonal cut to the left) from Hasso no diagonal cut to the left), and Migi Gyaku Kamae (guard position with the katana kesa (upward diagonal cut to the right). pointed upwards, the edge forward, and This is a fast sequence of cuts with no the guard level with the ear), and Migi

6 Kesa (downward diagonal cut to the right). to the left), turn to second target, Mizu Both cuts are made quickly without a pause Gaeshi (See description above), and Suihei and should be completed within one first target on return stroke. second. • Mizu Gaeshi: Returning Water Low As well as swords, backswords and Gyaku kesa (upward diagonal cut to the , most monsters are proficient with right) and high Suihei (horizontal cut to the firearms – most commonly assault rifles and left). The second cut is made on the heavy machine guns –, capable to kill the player severed section of the target before it falls. character with awesome ease, either with massive • Mizu Guruma: Water wheel Low Gyaku damage or with headshots. kesa (upward diagonal cut to the right) followed by high Gyaku kesa (upward The standard assault rifles do about 32 diagonal cut to the left). The second cut is points of damage with a single shot. made on the severed section of the target before it falls. An assault rifle capable to fire 600 rounds • Nuki Uchi: Batto Suihei (horizontal cut to per minute, for example, fires 10 rounds per the right made as the katana leaves the second. Consequently, that inflicts 320 points of saya) on the third step, change feet, Migi damage (not counting critical hits) in a second; Kesa (downward diagonal cut to the right). getting hit by this attack will certainly kill the Similar to Toyama Kata Sambon Mei. player character – instantly –, because the player • Syo Hatto: Batto Gyaku kesa (upward character has a small amount of Hit Points – in diagonal cut to the right made as the katana contrast to any monster –, and even a simple leaves the saya) on the second step, switch threeround burst can do a massive amount of feet, Hidari Kesa (downward diagonal cut damage – which exceeds considerably the player to the left). Similar to Toyama Kata Nihon character’s total Hit Points. Mei. • Tombo: Dragon Fly A half target is laid To avoid this, it’s best to maintain distance horizontally on top of a half target. Hidari from the monsters – constantly –, because many of Kesa (downward diagonal cut to the left) these murderous creatures are proficient with from hasso gamae (guard position with the firearms – mostly military rifles, heavy weapons katana pointed upwards, the edge forward, and high tech guns. and the guard level with the ear), and Migi Kesa (downward diagonal cut to the right) Another fearsome they use is the ending in hasso gamae. The second cut rocket launcher. must be performed before the target has a chance to fall. Each rocket does 200+50 points of damage • Zengonoteki: Enemies to the front and (explosion damage in addition to collision 18 back This sequence is performed on two damage), and these lizards can fire flybywire targets. One is placed to the cutter's right variants – therefore much more dangerous –, and one is placed behind them. Turn and capable to pursue their targets for long distances – 19 Batto Gyaku kesa (upward diagonal cut to not unlike the Slayer missiles and the rocket the right made as the katana leaves the launcher from “Perfect Dark” –, not counting saya), Hidari Kesa (downward diagonal cut these missiles have a considerable explosion

7 radius 20 . If the victims get hit indirectly, the collision damage is disregarded (completely); Creating a magical/psychic trap requires however, the damage from the explosion is still the services of a character who can cast the needed taken into account. The only way to evade such an spell or spells, who is usually either the character attack is by running away and, additionally, creating the trap or an NPC spell caster. detonating the projectile itself (rockets simply explode upon any impact); obviously, it’s possible A trap typically is defined by its location to detonate the rocket by launching grenades or and triggering conditions. similar projectiles. How hard it is to spot before it goes off, Apart from the monsters themselves, there how much damage it deals, and whether or not are many traps (not counting many other the heroes receive a saving throw to mitigate its environmental hazards). effects. Traps that attack with arrows, sweeping , and other types of weaponry make normal A trap can be either mechanical or attack rolls, with a specific attack bonus dictated /psychic. by the trap’s design.

Mechanical traps include pits, arrow traps, Most common obstacles are the booby falling blocks, sentry guns, whirling blades, and traps, because these traps are mostly explosives – anything else that depends on a mechanism to concealed or disguised. Many booby traps cannot operate. be seen, and many others appear to be harmless: typically, a booby trap will be hidden inside, Certain traps, not unlike the Stone Crusher behind or underneath another object. 21 from “God of War II”, are not inescapable at all: the player character can avoid being crushed by There are many places boobytrapped with pushing the floor/ceiling back bit and, therefore, explosives – victimtriggered –, capable to instagib partially open up the doorway into the corridor 22 the player character – as well as any other beyond. human being.

Though such a trap has Strength 4050, the There is a (ludicrous) wide assortment of only way to the player character avoid being booby traps, such as proximity mines (or similar crushed is by making Strength trial against its explosives) among cadavers or among the debris. Strength – through a Quick Time Event –, otherwise that’s certain death. Heroic Many other explosives, such as landmines Power/Greater Heroic Power are required against and bounding mines 23 , are victimtriggered. certain crushing traps, in order to give a bonus in the Strength dispute. However, these devices are absolutely anti handling 24 . Magic traps are further divided into spell traps and magic device traps. Another category of booby trap is the Chest Monster 25 . Magic/psychic device traps initiate spell effects when activated.

8 Instead of a chest with a monster locked inside – literally –, these traps are almost Inescapable Ambush unnoticeable. A specific type of enemy encounter They are fairly more hazardous than the common in a (wide) variety of video game genres. traps from “Prince of Persia”. When the player enters a specific area, There are many “chest monsters”, some type of barrier is closed around the player including mini bosses and hidden bosses, as well character (even one as simple as a door that as many snipers 26 and (even) inescapable mysteriously shuts and locks itself), and the ambushes 27 . player cannot leave these narrow confines until the reinforcements locate and save him. In fact, They can be evaded only with Quick Time most Battles are also Inescapable Ambushes, Events, otherwise these monsters give the player but not all Inescapable Ambushes are Boss Battles. an unavoidable death scene. Many death animations, resembling the death scenes from Additionally, there’s a category of area “Heart of Darkness” 28 , are simply ludicrous. which initiates a noticeable countdown (normally around five minutes) when the player character Also, if a human character falls from a enters its boundaries. Once the countdown certain height – fairly above 20 feet –, the fall reaches zero, the player character is given an results in a considerable amount of damage 29 . execution scene by one of the monsters nearby; such a death scene cannot be avoided anyway – Although there are no bottomless pits 30 , even with invincibility cheat –, since the monsters fall damage is (always) extremely hazardous to use onehit kill attacks – such as decapitation or ANY human character. If the player character falls coup de grace. from an unsafe height, he’s injured in proportion to the height fallen. If the player falls from a Leaving the area ends the countdown, but deadly height, he will scream (desperately) before only if the player character locates and rescues a impact, and dies upon hitting the floor. certain number of people nearby (before time runs out); otherwise the player character and these Jumping Puzzle people are butchered by one of the monsters – as a consequence of a scripted event. Jumping puzzles are generally implemented in fastpaced action games, most Certain scripted events are triggered when commonly as a way to slow down the progress of the player character does a certain thing, which the player, and failure often results in certain causes a monster or environmental obstacle to death. In this game, there are many variants of enter the scene – suddenly –, giving the player such puzzles; inside many buildings – completely character an unavoidable (and gruesome) death ruined or very nearly –, the player character must scene. There aren't blatant warnings (like the solve puzzles in order to find equipment – most sound of the monster's approaching steps or that commonly –, as well as possible survivors; other the creature is about to eat/stab/shoot/zap the places include (but are not limited to) mazelike victim) giving the player character a chance to environments with many deathtraps. hide. The player is given vague and misleading

9 warnings that the monsters could be passing and destructible video cameras as featured in through/returning to the area at any unexpected espionage games like “Perfect Dark”. time. “Perfect Dark” also had 'weak' points in Note: In the original Jurassic Park game for specific walls that could be blown open with the SNES, entering a darkened room without explosives or a well placed shot. As system night vision goggles would result in the player hardware advanced the technology allowed for character’s an immediate deathbyunseen greater destructibility in the environments. dinosaur. The same game also had several spots on the world map where stepping into the wrong The “Half ” series features destructible location would cause a TRex to suddenly appear aspects to many of its environments, and “Red and eat the player character. Faction” was one of the first games that allowed destruction of most of its 3D environment. Scripted Deaths More recent games, such as “Battlefield – A Scripted Death is just that: a situation Bad Company” –, have full destructibility of when the player is taken out of control – buildings in multiplayer. automatically –, causing the characters’ death. A scripted death happens when a game script kills Destructible cover certain characters – compulsorily –, regardless of their attributes and everything else. Scripted Destructible cover is an increasingly deaths are caused by the plot – mostly –, such as popular gameplay element in shooters, uniting happens in EVERY boss battle. However, many destructible environments with cover mechanics other characters (such as the red shirt to discourage overly defensive play. reinforcements) will only be killed by a scripted death under certain circumstances. Just like the player, that piece of concrete isn’t going to last forever. Destructible Cover is defined as anything In video games, the term destructible that the player can take cover behind that can also environment, or terrain deformation, refers to an be destroyed by being worn down by bullets, or a environment within a game which can be wholly single shot by an explosive weapon. Destructible or partially destroyed by the player. It may refer Cover can be in a game even if the game does not to any part of the environment including terrain, have a first or thirdperson cover mechanic. buildings and many other manmade structures. Cooperative Mode Destructible environments are becoming more prominent in games that strive to be more Cooperative gameplay (often abbreviated realistic. as coop) is primarily a feature in video games that allows players to work together as teammates Some games feature levels with minor with the absence of playercontrolled competitors. destructibility, such as exploding barrels, crates,

10 The cooperative mode is built around the AI, as well as the efficiency of the monsters’ single player mode, modified to allow additional attacks. players. The most commonlyused difficulty The story remains unchanged, except for settings are selfdescriptive: Easy, Normal, and the generic combatants (instead of the original Hard. However, sometimes stylizations are used protagonist). These soldiers are unidentified, and to better fit them within the theme of the game. their number is predetermined (according to the context); players can assist other teammates in For example, in “” the settings are many ways – dispatching weapons/items, Recruit, Marine, Veteran, and Nightmare, while in healing, providing cover in a firefight, etc. Diablo II, the settings are Normal, Nightmare, and Hell. However, there’s a limited number of combatants – as mentioned previously –, and the In “Task Force – LastDitch Move” –, the players must achieve the (predetermined) goals settings are Easy, Normal, Hard, Heroic and (the with a satisfactory percent, before the entire group hardest level) Desperate. is butchered by the monsters. Many games increase or decrease the However, the players have (basically) the difficulty based on player performance. This same characteristics as the original player allows for anyone to play the game with just the character. Dead characters are replaced with the right amount of challenge without knowing the remaining ones – successively –, while there are mechanics of difficulty variety. other combatants alive; if their percent depletes to zero, it’s game over – obviously. Hit Points

Not unlike “Double Dragon 3 – The Rosetta Health is a game mechanic used in role Stone” 31 –, the players have many options of playing, computer and video games to give value characters. to characters, enemies, NPCs, and related objects.

Difficulty levels This value can either be numerical, semi numerical as in hit/health points, or arbitrary as Difficulty levels are a common means by in a life bar. which developers allow the player to make a choice about the amount of challenge they want to Hit points, also known as health points (or feel as they play through a game. HP) or just health (among other synonyms), is a finite value used to determine how much damage Difficulty levels offer multiple choices to a (usually in terms of physical injury) a character player so that they can choose a level that is close can withstand. to their level of skill, or merely choose a level that suits their play style best. The changes to the game When a character is attacked, or is hurt that different difficulty levels make are different in from a hazard or fall, the total damage dealt every game, but some common characteristics to (which is also represented by a point value) is tweak are the tactics by the computercontrolled subtracted from their current HP.

11 killed or rendered unconscious as soon as their hit Once their HP reaches 0, the character will points reach 0. be unable to fight. Dungeons & Dragons cocreator, David In some roleplaying games such as Arneson, described the origin of hit points in a Dungeons & Dragons, a player character's hit 2002 interview. When Arneson was adapting the points are determined by character level. The hit medieval war game Chainmail to a fantasy points of monsters are decided by rolling "Hit setting, a process that with Gary Gygax would Dice". lead to the game Dungeons & Dragons, he saw that the emphasis of the gameplay was moving Characters with high Constitution will have from large armies to small groups of heroes and an advantage when hit points are assigned. eventually to the identification of one player and one character that is so essential to roleplaying as A character whose hit points are reduced to it was originally conceived. Players became zero is considered dead or incapacitated. attached to their heroes and did not want them to die every time they lost a dice roll. Players were Other games sometimes lack levels, hit given multiple hit points which were then points, or both. incrementally decreased. Arneson took the concept, along with armor class, from a set of a In certain editions of the game, player naval American Civil War game's rules. characters with 0 HP are not dead, but rather knocked unconscious. Within the range of 1 and A health or life bar is used to display a 9, they are considered to be fatally wounded and character's health in many video games. A typical dying, and their HP will steadily drop until it is life bar is a horizontal rectangle which begins full stabilized. At 10, the character dies. of color. If damage is taken or mistakes are made, the colored area gradually reduces (some also Depending on the rules, a character who change color, typically from green to yellow to suffers 50+ points of damage from a single blow red, as health is reduced). When the bar is may go dead as a result of "Death from Massive completely emptied, the result is game over – Damage". death, being knocked out, etc.

The player must then make a "saving Many game systems incorporate both slow throw" of the dice in hope of countering the regeneration and instanteffect healing skills and damage. Failure to do so results in the characters items. Games often have items that recharge all or dying, regardless of their remaining HP. some of a character's health, but they may differ in that, some games allow the player character to In many console roleplaying games, the collect and carry many items in an inventory and objective is to deplete the hit points of enemies use them to recharge health at a later time when while maintaining the health of player characters. needed; while in other games the player character Hit points can typically be refilled by using a cannot carry items in such a way and items will restorative , staying the night at an "inn", or recharge health immediately upon touching them utilizing healing magic. Generally, characters are or sometimes upon picking them up.

12 In order to immerse the player in the percentage is calculated according to the Hit gaming experience, some developers do away Points; since the armor has 30 Hit points, that’s with the health bar (and other onscreen displays) 100%; if the Hit Points are depleted to 9 (for completely and try to present a character's health example), the player has 30% remaining. in other ways, such as showing a character limping or displaying visible wounds when they The player’s health/armor begins at 100 are injured. percent (30 Hit Points). The percent is decreased by successful enemy attacks – mostly –, as well as In the “Resident Evil” (except for the latest) environmental hazards; if the Hit Points are video games, health is shown both with the player depleted to zero, the player is given a death character limping and pressing his/her wounds in animation – according to the attack/accident. pain, and with an EKG display in the inventory screen. Unlike the player character, who wears a cybernetic exoskeleton – possible to repair only at In “Task Force – LastDitch Move” –, as in the extraction zones –, the monsters are able to “Reptilia Squad – Episodes of the restore their Hit Points easily, either by avoiding Lizardmageddon in Brazil” –, the Hit Points are take damage for a given amount of time 33 , by determined by the character’s Constitution treating their wounds (with FirstAid procedures) attribute. or even by devouring any victim.

On the other hand, the monsters’ life bars There’s are a few (but manifest) exceptions are NEVER revealed. to the Hit Points system, common to virtually all role playing games, in which certain attacks are All characters take multiples of damage, automatically fatal to the player character – taking into account where they are hit – such as regardless of the Hit Points –, and other limbs, body or head. A bullet in the head, for exceptions to the Hit Points system include (but example, inflicts triple damage (instead of normal are not limited to) falling damage, crushing, coup damage). While the player character has normal degrace and based Quick Time Events. Hit Points – however –, all monsters have “Monster Hit Points”. This means that a monster Role Playing Games and Survival Horror has normal Hit Points multiplied by one hundred; games also feature this more or less frequently, a giant iguana with Constitution 30 at the first though in RPGs it's usually the player who gets to level, for example, has 3600 Hit Points (instead of use instakill technique – while in survival horror 36). it's usually a monster. Getting caught by a monster (Reptilian an Inhuman) is ALWAYS an Note: the player character, with his instant kill, usually by instagib – unavoidable –, powered suit, has 30 Hit Points. usually by decapitation or head shot.

The player's current Hit Points are shown Certain monsters, proficient with magic or both numerically and (additionally) with a life psychic powers (or both), can blast the player bar. The author is interested in use life bars as well character from afar with strong magic/telekinetic as percentage meters, vaguely similar to attacks. In addition, they can paralyze a victim for “Millennium Soldier – Expendable” 32 . The long enough for them to walk up and (ruthlessly)

13 deliver a coup de grace; execution methods Reptilian and Inhuman monsters have include (but are not limited to) decapitation, damage resistance to ANY damage type – except disembowelment and even dismemberment, for attacks of reptiles –, and their damage always unavoidable upon the victim is subdued resistance is equal to ½ Constitution score. by paralysis. Damage immunity is the ability of Note: Any comparison with “ effectively disregard certain damage types. ” 34 is absolute euphemism. Reptilian and Inhuman monsters are Damage Reduction immune to the following damage types: fire, cold, electrical, acid and sonic damage – not counting Damage Reduction is just that: the ability of other immunities. a creature to effectively disregard damage taken. Heroic Points Damage Reduction can reduce damage to 0 but not below 0. Heroic Points work essentially as Action Points and (as well) extra Hit Points, enabling the Damage Reduction is written as player character to reduce damage from enemy "value/type" where the "value" is a numeric attacks. In addition, such points allow to perform number stating up to how much damage can be special actions – such as the Quick Time Events ignored – each time the creature is injured –, and against certain monsters –, with the Heroic Effort; "type" is the condition which can bypass the however, the Heroic Points are useless under ability. certain circumstances – such as surprise attacks or if the character is helpless. Reptilian and Inhuman monsters have Damage Reduction X/attacks of reptiles, where X The current Heroic Points are described in is equal to the creatures’ Constitution score. percentage and with a bar (as well), similar to the Hit Points. The beginning Heroic Points value is A giant lizard with Constitution equal to equal to 50 (100%); if the player takes 40 points of 50, for example, can ignore 50 points of damage damage – for example –, the Heroic Points are from any attack – except for attacks of reptiles. depleted to 20% (10 points).

Damage resistance and damage immunity Without the Heroic Points, the Hit Points are decreased instead. If the player takes 40 points Damage resistance is damage reduction of damage, in this situation, the total damage is that is not overcome under any circumstance (or reduced by 15 (because of the armor’s ballistic almost). protection); therefore, the player takes 25 points of damage. It is always written as x/ where x is the amount of damage of that type to ignore. The Heroic Effort is an ability that (as the name dash is the indication that there is no way to implies) requires Heroic Points. bypass the damage reduction.

14 For each Heroic Point the character uses – not exceeding the Will score –, it’s possible to sum Physical attributes +1 in an attribute dispute; the effect lasts for Will/2 minutes (rounded up). Heroic Effort Strength (ST): Determines the physical requires Heroic Points (2 or more), Will 15 or strength. Strength affects Damage Bonus (extra greater. damage) he is able to inflict with melee weapons and, additionally, the maximum weight that the Great Heroic Effort works like Heroic character can carry/support. Efforts. The only difference is that the cost in Heroic Points is halved (rounding up), yet the Constitution (CON): Determines the effect duration does not exceed Will/2 minutes. physical condition of character, as well as the amount of Hit Points. Great Heroic Effort requires great Heroic Effort, Heroic Points 4 (or more), Will 16 (or Dexterity (DEX): Defines the ability of the greater), 4th level or more. character, his acuity with hands and/or feet. It does not include bodily agility, just manual Note: Only nonmonster characters have dexterity. A character with high Dexterity can Heroic Points. cope better with weapons, using tools, operating delicate instruments, shoot with bow and arrow, Attributes grab objects in midair... Agility and dexterity also are not necessarily related. A character may be an An attribute is a “statistic” that describes to accomplished artist, or a great archer, but quite what extent a character in a roleplaying game awkward. possesses a specific natural, inborn characteristic common to all characters in the game. Agility (AGI): Unlike Dexterity, Agility is not valid for things made with hands, but to the Some games use different terms to refer to whole body. With a high value on Agility, a an attribute, such as statistic, (primary) character can better evade attacks from characteristic or ability. opponents, escape traps...

With these statistics, it’s possible to Mental attributes determine if a character is more powerful than another, more athletic or smarter. Intelligence (INT): Intelligence is the ability to solve problems, no more and no less. A Attributes are divided into two basic types: smart character is more apt to understand what Physical and Mental. happens around them and is not fooled so easily. It also deals with memory, ability to abstract Physical Attributes are four: Strength, concepts and discover new things. Intelligence Constitution, Dexterity and Agility. Tests can be done to solve puzzles, riddles, challenges, mathematical or logic problems. Mental Attributes are also four: Intelligence, Will, Perception and Charisma. Will (WILL): This is the ability to concentrate and determination of character. A

15 high Willpower will cause a character to resist character and a tangible "ingame" enhancement things like psychological torture, hypnosis, panic, to skill or ability rolls. temptations, and mind control. The GM may also require tests of Willpower to check if a character is Systems of advantages and disadvantages not terrified of a scary situation. Is also related to are often criticized for allowing or even the Magic and psychic powers. encouraging minmaxing, where a player strives to take disadvantages which have little or no Perception (PER): It is the ability to look tangible effect on play while using the character around and see important details – such as that points gained from those disadvantages to pay for landmine among the debris. A character with high powerful advantages. perception is always alert to strange things and details almost imperceptible, while the subject Skills with low perception is distracted and absent minded. This attribute is used to do tests to find A skill represents the learned knowledge lost or hidden, Detect Traps, see enemies or even and abilities of a character. Skills are known by secret passages. various names, including proficiencies, abilities, talents and knacks. Charisma (CHA): Determines the character's charm, his ability to make other people During character creation, a player like him. A high value on charisma does not mean character's skills are generally chosen from a long he is cute or something, just nice; a professional list. A character may have a fixed number of model that has high Constitution and low starting skills, or they may be paid for using Charisma would be simply unbearable, while a character points. In contrast to attributes, very few giant dragon with high charisma could have lots games fix a player's skills at the start of the game, of friends. instead allowing players to increase them by spending experience points or during "leveling Advantages and Disadvantages up". Since some skills are likely to be more useful than others, different skills often have different An advantage is a physical, social, costs. intellectual, or other enhancement to a character. In contrast, a disadvantage is an adverse effect. Skills usually influence a character's chance Advantages are also known as virtues, merits or to succeed by adding to the relevant attribute. In edges and disadvantages as flaws or hindrances, some games (such as GURPS), each skill has a or by the abbreviation "disads". specific base attribute to which it is always added; in others (such as Ars Magica), a skill can be Many games encourage or even force added to different attributes depending on how players to take disadvantages for their characters the skill is being used. Some games (such as Feng in order to balance their advantages or other Shui) add the base attribute to the skill at "positive" statistics. Advantages and character creation time; after that, it is disadvantages often have a thematic element to independent of the attribute and is used instead of them. They often provide a direct relationship the attribute rather than adding to it. Most games between how someone wants to roleplay their have a fixed penalty for attempting a task without a relevant skill; older editions of Shadowrun gave

16 a complex network of penalties for using similar skills (such as attempting to pick an electronic lock If the check has a critical fumble, the worst by using Computer skill instead of Electronics happens: the player doesn’t detect the monsters, skill). and the character proceeds unaware of their presence... There’s a wide variety of skills intended to enable it to support any conceivable genre (such Despite the level of the skill – in any case –, as Acrobatics and Vehicle Piloting). Each skill is a dice roll of 9500 is always a critical failure. tied to at least one attribute, and the characters' abilities in that skill is a function of their base Skill checks include combat skills attributes. (obviously): , Swords, Backswords, Machine Guns, etc. Game mechanics allow that eventually it may be less expensive to raise the level of the base There are two categories of attacks: Melee attribute the skills depend on as opposed to (with handtohand weapons, or unarmed purchasing higher levels of skills. A player can combat) and Ranged (bows, guns, thrown generally purchase a skill for his character at any weapons, etc.); attacks made by a character are level he or she can afford. checked with the skill with that weapon.

The Daemon System uses d100 for attribute For example, if a character is using an and skill checks. Making attribute and skill checks assault rifle, as with any other skill, the attack is the reverse of the mechanics of most other must achieve a result equal to or less than the Skill RPGs, where the higher the total of the dice roll. If percent to succeed. In any case, if the character has the roll is less than or equal to that number, the a critical result – equal or less than ¼ of the Skill check succeeds. Instead, there are various percent –, the hit inflicts double or triple damage. modifiers to add or subtract to the skill level; in this way, positive modifiers increase the chance Attack modifiers are set according to for success by adding to the stat or skill, while distance, speed and cover – these factors can make negative modifiers deduct from it and make a successful strike more difficult. Damage from things more difficult. melee weapons takes into account the character's Strength. The weaker a character is physically, the There’s an example: a player makes a less damage he (or she) is capable of inflicting Detection check with the motion tracker, trying to with such a weapon. detect and avoid the monsters nearby; the motion tracker has Perception 20 and (therefore) 80% Bows, , firearms, high tech chance of detecting the monsters. weapons and explosives (unlike any ) have a set damage value. Under normal circumstances, there are no negative modifiers in the Detection check. Critical hits However, the player must roll 80 or less to succeed; if the player rolls above 80, then the In many roleplaying games and video character has failed the attempt at detect the games, a critical hit is a successful attack that deals monsters. more damage than a normal blow.

17 critical misses except where the game is directly The concept is realized as the effect of based on a tabletop counterpart. hitting an artery, or finding a weak point. Levelbased progression Critical hits are almost always random, although character attributes or situational In games derived from Dungeons & modifiers may come into play. Dragons (D&D), an accumulation of experience points increases a character's "level", a number The most common kind of critical hit that represents a character's overall skill and simply deals additional damage, most commonly experience. dealing double the normal damage that would have been dealt, but many other formulas exist as To "level" or "level up" means to gain well (such as ignoring defense of the target or enough XP to reach the next level. always awarding the maximum possible damage). Critical hits also occasionally do "special damage" By gaining a level, a character's abilities or to represent the effects of specific wounds (for stats will increase, making the character stronger example, losing use of an arm or eye, or being and able to accomplish more difficult tasks, reduced to a limp). Critical hits usually occur only including safely battling stronger enemies, with normal weapon attacks, but not with magic gaining access to more powerful abilities (such as or other special abilities. spells or combat techniques), fix or disable more complex mechanical devices, or resolve Many games (tabletop or computer) use increasingly difficult social challenges. "ablative" hit point systems. That is, wounded characters often have no game differences from Typically levels are associated with a unwounded characters other than a reduction in character class, and many systems will allow hit points. Critical hits originally provided a way combinations of classes, allowing a player to to simulate wounds to a specific part of the body. customize how their character develops. These systems usually use lookup charts and other mechanics to determine which wound was Experience levels fell out of vogue during the late 1980s and most of the 1990s, but began to inflicted. Most systems now simply award extra damage on a critical hit, trading realism for ease of come back with the 2000 release of D&D 3rd play. The effect of a critical hit is to break up the Edition and the d20 System. Some systems that monotony of a battle with high, unusual results. use a levelbased experience system also incorporate the ability to purchase specific traits The negative counterpart of the critical hit with a set amount of experience; for example, is variously known as the critical miss, critical D&D 3rd Edition bases the creation of magical fumble, or critical failure. items around a system of experience expenditure (known as burning XP) and also uses a system of

The concept is less frequently borrowed feat selection which closely matches the than that of critical hits. Many tabletop role advantages of systems such as GURPS or the System. The d20 system also introduced the playing games use some variation on this concept concept of prestige classes which bundle sets of (such as a "botch" in the Storyteller System), but few computer roleplaying games implement mechanics, character development and

18 requirements into a package which can be and White Wolf games still use character classes "leveled" like an ordinary class. in one way or another. Most games offer additional ways to systematically differentiate In the Daemon System 35 , the concept of characters, such as race, skills, or affiliations. levelbased progression is essentially similar. In fantasy games, where classes are more The monsters have (current) level up to 10, common, it is usual to find one (or more) class that such as Charles, Donovan and Rachel. excels in combat, several classes (called spell casters) that are able to perform magic (often Monsters and their classes different kinds of magic), and classes that deal with professional or criminal skills. In roleplaying games, a common method of arbitrating the capabilities of different game For example, Dungeons & Dragons characters is to assign each one to a character provided a set of four classes that many players class. consider archetypal among games with classes.

A character class aggregates several Nonfantasy roleplaying games often fill abilities and aptitudes, and may also sometimes the place of the Magic User with psychic or detail aspects of background and social standing scientist classes, and the Cleric with a medic or or impose behavior restrictions. similarly supportive role.

Classes may be considered to represent There are also character classes that , or specific careers. RPG systems that combine features of the classes listed above and employ character classes often subdivide them are frequently called hybrid classes. into levels of accomplishment, to be attained by players during the course of the game. It is Classes provide direction and limitations common for a character to remain in the same for characters. For example, a thief will usually be class for its lifetime; although some games allow provided abilities such as lock picking, but characters to change class, or attain multiple probably would not be able to wield magic as well classes. Some systems avoid the use of classes and as a mage (or, depending on the game, possibly levels entirely; others hybridize them with skill not at all). Game designers use the limitations based systems or emulate them with character provided by classes to encourage (or enforce) templates. interdependence among characters.

Dungeons & Dragons (D&D), the first Some RPGs restrict the classes a character formalized roleplaying game, introduced the use can choose based on alignment, race, or other of classes, and many subsequent games adopted statistics. variations of the same concept. These games are sometimes referred to as 'classbased' systems. As In “Reptilia Squad”, the character classes well as tabletop games, character classes are found are determined by “character kits”. in many computer roleplaying games and live action roleplaying games. Many of the most popular roleplaying games, such as D20 system

19 A character kit is a set of skills and They are proficient with backswords and characteristics (an ) that determines the daggers. character profile. • Mages • Sorcerers There are monsters of the following classes: • Acolytes: Priests of the Matriarch. • • Manglers: also known simply as Merciless • Booby Trappers: These rogues are expert Warriors, they are absolutely atrocious – in booby traps, as their designation implies. coldblooded and extremely truculent. As • Smart Warriors: Similar to the Booby well as swords or backswords, they are Trappers. proficient with firearms – military rifles, • Rogue Warriors: Idem. heavy weapons and high tech guns. • Harlot Warriors: The feminine equivalents • HeavyHanded Warriors: In comparison to warriors (there are many classes of with most Reptilian warriors, these are Harlot Warriors, including the Shameless simply more versatile. Warriors). • Annihilators: these warriors are essentially • Gimmick Harlots: The feminine similar to the Manglers. equivalents to the Booby Trappers. • Grimwarriors: also known as • Harlot Priestesses: The feminine Dreadwarriors or Ravagers, these warriors equivalents to the Acolytes. are quite similar to the Manglers. • Gunwarriors: also known simply as Monsters and their weapons Gunners, these warriors are proficient with many variants of firearms. As well as Reptilian and Inhuman monsters have military rifles, heavy weapons and high inestimable appreciation for their bladedweapons tech weapons, they have proficiency with (swords, backswords and daggers), manufactured many others – revolvers, pistols, shotguns, with superb quality – absolutely unmatched by guns or submachine guns; additionally, human standards –, and there are (in fact) many they are proficient with backswords – all variants of such weapons. Their swords and variants. backswords are not only weapons, but classic • Swordswarriors: These warriors are symbols of power and prestige. proficient with swords (all variants). • Sabrewarriors: Similar to the Though these monsters are not proficient Swordswarriors, except for their with combat 36 , they are (mostly) proficient proficience with backswords (instead of with sorter variants of swords or backswords. swords). However, these weapons are utilizable • Vicious Warriors: Similar to the (occasionally) as combat knives; therefore, it’s Swordswarriors and Sabrewarriors. possible to slit the victim’s throat – for example. • Melee Warriors: idem. • Reptilian Troopers In all variants of swords, backswords and • Shameless Warriors: Sex workers and daggers they use, the blade is (perceptibly) warriors. broadened and thickened to increase its power. • Psychic Warriors: These warriors combine their combat abilities with psychic powers. Note: All backswordproficient monsters 20 use katana and , except for the Grimwarriors – also known as Dreadwarriors –, proficient only with the dotanuki – a heavier variant of the standard katana –, and the sword The kukri is a sturdy curved . proficient monsters use only the great swords. The cutting edge is inwardly curved in Daggers shape and is the icon of Nepal. Very effective when used as a weapon, it is a symbolic weapon Tantō for all Gurkha regiments throughout the world and the Nepali Army signifying the courage and A tantō ("short sword") is a common valor of the bearer in the battlefield. Japanese single or doubleedged dagger with a blade length between 15 and 30 cm (612 inches). The blade's distinctive forward drop is The tantō was designed primarily as a stabbing intended to act as a weight on the end of the blade weapon, but the edge can be used for slashing as and make the kukri fall on the target faster and well. Tantō appeared in the , but with more power. Although a popular legend these blades lacked aesthetic quality and were states that a Gurkha "never sheathes his blade used purely as weapons. In the early Kamakura without first drawing blood", the kukri is most period highquality artistic tantō began to appear. commonly employed as a multiuse utility tool Tantō production increased greatly around the rather like a . and then declined in the Shintō period. For attacking, the kukri is most effective as a chopping or slashing weapon, though it can be Consequently, Shintōperiod tantō are quite used for stabbing. In combat, the kukri is basically rare. They regained popularity in the ShinShintō used in three different styles: stabbing with the Period. point, slashing or chopping with the edge, and (rarely) throwing. Because it has an angular blade Tantō are generally forged in hirazukuri, bending towards the opponent, the user need not meaning that their sides have no ridge line and create an angle in the wrist, which makes a kukri are nearly flat, unlike the shinogizukuri structure more comfortable as a stabbing weapon than other of a katana. Some tantō have particularly thick straightbladed knives. Its heavy blade enables the crosssections for armorpiercing duty, and are user to inflict deep wounds and to cut through called yoroidoshi. muscle and bone.

Tantō were mostly carried by , as Gurkhas were known for using the kukri to commoners did not generally wear them. Women chop off an enemy soldier's head with one stroke. sometimes carried a small tantō called a in their primarily for selfdefense. It was The kukri is designed primarily for sometimes worn as the shōtō in place of a chopping. The shape varies a great deal from wakizashi in a daishō, especially on the battlefield. being quite straight to highly curved with angled Before the 16th century, it was common for a or smooth spines. There are substantial variations samurai to carry a and a tantō as opposed to in dimensions and blade thickness depending on a katana and a wakizashi. intended tasks as well as the region of origin and

21 Kami that produced it. As a general guide the scabbard. The scabbard usually holds a karda spines vary from 5–10 mm at the handle, and can (auxiliary ) and a chakmak (steelflint striker) taper to 2 mm by the point while the blade lengths in addition. On many village and some can vary from 26–38 cm for general use. older military kukris, the scabbard also has a tinder pouch. A kukri designed for general purpose is commonly 40–45 cm (16–18 in) in overall length The kukri blade is forged from steel. and weighs approximately 450–900 grams (1–2 Modern kukri blades are often forged from leaf lbs). springs collected from recycled truck suspensions. The tang of the blade usually extends all the way Another factor that affects a kukri's weight through to the end of the handle; the small portion and balance is the construction of the blade. To of the tang that projects through the end of the reduce weight while keeping strength the blade handle is hammered flat to secure the blade. A might be hollow forged, or a fuller is created. kukri blade has a hard, tempered edge and a Kukris are made with several different types of softer spine. This enables it to maintain a sharp fuller, including tin chira (triple fuller), dui chira edge, yet tolerate impacts. They are also balanced (double fuller), angkhola (single fuller), or basic so that they will rest in a vertical position if nontapered spines with a large beveled edge. supported on a fulcrum, such as a finger.

Kukri blades usually have a notch (kauda, Traditional kukris usually have handles kaudi, kaura, or cho) at the base of the blade. made from hardwood or water buffalo horn. Various reasons are given for this, both practical These handles are often fastened with a kind of and ceremonial: that it makes blood and sap drop tree sap called laha (also known as "Himalayan off the blade rather than running onto the handle; epoxy"). With a wood or horn handle, the tang that it delineates the end of the blade whilst may be heated and burned into the handle to sharpening. ensure a tight fit, since only the section of handle which touches the blade is burned away. In more Handles are most often made of hardwood modern kukris, handles of cast aluminum or brass or water buffalo horn, but ivory, bone, and metal are pressfitted to the tang; as the hot metal cools handles are also used. The handle quite often has it shrinks and hardens, locking onto the blade. a flared butt that allows better retention in draw cuts and chopping. Most handles have metal Swords bolsters and butt plates which are generally made of brass or steel. The swords of medieval Europe (approximately 500 to 1500 AD) evolved from The traditional handle attachment in Nepal steel Celtic swords, which in turn arose from a is the partial tang, although these days the stick tradition of straight, doubleedged swords which tang is more popular. The full tang was mainly began with bronze swords as early as 1,500 BC. At used on some military models, but has not caught the opening of the Middle Ages these swords on in Nepal itself. tended to have blades just under a yard in length with a grip designed to accommodate a single The kukri typically comes in either a hand; the other hand being concerned with the decorated wooden scabbard or a leather wrapped grip of a shield. Essentially all of the earliest

22 medieval swords and many throughout the period led with his shield and thrust with his sword. All were designed to cut, having surprisingly thin types of appear to have also been suitable blades, especially towards the tip, which was for cutting and chopping motions as well as for often rounded. By the close of the Middle Ages, thrusting. swords increasingly are stouter and more sharply pointed, being optimized for the thrust, the cut Gladii were twoedged for cutting and had having been rendered less effective by a tapered point for stabbing during thrusting. A improvements in armor. Similarly, with these solid grip was provided by a knobbed hilt added armor improvements, the shield became on, possibly with ridges for the fingers. Blade redundant and swords with hilts effectively strength was achieved by welding together strips, accommodating both hands make their in which case the sword had a channel down the appearance and grow in popularity. center, or by fashioning a single piece of high carbon steel, rhomboidal in crosssection. The Gladius owner's name was often engraved or punched on the blade. Gladius is a Latin word for sword. Early ancient Roman swords were similar to those used Stabbing was a very efficient technique, as by the Greeks. From the 3rd century BC, the stabbing wounds, especially in the abdominal Romans adopted swords similar to those used by area, were almost always deadly. However, the the Celtiberians and others during the early part gladius in some circumstances was used for of the conquest of Hispania. This sword was cutting or slashing, as is indicated by Livy's known as the Gladius Hispaniensis, or "Hispanic account of the Macedonian Wars, wherein the Sword." It was once thought that they were Macedonian soldiers were horrified to see similar to the later Mainz types, but the evidence dismembered bodies. now suggests otherwise. Rather, these early blades followed a slightly different pattern, being Though the primary attack was longer and narrower, and were probably those thrusting at stomach height, they were trained to that Polybius considered good for both cut and take any advantage, such as slashing at kneecaps thrust. Later extant Gladii are now known as the beneath the . Mainz, Fulham, and Pompeii types. In the late Roman period, Publius Flavius Vegetius Renatus The gladius was sheathed in a scabbard refers to swords called semispathae (or mounted on a belt or shoulder strap, some say on semispathia) and spathae, for both of which he the right, some say on the left (refer to the articles appears to consider gladius an appropriate term. cited in the notes). Some say the soldier reached across his body to draw it, and others affirm that A fullyequipped Roman soldier was the position of the shield made this method of armed with a shield (scutum), several javelins drawing impossible. A centurion wore it on the (pila), a sword (gladius), probably a dagger opposite side as a mark of distinction. (pugio), and perhaps darts (plumbatae). Towards the end of the 2nd century A.D. Conventionally, the javelins would be the took the place of the gladius in the thrown before engaging the enemy, at which point Roman legions. the gladius would be drawn. The soldier generally

23 The hilt of a Roman sword was the capulus. It was often ornate, especially the swordhilts of The Long sword is a type of European officers and dignitaries. sword used during the late medieval period, approximately 1350 to 1550 (with early and late use reaching into the 13th and 17th centuries, respectively). Long swords have long cruciform The falcata is a type of sword typical of pre hilts with grips over 10 to 15 cm length (providing Roman Hispania (the Iberian Peninsula, modern room for two hands). Straight doubleedged Spain and Portugal), similar to the Ottoman blades are often over 1 m to 1.2 m (40" to 48") , Greek or Nepalese kukri. length, and weigh typically between 1.2 and 2.4 kg (2½ to 5 lb), with light specimens just below 1 kg The term falcata is not ancient. It seems to (2.2 lb), and heavy specimens just above 2 kg (4½ have been coined by Fernando Fulgosio in 1872, lb). on the model of the Latin expression ensis falcatus "sickleshaped sword" (which, however, refers to The long sword is commonly held in the ). He presumably went with falcata combat with both hands, though some may be rather than falcatus because the Spanish word for used singlehanded. Long swords are used for sword, espada, is feminine, although there are hewing, slicing, and stabbing. The specific other presumable theories. The name caught on offensive purpose of an individual long sword is very quickly, and is now firmly entrenched in the derived from its physical shape. All parts of the scholarly literature. sword are used for offensive purposes, including The falcata has a one edged blade that the pommel and cross guard. pitches forward towards the point, the edge being concave on the lower part of the sword, but The evolution of the sword before and after convex on top. This shape distributes the weight the development of the long sword was not in such a way that the falcata is capable of entirely linear. Swords of an older type may have delivering a slash with the momentum of an , coexisted with newer variants for quite some time, while maintaining the cutting edge of a sword. making it difficult to trace a single path of sword The hilt is typically hookshaped, the end being evolution. Instead, the course of sword stylized in the shape of a horse or a bird. There is development is layered with some swords often a thin chain connecting the tip of the hilt evolving from a previous type of sword, acting as with the upper section. Although it was a one its able contemporary, and eventually being edge weapon, twoedge have been found. abandoned while the original design continued in use for some time afterward. Similarly, variants of The falcatalike swords were derived from a particular type of sword may have come about the sickleshape knives of the Iron Age; that too not to replace it, but to simply coexist with it until explains their ritual uses. It is thought that it was a new evolution brought a close to both older introduced in the Iberian Peninsula by the Celts types of weapons. Such situations present both the who spread the iron technology. It seems that its path of sword development as a whole and the origin is parallel to the Greek Kopis, but not encompassed rise and fall of the long sword as derived from it. chronologically nebulous and confused by broad definitions, both modern and contemporary. Long sword

24 While nearly every long sword is in some while maintaining a thin enough edge geometry way different from one another, most contain a to allow a proper cutting edge to be ground. The few essential parts. The blade of the sword forms diamond shaped blade slopes directly up from the the cutting portion of the weapon and is usually edges, without the curved elements of the doubleedged. Blades came in a variety of shapes lenticular blade. The central ridge produced by and sizes. Broad and thin blades are more this angular geometry is known as a riser, the effective for cuttingoriented long swords while thickest portion of the blade that provides ample thick tapering blades are found on varieties more rigidity. These basic designs are supplemented by effective at thrusting. However, all long swords additional forging techniques that incorporated were effective at cutting, slicing and thrusting and slightly different variations of these crosssections. variations in form made only minor alterations in use. The hilt comprises the portion of the sword The most common among these variations that is not the blade. Like the blade, hilts evolved is the use of fullers and hollowground blades. and changed over time in response to fashion and While both of these elements concern themselves as the swords were designed for different specific with the removal of material from the blade, they purposes. differ primarily in location and final result. Fullers are grooves or channels that are removed from the The blade of the medieval long sword is blade, in long swords, usually running along the straight and predominantly double edged. The center of the blade and originating at or slightly construction of the blade is relatively thin, with before the hilt. The removal of this material allows strength provided by careful blade geometry. the smith to significantly lighten the weapon Over time, as is evidenced in the Oakeshott without compromising the strength to the same typology and other similar systems, the blades of extent, much as in the engineering of steel I long swords become slightly longer, thicker in beams. Though colloquially called "blood crosssection, less wide, and considerably more grooves", fullers were not designed, nor do they pointed. This design change is largely attributed function, to allow blood to flow out of a wound to the use of plate armor as an effective defense, more easily, nor to run off the sword. Fullers more or less nullifying the ability of a sword cut to differ in number and thickness on swords, with break through the armor system. Instead of some incredibly broad fullers spanning nearly the cutting, long swords were then used more to entire width of the weapon while smaller more thrust against opponents in plate armor, requiring numerous fullers are usually thinner. The length a more acute point and a more rigid blade. of fullers also displays variation on some cutting However, the cutting capability of the long sword blades the fuller may run nearly the entire length was never entirely removed, as in some later of the weapon, while the fuller stops onethird or , but was supplanted in importance by halfway down other blades. Hollowground thrusting capability. blades have concave portions of steel removed from each side of the riser, thinning the edge Blades differ considerably in crosssection, geometry while keeping a thickened area at the as well as in length and width. The two most basic center to provide strength for the blade. forms of blade crosssection are the lenticular and diamond. Lenticular blades are shaped like thin A variety of hilt styles exist for long doubly convex lenses, providing adequate swords, with the style of pommel and quillion thickness for strength in the center of the weapon (cross guard) changing over time to accommodate

25 different blade properties and to fit emerging Guards could be plain or ornate, while hilts stylistic trends. usually ended with heart or pear shaped heavy pommels. Broadsword Occasionally a blunted portion of the forte, A broadsword is a sword with a blade that the ricasso or Fehlschärfe (meaning “missing is heavy, straight, and usually doubleedged. A sharpness”) at the base of the blade allowed a singleedged weapon sharing the other hand to be placed below the lower guard to characteristics of a broadsword is called a “shorten the grip” and make the handle like a pole backsword. The broadsword is designed for both arm. This allowed the user to crudely repel a cutting and thrusting, but primarily the former. It . The swords have hiltmounted was a preferred armament in England for four siderings and enlarged crossguards of up to 35 centuries, beginning in the 17th century and cm (14 in) across. Along the blade, some 10–20 cm continuing until the advent of firearms, although (4–8 in) from the upper guard, Parierhaken many different designs were used over that time, (“parrying hooks”) shaped like lugs or flanges falling into various schemes of categorization by acted as a guard for the ricasso to prevent other type of hilt. In its early days it had only a plain weapons from sliding down the blade. cross hilt, sometimes accompanied by an outer ring, and a doubleedged blade; it was then used According to postmedieval accounts, the for attack only, the wielder employing a buckler earlier, more practical Zweihänder types were for defense. As use of the buckler declined due to used to break up formations, first by the inconvenience of carrying it, techniques were smashing the pikes and then by hitting the developed for defensive use of the broadsword. pikemen themselves.

Greatsword/Zweihänder Backswords

The Zweihänder is an enormous two Backsword is a denomination of any type of handed sword. sword with only one edge, with the back of the sword often being the thickest part of the blade. The Zweihänder could be up to 180 cm (6 ft) long from the base of the pommel to the tip of Since "sword" is sometimes defined as the blade, with a 120–150 cm (4–5 ft) blade and 30– doubleedged, a definition of a backsword 45 cm (1–1½ ft) hilt. The weight could range without taking recourse to defining it as a "sword" between 2 kg and 3.2 kg (4½–7 lb). However, a would be that it is designed as a weapon, unlike a ceremonial Zweihänder, which was unsuitable for generic knife which may have uses as a tool, long combat, could weigh up to 7 kg (16 lb). enough to be optimized for slashing.

Some were shorter, though. Earlier Backswords have evolved out of knives and versions, in particular, often had an overall length machete like farmers' tools in many cultures. of about 150 cm (5 ft), weighing as little as 1½ kg. Some backswords are curved in order to make slicing/chopping action easier, at some expense of thrusting power, but this should not be

26 seen as an overwhelming trend in the type, but feudalism and recognition of the daimyo or "great rather limited to specialized forms. family" in the late ninth century.

Katana The "Meitou" are a rare class of katana, meitou meaning "Celebrated Sword" or "Named The katana is Japanese for backsword and Sword". They are prized swords passed through often refers to the after the Muromachi generations, won in battle, or given as a gift out of period, which is a type of , also respect. commonly referred to as a "samurai sword", and generally defined as the standard size moderately Meitou are superior to ordinary katana in curved (as opposed to the older "tachi" style most aspects: cutting, endurance, etc. Therefore, featuring more curvature) Japanese sword with a Meitou are more expensive (due to their quality); blade length of greater than 60 cm (23.6 inches). typically handmade by renowned swordsmiths, the Meitou gain their name through battle, long The katana is characterized by its existence, and even royalty. distinctive appearance: a curved, slender, single edged blade, circular or squared guard, and long The katana originated in the Muromachi grip to accommodate two hands. It has historically period (1392–1573) as a result of changing battle been associated with the samurai of feudal Japan, conditions requiring faster response times. The and has become renowned for its sharpness and katana facilitated this by being worn thrust cutting ability. through a belt (obi)with the edge of the blade facing up, which allowed the samurai to draw and In the strictest sense, the term katana in cut their enemy in a single motion. Previously, the Japanese is applied to any kind of singleedged curved sword of the samurai had been worn with sword, of any origin, and does not necessarily the edge of the blade facing down, suspended refer to a Japanese sword. from a belt.

"Katana" was originally used as a general The length of the katana blades varied term for a singleedged sword having a "sori" or considerably during the course of its history. In curvature of the blade. While the "sugata" or form the late 14th and early 15th centuries, katana can take many shapes, including double edged, blades tended to be between 70 and 73 cm (27.6 the term is now used incorrectly to describe and 28.7 inches) in length. During the early 16th nihontō that are 2 shaku (606 mm / 24 in) and century, average length was much closer to 60 cm longer, also known as "dai" or "daito" among (23.6 inches), but late in the 16th century, it was Western sword enthusiasts. again approximately 73 cm (28.7 in).

This distinguishes them from the straight The katana was paired most often with the bladed chokutō, which was brought from China wakizashi or shōtō, a similarly made but shorter by way of Korea The chokutō is speculated to sword, both worn by the members of the warrior have been the first "sugata" type the katana took class. It could also be worn with the tantō, an even on, being modeled after the imported swords. smaller similarly shaped knife. The katana and This emergence of the first nihontō took place the wakizashi when paired with each other were same time period as the beginning of Japanese

27 called the daishō and they represented the social by individuals of low status and privates in the power and personal honor of the samurai. ranks. Most uchigatana made during the early were not of the highest From the Heian to the , the standard, and because they were considered primary battlefield sword was the tachi. Its long disposable, virtually no examples from these early blade and sharp edge made it ideal for use on times exist today. It wasn’t until the Muromachi horseback. The Uchigatana was created during the Period (considered by some to be a kind of Dark Muromachi Period and, unlike the tachi, was Age in the history of the Japanese Sword), when worn edgeup in the belt. Since it is worn the samurai began to use them to supplement the differently, the engraved words on the sword are longer tachi, that uchigatana of high quality began also opposite to the tachi, making the words still to be made. In the Momoyama and Edo Periods, upright instead of upsidedown like when one the tachi was almost totally abandoned and the wears the tachi like an uchigatana. This sword custom of wearing a pair of long and short was developed out of the everincreasing need for uchigatana together, the daisho (literally “big speed on the battlefield, where quickly little”), became the dominant sign of the Samurai unsheathing one’s sword and cutting down the class. enemy was a matter of life or death. Its rapid acceptance indicated that battlefield combat had The wakizashi is a backsword with a shōtō grown in intensity. Since it was shorter, it could be blade between 30 and 60 centimeters (12 and 24 used in more confined quarters, such as inside a in), with an average of 50 cm (20 in). It is similar to building. but shorter than a katana, and usually shorter than the (""). The wakizashi Unlike the tachi, with which the acts of was usually worn together with the katana by the drawing and striking with the sword were two samurai or swordsmen of feudal Japan. When separate actions, unsheathing the uchigatana and worn together the pair of swords was called cutting the enemy down with it became one daishō, which translates literally as "large and smooth, lightningfast action (this technique was small". The katana was often called the sword or called battojutsu otherwise known as Battokiri). the long sword and the wakizashi the companion The curvature on the blade of the uchigatana backsword. differs from the tachi in that the blade has curvature near the sword’s point (sakizori), as References to wakizashi use date at least opposed to curvature near the sword’s hilt back to the sixteenth century. Originally, the term (koshizori) like the tachi. Because the sword is wakizashi was used to mean any sword worn on being drawn from below, the act of unsheathing the side of the main sword. Later, the term was became the act of striking. For a soldier on used to denote the group of swords which were horseback, the sakizori curve of the uchigatana shorter than the main sword of the samurai, and was essential in such a blade, since it allows the as a result, wakizashi acquired the meaning of the sword to come out of the saya (sheath) at the most side sword, because a side sword was shorter than convenient angle for executing an immediate cut. the main sword by its nature.

The word uchigatana can be found in The samurai used to wear different types of literary works as early as the Kamakura Period, side swords or daggers. For example, chiisa but during that time the uchigatana was used only gatana or yoroidoshi, and the term "wakizashi"

28 did not mean any official blade length. The first It was the predecessor to the katana as the usage of a wakizashi dates back to the period battleblade of feudal Japan's bushi (warrior class), between 1332 and 1369. and as it evolved into the later design, the two were often differentiated from each other only by After the Muromachi period, the rulers of how they were worn and by the fittings for the Japan tried to regulate the and the blades. social groups which were allowed to wear them. This was to enhance the reputation, power and the It was during the Mongol invasions that it class of the samurai class, who were the only was shown there were some weaknesses in the social class permitted to carry the daishō. In the tachi sword which led to the development of the late Momoyama period the government passed Katana. laws which categorized the swords in accordance to their blade length. Nevertheless, there were In later Japanese feudal history, during the people who openly disobeyed the laws and Sengoku and Edo periods, certain highranking carried long wakizashi (ōwakizashi), which had warriors of what became the ruling class would approximately the same length as the katana. wear their sword tachistyle (edgedownward), rather than with the saya (scabbard) thrust Tachi through the belt with the edge upward.

The tachi is a Japanese sword, often said to Dotanuki be more curved and slightly longer than the katana. A dōtanuki is a Japanese sword forging school. The daitō (long swords) that predate the katana average about 78cm in blade length, larger The word "dōtanuki" literally means than the katana average of around 70cm. Unlike "sword that cuts through torsos." the traditional manner of wearing the katana, the tachi was worn hung from the belt with the The "dōtanuki" is a very thick, long handled cuttingedge down, and was usually used by sword resembling a katana. The dōtanuki was cavalry. Deviations from the average length of made to slice through a target with just a single tachi have the prefixes ko for "short" and ō for cut. Such backswords have a reputation for being "great or large" attached. For instance, tachi that very sturdy, having somewhat broad blades, and were shōtō and closer in size to a wakizashi were cutting well. However, Edo period sword testers called kodachi. seemed to have a different opinion – since dōtanuki blades are not found among the The tachi was used primarily on horseback, "Wazamono" listings. where it was able to be drawn efficiently for cutting down enemy footsoldiers. On the ground The artistic features of the dōtanuki swords it was still an effective weapon, but somewhat are rather unremarkable, supposedly due to their awkward to use. This is why its companion, the lack of the laminated construction that most other uchigatana (the predecessor of the katana) was Japanese swords have, and most books on nihonto developed. don't even mention this school, or do so only in passing.

29 features greater curvature than a wakizashi, and Tsuka typically has a longer handle.

The hilt (sword handle) of the Japanese Features sword is called tsuka. The pommel (or butt cap) of the tsuka is called kashira (or tsukagashira). Tsuba Kashiragane is an opening in the pommel, which allows to tie the final knot (makidome) of the Tsuba (sword guards) are used to protect tsukaito, the wrap of the hilt (the art of wrapping the hand from sliding onto the blade of a Japanese the tsuka is called tsukamaki, which includes sword. They are art works in their own right and hinerimaki and katatemaki). Under the are widely collected. tsukamaki the hilt of the samurai sword is wrapped with samegawa (samekawa), ray or Some koshirae (sword mounts), mostly shark skin. Between the samegawa and tsukaito tanto, were made without tsuba (aikuchi there are menuki, ornaments that were originally koshirae). Tsuba were mostly made by specialized meant to hide the mekugi, a small peg that kodogu and tosogu (sword fittings) artists (see secured the sword handle to the sword tang schools of tsuba artists), although some sword (nakago). Fuchi is the hilt collar between the tsuka makers produced tsuba (tosho tsuba) as did armor and the tsuba, the sword guard. The tsuba is fixed makers (katchushi tsuba). by two seppa, that tighten the fittings above and below the tsuba. Some tsuba artists also made fuchikashira and menuki. In some cases the maker used a Kodachi forged, folded plate; in other cases, a homogeneous plate was used. Many tsuba are A kodachi, literally translating into "small signed by the maker on the seppadai (area or short tachi (sword)", is a Japanese sword that is around the nakago ana). When mounted, the too short to be considered a long sword but too tsuba seppadai is covered by seppa (metal long to be a dagger. Since this sword was only spacers) and the signature (mei) is not visible. about 59 cm in length, it did not exceed the blade length limits of nonsamurai during the Edo Occasionally tsuba will be found with two period and could be worn by merchants. small holes near the base of the tsuba.

A kodachi's length is similar to that of the These are udenukiana which represent the wakizashi, and though the blades differ greatly in sun and moon and were likely used for threading construction, the kodachi and the wakizashi are a leather wrist thong to prevent dropping the similar enough in size and technique that the sword in battle. terms are sometimes misused interchangeably. Tsuba are commonly divided into two While the kodachi was a set length, the types: iron (tetsu) and soft metal (kinko). wakizashi was forged to complement the height of its wielder or the length of the katana it was The kinko tsuba may be made of a variety paired with, and thus varied. The kodachi also of alloys, most commonly either shaduko (blue black colored coppergold alloy), sentoku (brown

30 colored copperleadzinc alloy), shibuichi (gray colored coppersilver alloy), brass or copper. Both (or hira) is the softer side section of the iron and kinko tsuba may have various carved blade. Shinogi is the ridgeline that runs down the and/or applied decor and/or cutout designs center of the blade. Shinogiji is the part between (sukashi). Tsuba with extensive cutout designs shinogi and the spine (mune). In this part often are commonly referred to as "sukashi tsuba". the blood groove (hi) is located (sometimes called Depending on the style, the sukashi may depict bohi, wide fuller). Hamon (blade pattern) is the designs in either positive or negative silhouette. line dividing ha and mune, harder and softer steel. See more examples of various styles of tsuba. The most common shapes of tsuba are round (maru Kissaki is the tip part of the blade intended gata), roundedsquare (kaku gata) and four lobed for stabbing. Boshi is the hamon on the kissaki. (mokko) with many variations within each basic Yokote is the transversal line between kissaki and design; however, the shiny surface gives the tsuba the rest of the blade. Koshinogi is the lengthwise its beauty. ridgeline on the kissaki. Mitsugashira is the point where shinogi, yokote, and koshinogi meet. Blade One of the things that makes the Japanese The tang of the nihonto blade is called sword (Nihonto) unique is the way in which the nakago. It is normally invisible under the hilt blade is constructed by laminating different types (tsuka). Mekugiana (also nakagoana) is an of steel together to forge the blade. These opening for mekugi, a small, usually bamboo, peg lamination techniques give the sword its strength, that secures the hilt (tsuka) to the tang (nakago). durability and resistance to breakage. Numerous Traditionally nihonto had only one mekugiana, lamination techniques have been tried over time, but sometimes there are several. Mei is the but the major methods have remained in use for signature of the swordsmith who created the many centuries. toshin. The value of a sword is in part determined The blade length above the tang is called by the complexity of its construction. Historically nagasa. The upper one third of nagasa is called various schools of sword smiths used specific monouchi. Habaki also supports the fittings of construction methods. the tsuka below it. The blade of the japanese sword is wider than its tang: two ledges that mark These methods of lamination have been the passage from nakago to nagasa are called ha determined by metallurgical analysis of numerous machi (from the edge side of the blade) and mune antique sword blades. These lamination methods machi (from the spine side of the blade). Here ha together with the differential hardening of the machi and munemachi are covered by habaki and blade to give a hard edge (hamon) while are not visible. maintaining a softer blade spine make the Japanese sword one of the most durable and break The edge of the samurai sword blade is resistant swords known. called ha (sometimes also yakiba). It is usually much stronger than the rest of the blade. The Of these methods of construction, the cutting end is called hasaki. The spine of nihonto "maru" or nonlaminated is the poorest. The is called mune. "kobuse" was and is still used (especially on WW

31 II period swords); but the "honsanmai" or simply "sanmai" is the most common lamination Kakudome: The groove stops in front of technique used in forging the Japanese sword. The the Machi and has a squared end. famous sword smith Masamune used the "Soshu" seven layer construction method. Marudome: The groove ends in front of the Machi with a rounded end. Hi bi: This style is seen most often Hi, also written as 'bi' are the grooves on a on Naginata. It has a Bobi from the Machi part Japanese sword, usually located in the Ji, the area way down the Ji, then there is a small groove, just above the shinogi, or ridge line. There are called Soebi, below the Shinogi and past the end many styles, many of them are presented below. of the Bobi.

Bobi: A wide long groove down the length Hamon of the sword. Its located above the Shinogi and below the Mune. This groove is not the shinogi Suguha: This is a straight pattern with little line. The end of the groove in the Kissaki can vary or no variation from a parallel line to the edge. and details can be located in the references. Suguha with Ashi: There are sections of Shinogibi: This grove is similar to the Bo Nei or nioi that make small thin spike shapes from bi, except the lower part of the groove is the the Hamon towards the edge. shinogi line. Notare: A gentle rolling wave pattern. Futasuji: Two long grooves along the blade. If the grooves are short then its called Gunome: A repetitive semi circle pattern. Gomabashi as seen below. Midare: An irregular pattern. Soebi: If a blade has Bobi and another small thin groove below the shinogi its called Soe Gunomemidare: An irregular pattern with bi. some repeating waves.

Misujibi: There are three long thin Sanbonsuji: A very repetitive pattern of grooves, also called Sanbonbi. three Gunome.

Gomabashi: Two short thin grooves that Choji: A pattern where the valleys are start near the Machi (near the Habaki) and do not rounded and the spike tends to narrow. go the length of the blade. If the grooves are along the entire blade they are called Futasujibi (see Types of Sori above). Sori refers to the type of curvature in a Koshibi: A short single groove that starts Japanese blade. The sori in a blade is found by near the Machi and does not go the length of the determining the deepest point of the curve along blade. This is like Gomabashi but a single groove. the mune between the munemachi and the

32 extreme tip of the kissaki (point section). Often the Kissaki and Boshi are often confused, the boshi is sori is very subtle and hard to classify but it is an the pattern of the hamon in the tip area. The important factor in kantei (appraisal). amount of curvature of the cutting edge (on the kissaki) is referred to as Fukura, and the Fukura Koshi Sori (Bizen Sori): 'Koshi' means can be either Tsuku (full and round) or Kareru 'waist' and refers to the deepest point of the curve (straight or nearly so). being near the waist of the sword just forward of the machi (the place where the blade meets the Typical Kissaki Forms: tang). It is also known as Bizen Sori because many of the Bizen schools used this form. Fukura: Fukura refers to the curved portion of the blade edge (ha) forward of the yokote. The Torii Sori (Kyo Sori): This form is named curvature of the Fukura varies independently of after the Torii or gateway to a Shinto shrine, the typical types listed below giving a great bearing a resemblance to the curved crosspiece. variety of possible kissaki shapes. The deepest point of torii sori coincides with the halfway point of the blade. Kyo is an alternative Ko Kissaki: Ko means 'small' and refers to name for Yamashiro province, where many the kissaki being of small proportion with respect swords of this form were made. to the rest of the blade. This form is typical of early Kamakura tachi. Saki Sori: Saki means 'tip' or 'upper' and refers to the deepest point of the curve being Chû Kissaki: Chû means 'medium sized'. forward of the halfway point towards the kissaki. This kissaki form is used from the midKamakura This sori form was popular during the Muromachi period onwards and is the type most often period. It is also the form most often seen in encountered. naginata. OKissaki: O means 'large'. An OKissaki is Uchi Sori (Takenoko Sori): Uchi means therefore one which is large in proportion to the 'inner' and refers to the curve being on the inward rest of the blade. portion of the blade. Usually refers to tanto blades. It is also known as Takenoko or 'bamboo Ikubi Kissaki: Ikubi means 'boar's neck'. It shoot' sori. is a kissaki whose length is shorter than the saki haba (the width of the blade at the yokote). Mu Sori (Chukan Sori): Mu means 'no' or 'none'. A blade with musori is therefore straight. Ikari Kissaki: The Ikari Kissaki form has a This term is used for tanto blades with no sori. slightly upswept point. Straight sword blades were the Chokutô of the archaic period. Chukan means 'middle', and refers Kamasu Kissaki Kamasu refers to a kind of to musori being between sori and uchisori. fish with a long beak. So called because its shape resembles the head of the fish. This kissaki type Kissaki having virtually no curvature in the fukura is a very early form. The Kissaki is the tip or point area of a Japanese sword that has a ridge line (shinogi). The Types of Nakago

33

The Nakago is the tang of a Japanese blade. Typical Ubu Nakago Form (Futsu Gata): It is called Ubu if it has not been shortened or This general form is the nakago type which occurs altered , i.e. if the Nakago Jiri (tang tip), the Ha most frequently. Machi and the Mune Machi (points at which the tang gives way to the blade) are in their original Kijimomo Gata: Kiji Momo (Mata) means positions. 'peasant thigh'. This form of nakago is often seen on tachi (long swords) from the Heian and If the blade has been remounted at some Kamakura periods. point in its history and has had additional Mekugi Ana (peg holes) drilled, it is still regarded as Ubu. Shiri Bari Gata: This nakago form is characterised by its flattened lower portion. It is The patina and depth of rust on the nakago often see on tantô is an important factor in kantei (appraisal), and so the nakago should NEVER be cleaned or polished. Gohei Gata: Gohei refers to its resemblance to the pieces of paper which are attached to the Many nakago have been altered or sacred straw rope festoon used within Shinto shortened due to remounting or conversion of shrines. This tang form was first used by Ise no blades from one type to another (e.g. as when a Kami Kuniteru in the Edo period. tachi is cut down to make a wakizashi). Funa Gata: Funa means 'boat'. The nakago Suriage is used to describe a blade which is so called because it is redolent of a boat shape. has been shortened. Blades are always reduced by This form is associated with the Sôshû school shortening the nakago, never by shortening the founded by Masamune. kissaki. When the nakago has been cut down, the mune machi and the ha machi are usually moved Gata: The Furisode form is so up the blade to maintain something approaching named because of its resemblance to the long the original length of the nakago. sleeve of a young lady's . It typically has strong sori and is usually found on shorter blades Osuriage describes a blade which has been and tantô of the Kamakura period. greatly shortened. Often in these cases so much of the original nakago is removed that the mei is lost. Tanago Bara Gata: Tanago Bara refers to The new nakago is formed from the original blade similarity of this form to the belly of a particular by cutting new ha and mune machi. fish. It is particularly seen amongst the Muramasa, Heianjô Nagayoshi and Shitahara schools during Orikaeshi Mei describes cases of OSuriage the Muromachi period. where that part of the nakago bearing the mei is retained and bent through 180 degrees to form Forms of Nakago Jiri part of the new nakago. The Nakago Jiri is the extreme tip of the Gaku Mei is where the old mei is cut as a tang. It is shaped in various stylised ways which rectangle from the old nakago and then is let into can be a useful indicator when identifying the the new one. swordmaking school of a particular blade. The

34 forms shown below are typical examples of each Hada is the 'grain' pattern on the surface of named category. In practice swordsmiths made a Japanese blade. It is formed during the initial many variations of these jiri which are often hard construction process where the steel billet which to classify. will eventually become the sword is repeatedly forged and folded. The resulting hada indicates Yamashiro Jiri: Named after Yamashiro the techniques which the smith used to make the province, this jiri is a defining feature of the blade. To show its hada a Nihontô needs to be in Yamashiro Den swordmaking style. The form is good polish (togishi). also found in the Yamato Den style. The patterns are basic forms. Kengyô Jiri: Often seen on Sôshû Den blades, this jiri is named after the tip of the Ken, a These forms can vary in size of grain or type of early straight sword often portrayed in density, and a particular blade may exhibit more (carvings on the surface of blades). than one form. For instance a characteristic of the Shikkake school of Yamato province is the Iriyamagata Jiri: Named after a particular presence of mokume hada combined with shape of woodsman's axe. It is seen on some masame hada running along the hamon. Yamato swords, those made in the Hokuriku region, and some blades produced during the Combinations of particular hada types are Shintô period. also a defining characteristic of many other schools and smiths. Additional names are used for Kuri Jiri: So named because of the these hada combinations resemblance of the jiri shape to a Kuri or 'chestnut'. This shape is the one most often seen, There is often confusion amongst and has been popular in many schools and newcomers between the number of times a periods. Japanese blade has been folded and the number of layers which it has. It can be seen that a blade Haagari Kuri Jiri: This translates as folded once has two layers (one folded twice has 'sloping chestnut' and is found in many schools four layers). Following this sequence a blade and periods. folded fifteen times will have 32768 layers. It is pointless folding a blade more than around Ichimonji Jiri: Ichimonji means 'straight eighteen times (262144 layers), as the discrete line' and indicates that the nakago tip ends structure of each layer is lost and the steel takes on abruptly as a straight line across. It is seen on an homogeneous structure, which is the structure swords of the Hôshô School of the Kamakura it had to begin with. period. Masame Hada: Masame hada is produced Kiri Jiri: Kiri translates as 'end' or 'all there when the steel billet is repeatedly folded over in is'. This name applies when the nakago has been the same direction with the sides of the billet shortened by being cut across in Ichimonji style. being used to form the face of the blade. The lines seen in the grain therefore represent the 'stack' of Varieties of hada layers formed during the forging process.

35 Ayasugi Hada: Ayasugi hada is basically masame hada which has been distorted by systematically varying the strength of the hammer blows along the blade during forging. The kusarigama (chainsickle) is a traditional Japanese weapon that consists of Itame Hada: Itame hada is produced by (the Japanese equivalent of a sickle) on a metal folding the billet in either the same or alternate chain (manriki) with a heavy iron weight at the directions during forging and using the face of the end. billet to make the face of the blade. It is believed that kusarigama was Mokume Hada: Mokume hada is basically developed by ninjas and guerrillas, modifying itame hada which has been changed by using their farming tools for lethal effect. This is further hammer blows of varying strength to produce the evidenced by the kusarigama's dual function: a characteristic 'whorls'. kama in one hand as a stabbing/slashing weapon, and the long ball and chain in the other hand used Nashiji Hada: Nashiji means "pear skin" as a long flail believed to be designed for armored and is a dense form of komokume hada with opponents such as samurai. However, though much jinie (surface nie) farmers often carried sickles as rather innocuous weapons during the feudal era of Japan, a Konuka Hada (Hizen Hada): Konuka kusarigama's purpose as a weapon was very means "rice bran". This is a more coarse form of obvious, so unlike a sickle, it could not be carried nashiji hada with less jinie. It is typical of some openly. swords from Hizen province The art of handling the kusarigama is called Muji Hada: Muji means a "plain" or kusarigamajutsu. "unfigured" ji (blade surface). This is a hada with a very small, very tight pattern which is very Attacking with the weapon usually entailed difficult to discern. This term can cause confusion swinging the weighted chain in a large circle over in that it is sometimes also used by some sources one's head, and then whipping it forward to to refer to the ji of shôwatô and many WWII entangle an opponent's , sword, or other machinemade shingunto blades, which are weapon, or immobilizing his arms or legs. This constructed from unfolded steel and which allows the kusarigama user to easily rush forward therefore have no hada at all. and strike with the sickle.

Optional weapons A kusarigama wielder might also strike with the spinning weighted end of the chain An optional weapon is just that. directly, causing serious or deadly injury to his opponent while still outside the range of the Such weapons are used with Martial Arts opponent's sword or spear. skill. Smaller variants, particularly the tessen and the jutte, can be used together with the Kusarigama have also been employed as mainstream swords/backswords; larger variants, countersiege weapons, with the chain allowing on the other hand, cannot.

36 the weapon to be retrieved after it was thrown They could be used, depending on downwards at an attacking force. construction and tactics, to make slashing or stabbing attacks, and due to their uncommon Many fictional accounts of kusarigama looks and significant power, could have a sometimes show fighters swinging the sickle with psychological impact on an unprepared enemy. the chain, instead of the weighted extremity. Even However, as most pole weapons, their if entertaining, this is usually not a proper use of disadvantages were their weight (which could the weapon, as the sickle is likely to bounce off a quickly tire the user) and slow speed. The war target without causing much injury. was probably an early ancestor of more professional pole weapons like . According to some accounts, the kusarigama is a weapon that is wellsuited against swords and . Yari is the Japanese term for spear, or more The kusarigama are popularly believed to specifically, the straightheaded spear. have been used exclusively by , and as such are usually given to ninja characters in the works The martial art of wielding the yari is called of fiction. Often times the bladed end is often sōjutsu. swung instead of the weighted end in works that emphasize aesthetic effect. A yari can range in length from one meter to upwards of six meters (3.3 to 20 feet). The longer versions were called ōmi no yari A war scythe is a kind of improvised pole while shorter ones were known as mochi yari or weapon, similar to a , usually created tae yari. The longest versions were carried by foot from standard . The blade of the scythe is troops (), while samurai usually carried a transformed so as to extend upright from the pole, shorter yari. thus forming an infantry weapon practical both in offensive actions against infantry and as a Yari are believed to have been derived from defensive measure against enemy cavalry. Chinese spears, and while they were present in early Japan's history they did not become popular The scythe, a farming tool, could be easily until the thirteenth century. The original warfare transformed into an effective infantry weapon. of the bushi was not a thing for "commoners"; it They were a popular weapon of choice and was a ritualized combat usually between two opportunity of many peasant uprisings warriors who would challenge each other via throughout history. horseback archery and sword duels. However, the attempted Mongol invasions of Japan in 1274 and As a , the war scythe is 1281 changed Japanese weaponry and warfare. characterized by long range and powerful force The Mongolemployed Chinese and Korean (due to leverage): there are documented examples footmen wielded long pikes, fought in tight where a scythe has cut through a metal helmet. formation, and moved in large units to stave off cavalry. Polearms (including naginata and yari) were of much greater military use than swords,

37 due to their much greater range, their lesser The shaft came in many different lengths, weight per unit length (though overall a polearm widths and shapes; made of hardwood and would be fairly hefty), and their great piercing covered in lacquered bamboo strips, these came in ability. Swords in a full battle situation were oval, round, or polygonal cross section. These in therefore relegated to emergency sidearm status turn were often wrapped in metal rings or wire, from the Heian through the Muromachi periods. and affixed with a metal pommel ishizuki on the Around later half of sixteenth century, ashigaru butt end. Yari handles were often decorated with holding pikes (nagae yari) with length of 4.5 to 6.5 inlays of metal or semiprecious materials such as m (15 to 22 feet) or sometimes 10 m became main brass pins, lacquer, or flakes of pearl. The sheath forces in armies. They formed lines, combined or saya was also part of a complete yari. with harquebusiers and short spearmen. Pikemen formed two or three row of line, and were forced Various types of yari points or blades to move up and down their pikes in unison under existed. The most common blade was a straight, the command. flat, design that resembles a straightbladed double edged dagger. This type of blade could cut Yari overtook the popularity of the daikyū as well as stab and was sharpened like a razor for the samurai, and foot troops (ashigaru) used edge. Though yari is a catchall for spear, it is them extensively as well. But by the Edo period usually distinguished between kama yari, which the yari had fallen into disuse: with the greater have additional horizontal blades, and simple su emphasis on smallscale close quarters combat yari (chokusō) or straight spears. Yari can also be and the convenience of swords (as opposed to distinguished by the types of blade cross section: long battlefield weapons), polearms and archery the triangular sections were called sankaku yari lost their practical value. During the peaceful Edo and the diamond sections were called ryōshinogi era, yari were still produced, sometimes even by yari. good swordsmiths. They existed as a ceremonial weapon for most of this era. Sankaku yari (triangle spear) had a point that resembled a narrow spike with a triangular Yari were characterized by a straight blade crosssection. A sankaku yari therefore had no that could be anywhere from several centimeters, cutting edge, only a sharp point at the end. The to 3 feet or more in length. The blades were made sankaku yari was therefore best suited for of the same steel that the swords and arrowheads penetrating armor, even armor made of metal, of samurai weapons were forged with, and were which a standard yari was not as suited to. very durable. Throughout history many variations of the straight yari blade were produced, often Fukuro yari (bag spear or socket spear) with protrusions on a central blade. Yari blades sported a more European style fitting of the (points) often had an extremely long tang or straight head. Instead of the yari's traditional very nakago; typically the nagako would be longer long embedded tang, an entirely metal socket was than the sharpened portion of the blade. The slipped over the narrowed end of the pole. The nakago protruded into a hollow portion of the unit was forged as a single piece of both socket handle resulting in a very stiff shaft nagaye or ebu and blade. This design was rare next to the and made it nearly impossible for the blade to fall traditional 'longtang' configuration. or break off.

38 Kuda yari (tube spear) was not very different in construction than another simple Tsuki nari yari (moonshaped spear) barely choku yari. However for this spear, the upper looked like a 'spear' at all. A polearm that had a hand gripped a hollow metal tube that allowed crescent blade for a head, this could be used for the yari to "screw" while being thrust. This style of slashing and hooking. sojutsu is typified in the school Owari Kan Ryū. Kagi yari (hook spear) had a long blade Kikuchi yari (spear of Kikuchi) were one of with a side hook much like that found on a the rarest designs, possessing only a single edge. fauchard. This could be used to catch another This created a weapon that could be used for weapon, or even dismount a rider on horseback. hacking and almost resembled a tanto. Bishamon yari possessed some of the most Yajiri nari yari (spadeshaped spear) had a ornate designs for any spear. Running parallel to very broad "spadeshaped" head. It often had a the long central blade were two 'crescent moon' pair of holes centering the two ovoid halves. shaped blades facing outwards. They were attached in two locations by short cross bars, Magari yari (curved spear), also called making the head look somewhat like a fleurdelis. jūmonji yari (crossshaped spear), looked something similar to a or and Hoko yari is an old form of yari possibly brandished a pair of curved blades around its from the , a guard's spear with six central . Occasionally called maga yari in foot pole and eight inch blade either leafshape or modern weaponry texts. waved (like the Malay ) ; a sickleshaped horn projected on one or both sides at the joint of blade. Kama yari (sickle spear) gets its name from The hoko yari had a hollow socket like the later a peasant weapon called kama (lit. sickle or period fukuro yari for the pole to fit into rather scythe). However, a kama isn't a scythe as most than a long tang. Westerners think of it, a giant, curved blade connected at right angles to a twometerlong Fauchard wooden handle, but rather a much smaller version, with a less dramatically curved blade and A fauchard is a type of polearm weapon, a straight wooden handle approximately two feet which was used in medieval Europe from the 11th long. through the 14th centuries. The design consisted of a curved blade put atop a 2 m (6–7 feet) long Kata kama yari (singlesided sickle spear) pole. The blade bore a moderate to strong curve had a radical weapon design sporting a blade that along its length, however unlike a the was twopronged. Instead of being constructed cutting edge was only on the concave side. This like a , a straight blade (as in su yari) made the fauchard blade resemble that of a sickle was intersected just below its midsection by a or a scythe. This was not a very efficient design for perpendicular blade. This blade was slightly the purposes of war, and was eventually modified shorter than the primary, had curved tips making to have one or more lance points attached to the a parallelogram, and was set off center so that back or top of the blade. This weapon is called a only 1/6 of its length extended on the other side. fauchardfork, but is very often erroneously This formed a kind of messy 'L' shape.

39 referred to as a or guisarme since it Occasionally, glaive blades were created superficially appears to have a 'hook'. with a small hook on the reverse side to better catch riders. Such blades are called glaive Guisarme .

A guisarme (sometimes gisarme, giserne or bisarme) was a pole weapon used in Europe primarily between 10001400. Like many medieval A halberd (also called halbert or Swiss polearms, the exact form of the weapon is hard to ) is a twohanded pole weapon that came to define from literary references and the prominent use during the 14th and 15th centuries. identification of surviving weapons can be speculative. Two main modern schools of thought The halberd consists of an axe blade topped exist. with a spike mounted on a long shaft.

Like most polearms the guisarme was It always has a hook or thorn on the back developed by peasants by combining hand tools side of the axe blade for grappling mounted with long poles: in this case by putting a pruning combatants. hook onto a spear shaft. While hooks are fine for dismounting horsemen from mounts, they lack A halberd is 1.5 to 1.8 meters (56 feet) long. the stopping power of a spear especially when dealing with static opponents. As the halberd was eventually refined, its point was more fully developed to allow it to While early designs were simply a hook on better deal with spears and pikes (also able to the end of a long pole, later designs implemented push back approaching horsemen), as was the a small reverse spike on the back of the blade. hook opposite the axe head, which could be used Eventually weapon makers incorporated the to pull horsemen to the ground. usefulness of the hook in a variety of different polearms and guisarme became a catchall for any Additionally, halberds were reinforced weapon that included a hook on the blade. with metal rims over the shaft, thus making effective weapons for blocking other weapons like Glaive swords. This capability increased its effectiveness in battle, and expert halberdiers were as deadly as A glaive is a European polearm weapon, any other weapon masters. consisting of a singleedged blade on the end of a pole. It is similar to the Japanese naginata and the Naginata Chinese Guan . Naginata is a pole weapon that was Typically, the blade was around 45 cm (18 traditionally used in Japan by the samurai. A inches) long, on the end of a pole 2m (6 or 7 feet) naginata consists of a wooden shaft with a curved long, and the blade was affixed in a socketshaft blade on the extremity; it’s vaguely similar to the configuration similar to an axe head, rather than Chinese Guan Dao or European glaive. having a tang like a sword or naginata.

40 Usually it also had a swordlike guard more leverage in comparison to the hilt of the (tsuba) between the blade and shaft. katana, enabling the naginata to cut more efficiently. The weight of the weapon gave power The naginata, like many weapons, can be to strikes and cuts, even though the weight of the customized to fit the build of the bearer. weapon is usually thought of as a disadvantage. The weight at the end of the shaft and the shaft Generally, the naginata shaft is the height itself can be used both offensively and of the bearer's body, with the blade mounted atop defensively. Swords, on the other hand, can be usually measuring two or three shaku (one shaku used to attack faster, have longer cutting edges is equivalent to 12 inches, or 30 cm) long. Unlike (and therefore more striking surface and less area most polearms, the shaft is oval in cross section to to grab), and were able to be more precisely allow easy orientation of the blade, and ranges controlled in the hands of an experienced from 5 to 7 feet (1.5 to 2.1 meters) in length. The swordsman. blade is usually curved, sometimes strongly so, towards the tip. As with Japanese swords, naginata blades were forged blades, made with differing degrees of hardness on the spine and A war hammer is a late medieval weapon edge to retain a sharp edge but also be able to of war intended for close combat action, the absorb the stress of impact. Some naginata blades design of which resembles the hammer. The war may, in fact, have been recycled katana blades. hammer consists of a handle and a head. The Note also at the opposite end of a naginata, the handle may be of different lengths, the longest ishizuki, (a metal endcap, often spiked, which being roughly equivalent to the halberd, and the functioned as a counterweight to the blade) was shortest about the same as a mace. Long war attached, rendering the naginata an effective hammers were pole weapons (polearms) meant weapon whichever end was put forward. for use against riders, whereas short ones were used in closer quarters and from horseback. Later Naginata can be used to batter, stab or hook war hammers often had a spike on one side of the an opponent', but due to their relatively balanced head, thus making it a more versatile weapon. center of mass, are often spun and turned to proscribe a large radius of reach. The curved blade War hammers were developed as a makes for an effective tool for cutting due to the consequence of the ever more prevalent surface increased length of cutting surface. In the hands of hardened steel surfacing of wrought iron armors a skilled practitioner, one 5foot (1.5 m) tall of the late medieval battlefields during the wielder could conceivably cover and attack in 484 fourteenth and fifteenth centuries. The surface of square feet (44.97 square meters) of open, level the armor was now as hard as the edge of a blade, ground with a 5 foot (1.5 m) shaft, 3 foot (0.9 m) so a blade tended to ricochet. Swords, or the blade blade, 3 foot (0.9 m) reach. of a battleaxe, were likely only to give a glancing blow, losing much of the impact, especially on the were often used by foot soldiers high curvature of the helmet. The war hammer to create space on the battlefield. They have could deliver the full force to the target. several situational advantages over a sword. Their reach was longer, allowing the wielder to keep out War hammers, especially when mounted of reach of his opponent. The long shaft offered it on a pole, could damage without penetrating the

41 armor. In particular, they transmitted the impact In fact, there are several documented through even the thickest helmet and caused incidents of highly skilled Samurai successfully concussions. A blade or spike tended to be used defending themselves against brutal sword against other parts of the body where the armor attacks using only a tessen. This lovely, was thinner, and penetration was easier, than ceremonial fan, often beautifully decorated, could through the helmet. The spike end could be used be a deadly weapon. for grappling the target's armor, reins, or shield, or could be turned in the direction of the blow to The art of fighting with tessen is pierce even heavy armor. Against mounted tessenjutsu. opponents, the weapon could also be directed at the legs of the horse, toppling the armored foe to Minibosses and bosses the ground where he could be more easily attacked. Many singleplayer games feature a level/episode structure, the game becoming Tessen progressively more difficult as the player advances. Bosses are a consequence of this A tessen was usually held in the hands or structure, appearing at or near the end of a level stuck in the Samurai's belt (or obi). On formal or episode and being the hardest enemies to occasions, the samurai were always required to defeat, often requiring a highly complex sequence have a tessen in their possession. This was a grave of attacks or other actions that the player must matter of etiquette that had to be followed. deduce during the battle (and, usually, multiple defeats), in order to beat them. Other games have Translated directly into English, tessen a storyline instead of a levelbased structure, but means “iron fan”. still feature bosslike enemies at various points in the story or at the end of the storyline. When not engaged in official duties of protection or battle, the samurai would often keep The boss battle generally marks the climax his host of arms stored away. Also, according to of a dramatic buildup resulting from the player's custom, whenever a samurai visited a superior, he anticipation and anxiousness. Game designers was required to leave his weapons with an often add design elements, such as suspenseful attendant. music, that enhance this effect. For example, in Metal Gear Solid, the penultimate battle (against The tessen, not being an official weapon, Metal Gear REX) has been heavily foreshadowed could be kept in his possession. In such cases, the in dialogue, and the threat represented by the boss tessen often came in handy, if the Samurai warrior enhanced by an attempt to disable or destroy it needed to suddenly defend himself. before it is mobile. The final scenes in 2 are tensely quiet until the player finally confronts the Carrying the tessen ensured that the Makron. In Paper Mario: The ThousandYear Samurai was never totally disarmed. To one who Door, the cutscene before the final boss shows the did not know, the tessen was a seemingly world being covered in darkness and also includes innocuous fan. But it could easily be pulled out by the final boss of the game effortlessly reducing a the Samurai to defend himself in times of need. previous powerful boss (Sir Grodus, specifically) into a disembodied head, foreshadowing the

42 difficulty of the battle. challenge, no matter the player's actual level.

Bosses are traditionally used as choke Note: some advanced bosses may combine points in RPGs, used to ensure a player has taken any number of the following basic characteristics. the time to levelup (raise their abilities through For example, UghZan III, from Serious Sam, is fighting anonymous easier foes) before classified as a puzzle, giant, strong, final and progressing to a new section of the game. A player unbeatable boss, and alternates between these may find that they have not increased in level statuses like a multistaged boss. This sufficiently to weather a boss's attacks, and must multiplication of characteristics is more frequent spend time gaining experience points by fighting than not in most modern videogames. lowlier creatures (often a very repetitive process) before attempting the battle again. This can be Note: in “Task Force – LastDitch Move –, viewed as an effort to ensure the player has the there are many bosses known to behave like MK level the designer expects before they progress, Walkers 37 . however it is one of the more common frustrations with the genre. A welldesigned RPG will have Superboss the player level up enough to defeat bosses during normal play, and may provide bonuses if they This boss is difficult to defeat because it has have grown strong enough to defeat certain a lot of energy and / or deals a large amount of opponents beforehand. damage. Defeating these bosses is generally a matter of hiding from its powerful attacks and In modern MMORPGs, where the game has hitting it when it's not attacking. This is the no true "end", the boss structure is often used simplest boss type, and may just be a regular within game "dungeons" or "instances". For enemy with a lot of life. A popular variant of this example, in World of Warcraft, the instance is that the boss will alternate between long periods Uldaman has a number of small boss encounters, of total invulnerability and short periods when a many of which are skippable if the players don't player's attacks actually weaken it. want or need to do them, and a huge, highly dramatic "end boss" encounter which finishes the Typically the difficulty in beating such a instance: Archaedas, the Ancient Stone Watcher. boss is that it will unleash devastating attacks, which must be avoided during its invulnerable In Final Fantasy XI monsters called period by retreating or taking cover, but the "Notorious Monsters" exist in almost every area. player must then break cover and get close to the These monsters have special names, are stronger boss during its vulnerable periods in order to than the surrounding beasts, and usually respawn counterattack then flee again before the next cycle. after a special condition and/or time limit is met. They are not usually necessary to proceed in the As a sporting gesture, most games game, just to gain items or complete quests. employing this feature offer some clue to when the boss is vulnerable to attack and when it is not, These might be considered bosses by some often a change in appearance. people. There are Notorious Monsters that are necessary to the story line but are in battle arenas Stylish boss and will limit the player's level, so it is still a This boss is difficult to defeat because it is 43 fast and has a lot of quick attacks that are difficult stealthy boss: he is constantly hiding in the forest to avoid. and he constantly tries to snipe the player.

Often this kind of boss is around the same Hidden Boss size as the player's character, and is a martial artist or similar kind. Another version of the miniboss is the Hidden Boss (also Secret Boss or Superboss), This type may have a lot of life or be which may be fought just before or just after the relatively weak but tricky to hit. final boss.

Giant Boss Its existence or location may only be hinted at within the game, and usually requires the This type of boss is common in first and player to have already completed a certain task thirdperson shooters. The boss is vastly larger within the game this task often involves than the player's character or any of the other collection of a complete set of some kind of item. bosses, often with a single relatively small weak This boss is usually the most difficult one in the point that must be attacked for massive damage game, with game designers specifically adding (such as an excess eyeball, or a red bulb located on this unbalanced boss to challenge hardcore the hands or head), made difficult to hit by their gamers who have leveled their characters to be sheer size, or no weak point at all (making it a strong enough to easily defeat the last boss. puzzle boss). Defeating it usually has a reward such as a Stealthy Boss rare item or ability, although many gamers feel they would need to be at such a high level of skill This boss is difficult to defeat because they as to make the reward ironically useless. In recent are often hidden, either partially or completely. games the item/weapons received for defeating an optional boss are ridiculously overpowering This can range from simply hiding behind compared to the other item/weapons to the point various objects in the environment to complete the player can generally defeat any opponent with invisibility. It is nearly impossible to defeat these one or two strikes. bosses without revealing them in some way, usually because the arenas fought in are too large Puzzle boss to allow for random attacking. Another type of boss is the "puzzle boss", These may also be considered puzzle which is invulnerable to conventional weapons. In bosses, as the method for revealing them may be order to defeat the boss, the player must solve a fairly complex. puzzle – often revolving around activating some type of super weapon which is able to defeat it. Cyborg Ninja from the game Metal Gear An unique example of a puzzle boss, or possibly a Solid qualifies as a stealthy boss; once he has trick boss, is Psycho Mantis from Metal Gear Solid taken enough damage he turns on a stealth device where the player must figure out a way to defeat and becomes nearly invisible. Psycho Mantis, who has the ability to "predict" the player's moves, so conventional fighting will tend In Metal Gear Solid 3, The End is also a to only be blocked or countered. 44 Deathtrap Boss limit expires, the player must defeat the boss within the time limit; if not, the player will Not unlike the Puzzle Bosses – as well as (usually) be killed or inconvenienced in some way many other bosses –, these ones are extremely when the time runs out. hazardous. As the designation implies, Deathtrap Bosses are known to use deathtraps against the Reasons for the time limit vary: typical player character(s). Deathtraps include (but are cases include a bomb with a countdown that will not limited to) “bottomless pits”, landmines, kill the player after a given length of time, the boss crushing, instant death pits 38 , sentry guns, and calling for unbeatable reinforcements that will even the whole area where the boss battle takes arrive when the time runs out, another character place. being in peril and requiring the player to defeat the boss to render aid to them, or the boss Trick Boss building up a devastating attack it will unleash when the time runs out. There is a breed of boss sometimes called the "trick boss". This is a boss who is extremely Examples include the final boss from powerful and can't be easily defeated by the “Revenge of Shinobi” and Liquid Snake in “Metal characters at their current level. In many cases Gear Solid”. Other “Metal Gear Solid” timed there is a particular weapon, skill, or special item bosses are The Joy (which ends after 10 minutes that can be obtained to defeat the boss easily. with jet fighters bombing the player, the boss and the entire fight location) and Colonel Volgin from Timed Boss Metal Gear Solid 3 in which the player has an unidentified (but short) time before the C3 bombs Occasionally the boss fight's length is that Naked Snake himself set before the fight blow determined not by the player's actions, but by a up the whole area. Frequently, the Resident Evil countdown of some sort. In such cases, the boss series has employed these types of bosses as their itself is generally impossible to destroy; the player final bosses. must wait until the time limit expires and survive the boss' attacks until then. A unique example is found in RType Final, as well as Ikaruga, where every boss has a time Variations include an invincible boss limit (as well as a damage limit): in this instance, chasing the player to a certain point (as with the bosses will either explode on their own, destroy Shagohod chase in Metal Gear Solid 3, where the the player's ship or disappear once the time limit boss cannot be destroyed while chasing the player expires, allowing a player to defeat them simply on the runway), a boss which the player must by evading their attacks. hold off while a timed explosive or other character defeats it (as with Llednar Twem in Final Fantasy Advancing Boss of Doom Tactics Advance), and a multistage boss where one stage is determined by time limit rather than Advancing Boss of Doom is a boss (usually damage (as with the Morphing Bydo boss' first enormous or even colossal) that chases the player, form in RType III: The Third Lightning). making it impossible to avoid him. This kind of boss is frequently accompanied by additional The opposite form also exists: in this type, hazards – including deathtraps –, extremely rather than the boss being defeated after a time 45 difficult to avoid. Such bosses are sure (as well) to a certain ability/weapon/item or when some perform various types of attacks, relatively easy to story element has removed the boss' invincibility; avoid – unlike the environmental hazards –, and some multistage bosses start as an unbeatable have an only vulnerable spot. boss, but after defeating the player in the first phase, something happens to remove their Note: In “Task Force – LastDitch Move” –, invincibility, and becomes beatable in the next most bosses have this feature. phase such as Bowser in the N64 title Paper Mario.

Multistage boss Cutscene Boss

Many games contain bosses which change A cutscene boss is just that: the player shape or gain alternate attacks as they grow more fights these bosses in – instead of a heavily damaged, and can occupy several types typical boss battle –, with a lot of Quick Time on the list in the course of the player's battle with Events; the player is compelled to follow onscreen them. Examples of this type are present in most prompts to press buttons or perform other actions scrolling shoot 'em ups, where the huge vehicles (like shaking the controller); however, a failure presented as stage bosses would often become give the player character an unavoidable death smaller and faster as they became more heavily scene – coupdegrace, decapitation, damaged, or else gain new and more powerful dismemberment, etc. attacks. The various stages of these bosses can normally be considered separate bosses in the Roleplaying games various classes they occupy, since it wouldn't make any difference from the player's perspective In complex games (particularly roleplaying if a new boss flew on or the old one changed games), bosses are so noted for effective attacks shape. Almost all endgame bosses in World of and a large number of hit points. They also have Warcraft are multistage bosses. This type of boss "special" attacks, such as stunning/freezing the fight is common with the more powerful enemies player, teleportation, inflicting massive damage of RPGs, such as Yunalesca from Final Fantasy X onto the characters, inflicting curses on the or Hojo from Final Fantasy VII. characters that decrease their abilities, and so forth. Bosses are often immune to certain abilities Unbeatable boss that the player possesses, and often can only be defeated by specific attacks and strategies, or by Related to the trick boss is the "unbeatable using the environment or their own attacks boss" or "scripted battle", often found in RPGs. against them.

This rare boss is actually undefeatable" – A common way of implying this power is either invincible or massively more powerful than to make the boss much larger than the player's on the player" and for storyline purposes, the player screen representation, as opposed to normal must lose. enemies, who are more commonly smaller than the player, or at most roughly equal in size. Some This however does not result in a game bosses have multiple targets, the targets being over. Often the unbeatable boss will become either its allies (like a boss fight with one or two defeatable much later in the game, when the bodyguards) or multiple parts of its body. player has significantly grown in power, obtained 46 In some games in which combat takes place than the player's, sometimes taking up several in realtime (like in The Legend of Zelda or lifebar lengths, or as in the Mega Man Zero series, MMORPGs), some bosses may use the where the color of the lifebar shows how many of environment to their advantage. them he has and the boss often has a bar which is two color over Zero himself. This includes the boss picking up objects and throwing them at the player characters, When not determined in this manner, the lighting the stage on fire, dropping minelike character may also flash red as he takes hits, explosives, or by reducing the available space to progressively flashing faster until he is defeated. fight in. This not only determines the boss's health, Sometimes the player can use the but also permits internal programming to environment to their advantage too, like standing discreetly adjust it as players enter and leave the in a specific space to avoid damage from an attack game during the boss battle. Sometimes, bosses or knocking projectiles back at the boss and may also adjust their attacks (including stunning him/her/it. desperation moves when near defeat) according to how much damage they are taking. This is attributed to the "Puzzle Boss." SNK Boss Syndrome Action games SNK Boss Syndrome is a term use to In fighting games such as Mortal Kombat, describe the abnormal level of difficulty of the the final few characters the player faces in matches bosses in certain fighting games, especially games are usually referred to as bosses, as they are made by SNK (now known as SNK Playmore). placed at the end of the game and often have noticeably greater difficulty than previous The most common symptoms are these (but opponents. not limited to):

Bosses in these games are often not • A sudden jump in the game's AI aggression available as playable characters at leisure, or may and tactics, constantly blocking or evading have a much weaker version available for play. the player's attacks and responding with its Bosses are also sometimes characterised by being own during the recovery. difficult, or completely unrelated, to the rest of • Having either excessive priority or having other fighter's templates owing to a strange size, priority over all other characters in the shape or types of attacks. Examples include game. Onslaught from Marvel vs. Capcom: Clash of • The ability to inflict rated damage values Super Heroes, and Master Hand of the Super between 50%94% of the opponent's Smash Brothers series, are is completely different maximum health in a single combo. to any other opponents not only by size, but the • The ability to inflict rated damage values way the fight decisions are conducted. between 50%94% of the opponent's maximum health in a single attack, usually In scrolling fighting games and other longrange (such as Rugal Bernstein's arcade games, a boss's health level is often Genocide Cutter). determined by a health bar comparatively longer 47 • A half/fullscreen super move that inflicts A weaker version of a boss that appears rated damage values of 1/3 of the earlier in the level is called a miniboss, sometimes opponent's maximum health if unblocked, derived from the fact that it is a smaller form of and 1/6 if blocked (such as Igniz's another boss (alternately known as a midboss or Tide). subboss). • An attack that covers all heights of the screen, rendering the projectile unavoidable These are generally intermediate between (such as Goenitz's Yonokaze). bosses and standard enemies in their properties. • Any special or super move that fills up the entire screen at once giving no chance for In “Task Force – LastDitch Move” –, there an opponent to escape (such as Mukai's are many minibosses at each stage. Their attacks Netherworld Agony, Zero's White will cause instant death, while traditional games Blistering Wave of Energy, Orochi's Bright required (at least) a few hits to deplete the player’s Light and Gill's Seraphic Wing). health gauge. The player character can avoid • Any special or super move that inflicts at many minibosses with (relative) ease, simply by least 75% damage to an opponent's avoiding critical areas. maximum health up to and including an Instant Knock Out (such as Igniz's Brutal There’s ONLY one way to survive: Quick God Project). Time Events. • Being prone to a certain pattern that a player must use to do away with a A quick time event (QTE) is a method of seemingly impossible boss. gameplay used in video games. • Attributes not present in the player It allows for a limited control of the game controlled version of the same character, including enhanced attack power and character during cutscenes or cinematic sequences defense, an infinite or accelerated super in the game, and generally involves the player following onscreen prompts to press buttons or gauge, as well as CPUexclusive special and super moves. perform other actions.

• The lack of a crouch animation (the Failure results in the player character's character always appear to be standing), death – automatically –, regardless of Hit Points and making very good use of the crouch and everything else. Many minibosses, like Super animation handicap to keep the players Dr. Salvador 39 from “Resident Evil 4”, are capable guessing whether the attack hits high or to simply onehit kill the player character. ANY low, adding high unpredictability in monster (Reptilian or Inhuman) can be expected various attacks. Bosses known to have to be a miniboss, in view of the fact that they have made very good use of this handicap are extraordinary attributes. Zero/Original Zero, Mukai, Igniz (King of

Fighters), and Eyedol. The “weakest” minibosses have an attack 40 Note: Some nonSNK Bosses do suffer from pattern (loosely) similar to the Garrador’s , and this epidemic in some, if not all, instances. they are (considerably) more dangerous: their melee attacks inflict less damage (in comparison MiniBoss with many other minibosses); however, they are

48 more persistent and their combos are simply • The "Technique level". This forces the devastating. All monsters are capable to instakill player to master a littleused or barely the player character, either by beheading him, by challenged ability to get through the stage. delivering a coup de grâce or even with any sort Some examples would be utilizing Wall of nuke 41 – such as spells or psychic powers –, Jumps to scale a tall cliff, or using a sonar easily. However, minibosses and bosses are more sensor to find the way through a pitchblack dangerous than regular monsters. Main bosses are maze. known characters from “Reptilia Squad – • Some aspect of normal gameplay is Episodes of the Lizardmageddon in Brazil” –, distorted or altered (somewhat), such as lots such as Lenin, Charles and Rachel. of (bizarre) deathtraps or puzzles.

All boss battles are essentially “Catand Escape Sequence Mouse”. A particular form of Gimmick Level in In a CatandMouse Boss Battle, the Boss is which the player is faced with an enemy who’s invincible (or almost), and the player suddenly impossible to defeat, and must flee from – finds himself running for his life – dodging otherwise it’s certain death –, not counting this various things while running from the boss. enemy will reappear from time to time (prompting another Escape Sequence). At the end, the worst happens: the boss is powered up, and the player's weapon is useless Escape Sequences are relatively common in against him; the player will escape alive with the this game, since the player cannot defeat even the help of an entire Redshirt 42 Army, that’s entirely “weakest” monsters. slaughtered by the boss’ attacks – while the player character barely manages to evade him. That’s similar to the Advancing Boss of Doom, in which a Boss Battle begins with the The most common Quick Time Events are player unable to fight the boss and having to flee. just these: sprint and dodge. The game stages Gimmick Levels Mission nº 1 – Center of town Gimmick Levels are parts of a videogame where some aspect of the game (such as the Survivors: 40. visuals or the layout) is radically changed, but the general gameplay remains the same. These sorts Monsters: 200 (105 Harlot Warriors*, 15 of levels can exist in any game, but they are far Dreadwarriors, 20 Manglers, 30 more likely in actionoriented games, where they Sabrewarriors, 15 Gunwarriors, 10 serve to break up the normal gameplay and keep Swordswarriors and 5 Melee Warriors). it from getting hard. Though there are innumerable ways that a stage can be called a * Same classes from the list. "gimmick", they generally fall into two categories: The center of town has been almost completely destroyed, and the survivors can be

49 find (with relative ease) among the debris of the Survivors: 50. biggest commercial buildings. However, the player must avoid the monsters who are Monsters: 250 (100 Harlot Warriors, 50 wandering around. Dreadwarriors, 50 Manglers, 30 Sabrewarriors and 20 HeavyHanded Warriors). Mission nº 2 – Laranjeiras Boss: Albrecht Von Krokodil. Survivors: 50. Mission nº 6 – Lagoa Monsters: 250 (150 Harlot Warriors, 25 Dreadwarriors, 30 Manglers, 25 Sabrewarriors, 10 Survivors: 50. Melee Warriors, 5 Psychic Warriors and 5 Acolytes). Monsters: 200 (80 Harlot Warriors, 30 Dreadwarriors, 30 Manglers, 30 Boss: A Dreadwarrior Tupinambis rufescens Sabrewarriors, 20 Harlot Priestesses and 10 (enormous and heavily muscled), proficient with Acolytes). dotanuki. Boss: Massive Donovan. Mission nº 3 – Botafogo Mission nº 7 – Jardim Botânico Survivors: 50. Survivors: 60. Monsters: 300 (120 Harlot Warriors, 50 Dreadwarriors, 30 Manglers, 30 Monsters: 300 (200 Harlot Warriors, 30 Sabrewarriors, 25 Gunwarriors, 25 Melee Warriors, Dreadwarriors, 30 Manglers, 30 10 Swordswarriors, 10 HeavyHanded Warriors Sabrewarriors and 10 HeavyHanded Warriors). and 10 Harlot Priestesses). Boss: Rachel. Boss: Berenice. Mission nº 8 – Alto da Boa Vista Mission nº 4 – Copacabana Survivors: 60. Survivors: 50 Monsters: 200 (100 Harlot Warriors, 30 Monsters: 400 (200 Harlot Warriors, 50 Dreadwarriors, 30 Manglers, 30 Dreadwarriors, 50 Manglers, 75 Sabrewarriors and 10 HeavyHanded Warriors). Sabrewarriors, 20 HeavyHanded Warriors and 5 Psychic Warriors). Boss: The boss of this stage is a Sabrewarrior tegu ( Tupinambis teguixim ) with Boss: Matthew. same physical attributes as Matthew’s.

Mission nº 5 – Impanema Mission nº 9 – Tijuca

50 Survivors: 40. Mission nº 13 – Jacarepaguá

Monsters: 200 (100 Harlot Warriors, 30 Survivors: 80. Dreadwarriors, 30 Manglers, 30 Sabrewarriors and 10 HeavyHanded Warriors). Monsters: 200 (100 Harlot Warriors, 30 Dreadwarriors, 30 Manglers, 30 Boss: The boss of this stage is another Sabrewarriors and 10 HeavyHanded Warriors). Sabrewarrior, a Komodo dragon – powerful as Charles. Boss: The boss of this stage is a Harlot Warrior (Gunwarrior), more specifically a Varanus Mission nº 10 – Andaraí salvator – powerful as Berenice.

Survivors: 60. Mission nº 14 – Jacarepaguá

Monsters: 400 (300 Harlot Warriors, 30 Penultimate boss: Lenin. Dreadwarriors, 30 Manglers, 30 Sabrewarriors and 10 HeavyHanded Warriors). The penultimate boss of the game, the albino Komodo dragon can be found many times Boss: Joyce. before the last stage – easily –, but the player cannot fight him without award an inescapable Mission nº 11 – Vila Isabel death scene – usually decapitation or tameshigiri.

Survivors: 70. Like many other Merciless Warriors – Reptilian and Inhuman –, the giant lizard is Monsters: 200 (100 Harlot Warriors, 30 proficient with military rifles, heavy weapons and Dreadwarriors, 30 Manglers, 30 high tech guns. Sabrewarriors and 10 HeavyHanded Warriors). In comparison with the previous bosses, Boss: The boss of this stage is a Merciless Lenin is one of the hardest – undoubtedly –, Warrior, more specifically a Varanus gouldii – because the boss battle consists of almost nothing equivalent to Lenin. except numerous Quick Time Events – in addition to the frightening catandmouse scenes. The giant Mission nº 12 – Grajaú lizard attacks at close range, with his backswords – katana and wakizashi –, and the player is Survivors: 40. prompted to block/evade the slashes; however, failing a button prompt (in any situation) gives the Monsters: 200 (100 Harlot Warriors, 30 player character a vicious death scene, regardless Dreadwarriors, 30 Manglers, 30 of the Hit Points; eventually, the giant lizard Sabrewarriors and 10 HeavyHanded Warriors). becomes a Timed Boss, however impossible to defeat. Boss: The boss of this stage is an equivalent to Joyce, more specifically a Varanus niloticus . Last boss: Charles.

51 In comparison with Lenin, Charles is simply a more powerful variant. There are two primary techniques for animating cutscenes. Ingame cutscenes are Checkpoints and savepoints rendered onthefly using the same as the graphics in the game proper. These are Checkpoints are frequently coincident with frequently used in the RPG genre, as well as in the a change of scene or location, where the player can Metal Gear Solid, Grand Theft Auto, and The restart after play has been interrupted (especially Legend of Zelda series of games, among many by player character death). Therefore, the player others. Prerendered cutscenes are animated and doesn’t need to restart the entire level again and rendered by the game's developers, and are able again. Most checkpoints occur as the player to take advantage of the full array of techniques of reaches some point in the narrative (or some CGI, cel animation or graphic novelstyle panel points in the map). However, all checkpoints are art. The Final Fantasy series of video games, also savepoints. developed by Square, are noted for their prerendered cutscenes, which were first Most common checkpoints are the introduced in Final Fantasy VII. Blizzard extraction zones themselves, where the player can Entertainment is also a notable player in the field, rapair or replace the damaged equipment – armor with the company having a department created and weapons –, each time a group of survivors is especially for making cinemaquality pre rescued. Wherever a survivor is located, a rendered cutscenes, for games such as Diablo II checkpoint is designated nearby; other and Warcraft III. In 1996 Dreamworks created The checkpoints include (but are not limited to) Neverhood, the only game to ever feature all designated area in hostile territory, where the plasticine, stopmotion animated cutscene evader or escapee has a reasonable chance of sequences. surviving and avoiding capture – until he or she can be evacuated. Prerendered cutscenes are generally of higher visual quality than ingame cutscenes, but Cutscenes and Quick Time Events have two disadvantages: the difference in quality can sometimes create difficulties of recognizing A cutscene is a sequence in a video game the highquality images from the cutscene when over which the player has no or only limited the player has been used to the lowerquality control, breaking up the gameplay and used to images from the game; also, the prerendered advance the plot, present character development, cutscene cannot adapt to the state of the game: for and provide background information, example, by showing different items of clothing atmosphere, dialogue and clues. Cutscenes can worn by a character. This is seen in the PlayStation either be animated or use live action footage. 2 version of Resident Evil 4, where Leon is seen always in his default costume because of Cutscenes are sometimes also referred to by processor constraints that were not seen in the other terms such as cinematics or ingame movies. Game Cube version.

Cutscenes that are streamed from a video In newer games, which can take advantage file are sometimes also referred to as full motion of sophisticated programming techniques and video or FMV. more powerful processors, ingame cutscenes are

52 rendered on the fly and can be closely integrated (Constitution, Strength, Dexterity and Agility) are with the gameplay. Some games, for instance, give fairly greater than player character’s; the the player some control over camera movement equipment is (basically) a powered armor, capable during cutscenes, for example Dungeon Siege, to resist impacts by ballistic projectiles – up to Metal Gear Solid 2: Sons of Liberty, Halo: Reach assault rifles –, as well as objects with sharp edges and, additionally, Kane & Lynch: Dead Men. and points (such as metal shards) and even impact of explosions; however, the powered suit is NOT Interactive cutscenes involve the computer indestructible 43 . taking control of the player character while prompts (such as a sequence of button presses) While the player simply cannot eliminate appear onscreen, requiring the player to follow the monsters – even the “weakest” ones –, they are them in order to continue or succeed at the action. capable to onehit kill him – easily. This gameplay mechanic, commonly called Quick Time Events, originated in the game Dragon's The player’s weapons are (reasonably) Lair. Other games with these include Shenmue, ineffective against the monsters. Sword of the Berserk: Guts' Rage, Resident Evil 4, God of War, Halo 3 ODST, Tomb Raider: Legend, The machete has the same statistics of a Tomb Raider: Anniversary, Marvel: Ultimate wakizashi, but that’s not an unbreakable weapon: Alliance and Fahrenheit, where the entire game its blade can block melee attacks; once his involves realtime cutscenes which are played out weapon’s Hit Points are completely depleted – by depending on the player's actions, with decisions parrying too many strikes –, it will simply break made integral to the game's story. apart and (consequently) become in fact useless.

Quick Time Events have been often As in “ – Shadow Assassins” 44 –, criticized for limiting gameplay. each swordfighting scene is a frantic Quick Time Event. The player is prompted to a Quick Time In “Task Force – LastDitch Move” –, it Event, sometimes in a closeup view, engaging in allows for limited control of the game character a fierce combat scene. The player has during cutscenes, involving the player following approximately a second to react (after being onscreen prompts to press buttons or perform shown the direction of the incoming attack). other actions.

Failing these prompts takes the scene in a different course: the player character's death.

The player character

The player character is a combatant – a typical soldier –, assigned to rescue the survivors among the ruins of Rio de Janeiro. As well as a machete and an assault rifle – his primary weapons –, the player character has a powered exoskeleton. That suit’s physical attributes

53 Similar feature is observed (recurrently) in • Defense becomes impractical “Red Steel”, in which almost all ½ or less • Total damage 4 swords/backswords are breakable – with rare • Attack and Defense 40% exceptions. If the machete’s blade breaks apart – • Size of the weapon is reduced as however –, the only chance to survive is by the result of 1d100 (compared to dodging the strikes – if possible –, otherwise the the original size). player is given an execution scene. Above ½ • Total damage 2 • Attack and Defense 20% Each time the player defends against a • Size of the weapon is reduced as sword/backsword slash, there is a percent chance the result of 1d100 (compared to that his machete is destroyed – either by snapping the original size). or being cut. Above the • Damaged normally percent Note: In most broadswords and great swords (used by Reptilian and Inhuman Considering the basic damage of the monsters), the guard has prongs like a or jutte, katana, as well as the machete’s, the difference is intended to trap and snap lowquality blades – equal to 4. such as , ninjato, imitation katana and imitation wakizashi. The machete’s Hit Points are calculated by means of another formula: 3X, where X is equal to The percent chance is determined by the the weapon’s basic damage. attacker’s melee weapon (sword or backsword), considering its basic damage and its quality The machete has 24 Hit Points, and its bonus. The katana’s basic damage (regardless of Resistance (similar to the Hardness from Strength modifier) is equal to 12, and its “Dungeons & Dragons”) is equal a ½ basic maximum quality bonus is equivalent to the basic damage. In this case, the machete’s blade is NOT damage. Considering the formula 3X+Y, where X damaged if the “dice roll” exceeds the percent is equal to the basic damage, while and Y is equal chance, because the damage is subtracted to the quality bonus, the katana has 48% chances ENTIRELY. to slice or snap the machete’s blade. The random number generator rolls 1d100, taking into account Weapon Hit Points Hardness the percent chance. If the result is EQUAL or LESS Machete 24 4 than the percent, the katana breaks the machete’s Imitation wakizashi 24 4 blade apart; if not, the machete is damaged Ninjato 24 4 normally. Imitation katana/gunto 36 6

Dice roll Consequence However, if the “dice roll” were equal or ¼ or less • Simply destroyed less than the percent, the machete would be Above ¼ • Size of the weapon is reduced critically damaged or even broken apart. according the result of 1d100 (compared to the original size); In contrast, the monsters’ swords, • Total damage 6 backswords and daggers will NEVER break – no • Attack and Defense 60% matter how many strikes they parry.

54 Race: Human The player character has a sort of motion Age: 30 tracker, which enables him to detect almost any Sex: male monster within a certain range. This motion Character kit: Soldier tracker is similar to that device from “Aliens”, and Character level: 10 its range is equivalent to a Perception 20; thus, it’s effective range is equivalent to 80m; additionally, Attributes: Constitution 14, Strength 14, the detection check is carried out by a “dice roll” – Dexterity 12, Agility 12, Intelligence 17, Will 16, every time the player character uses it to detect a Perception 16, Charisma 10; Hit Points 30; Heroic monster. Points 50.

Perception 20 implies an 80% chance of Combat Suit: Constitution 30, Strength 30, detecting a monster. If the random number from 1 Dexterity 30, Agility 30; Hit Points 30; Resistance to 100 is EQUAL or LESS than 80, the detection is 15 (7 against melee attacks). successful; if not, the player can be ambushed and (consequently) killed viciously. Advantages: Soldier (5 points); Ambidextrous (1 point); Patron (1 point); Heroic A detection check is (essentially) an Points 5. Attribute check, since the motion tracker has a Perception score. In most cases, the player can try Disadvantages: Code of the Heroes (1 a detection check again – if the previous tries have point); Code of Honesty (1 point). failed –, and (even) keep trying indefinitely. Skills and Abilities: Military Rifles 80/0; In other circumstances – however –, there Machine Guns 80/0; Heavy Weapons 80/0; Sub are consequences of failure, and these Machineguns 80/0; Pistols 80/0; Aim (30); Throw consequences will be taken into account. 72%; Traps 72%, Stealth 80%, Martial Arts 80/80 (+100/100); 80/0; Machete 80/80 Most monsters are busy – in effect –, which (+100/100); Survival (Jungle) 70%; Native Idiom allows player character to avoid them (with (Portuguese) 80%, English 70%; French 70%; relative ease) by moving stealthily. Immobilize; Frontal Burst; Arc Burst; Weapon Expertise (machete); Greater Weapon Expertise The weaknesses of the human adventurer (machete); Weapon Mastery (machete); Martial are emphasized almost constantly: even with Arts Expertise; Greater Martial Arts Expertise; heavy weapons and cybernetic exoskeleton, the Martial Arts Mastery; Double Strike (30); combatant is no match for the monsters. Among Computation 80%; Internet 80%; FirstAid 80%; the debris of the entire city, the player must move Research 72%; Combat Expertise; Double Cut (40); sneakily – as much as possible –, avoiding to be Combo; Sneak Attack (30); Coup de Grace (40); detected and (consequently) killed by the giant Strategy 70%; Tactics 70%; Explosives 70%. lizards. Multiplayer Player Character

Name: Glenn Sharpe

55 is a widelyused gameplay player is versus every other player. The game mode, integrated into many shooter and realtime begins with each player being spawned (starting) strategy (RTS) computer games. at random locations—picked from a fixed predefined set. Being spawned entails having the Normally the goal of a deathmatch game is score, health, armor and equipment reset to to kill (or "frag", from the military term) as many default values which usually is 0 score, full (100%) other players as possible until a certain condition health, no armor and a basic firearm and a melee or limit is reached, commonly being a frag limit weapon. After a session has commenced, arbitrary or time limit. players may join and leave the game on an ad hoc basis. Once one of these conditions is met, the match is over and the winner is the player that In this context a player is a term that can accumulated the greatest number of frags. mean a human operated character in the game or a character operated by a computer software AI – In a typical firstperson shooter (FPS) a bot. deathmatch session, players connect individual computers together via a computer network in a The AI's ability to be efficient in combat is peertopeer model or a client–server model, important in these genres. A common goal today either locally or over the Internet. Each individual is make the AI more human, or at least appear so. computer generates the first person view that the computer character sees in the virtual world, One of the more positive and efficient hence the player sees through the eyes of the features found in modern day video game AI is computer character. the ability to hunt. AI originally reacted in a very black and white manner. If the player was in a Players are able to control their characters specific area then the AI would react in either a and interact with the virtual world by using complete offensive manner or be entirely various controller systems. When using a PC, a defensive. However the idea of "hunting" was typical example of a games control system would introduced there have been significant be the use of a mouse and keyboard combined. developments in how it functions. In this hunting For example, the movement of the mouse could state the AI would look for realistic markers that provide control of the player’s viewpoint from the would act as sensor to help locate the player. For character and the mouse buttons may be used for example sounds made by the character or weapon trigger control. Certain keys on the footprints left behind. These developments keyboard would control movement around the ultimately allow for a more complex form of play. virtual scenery and also often add possible With this feature, the player can actually consider additional functions. Players often have the option how to approach or avoid an enemy. This is a to communicate with each other during the game feature that is particularly prevalent in the stealth by using microphones and speakers, headsets or genre. by 'instant chat' messages if using a PC. Another development in recent game AI have different rules and has been the development of "survival instinct". goals depending on the game, but an example of a Ingame computers can recognize different objects typical FPSdeathmatch session is where every in an environment and determine whether it is

56 beneficial or detrimental to its survival. Like a However, some systems deliberately user, the AI can "look" for cover in a firefight inform the player when inspecting the score list before taking actions that would leave it otherwise which player(s) are bots and which are human vulnerable, such as reloading a weapon or (e.g. OpenArena). throwing a grenade. There can be set markers that tell it when to react in a certain way. For example, All normal maps will contain various if the AI is given a command to check its health powerups, such as extra health, armor, throughout a game, then further commands can ammunition and other (more powerful than be set so that it reacts a specific way at a certain default) weapons. Once collected by a player the percentage of health. If the health is below a powerup will respawn after a defined time at the certain threshold, then the AI can be set to run same location, the time for an item to respawn away from the player – until another function is depends upon the game mode and the type of the triggered. item. In some deathmatch modes powerups will not respawn at all. Another example could be if the AI notices it is out of bullets, it will find a cover object and The goal for each player is killing the other hide behind it until it has reloaded. Actions like players by any means possible which counts as a these make the AI seem more human; however, frag, either by direct assault or manipulating the there is still a need for improvement in this area; map, the latter counts as a frag in some games, unlike a human player, the AI must be some not; in either case—to attain the highest programmed for all the possible scenarios. score—this process should be repeated as many times as possible, with each iteration performed as Both the human and computer operated quickly as possible. The session may have a time character do have the same basic visual limit, a frag limit, or no limit at all. If there is a appearance but will in most modern games be limit then the player with the most frags will able to select a skin which is an arbitrary graphics eventually win when the session ends. model but that operates on the same set of movements as the base model. A human player's The health variable will determine if a character and computer bot's character features player is wounded; however, a wounded player the same set of physical properties, initial health, does not entail reduced mobility or functionality initial armor, weapon capabilities, the same in most games, and in most games a player will available character maneuvers and speed. not bleed to death. A player will die if the health reaches equal to or less than 0; if the value is For a novice player, the difference between reduced to a very low negative value, the result a human opponent and a computer controlled may be gibbing depending upon the game. In opponent may be near nil, however for a skilled most games, when a player dies (i.e. is fragged), player the lack of human intelligence is usually the player will lose all equipment gained and the easily noticed in most bot implementations; screen will continue to display the visible (still regardless of the actual skill of the bot—which animated) scene that the player normally sees, and lack of intelligence can be at least somewhat the score list is usually displayed—the frags. The compensated for in terms of extreme display does not go black when the player dies. (superhuman) accuracy and aim. Usually the player can choose to instantly respawn or remain dead.

57 games, they may also themselves be killed as The armor variable affects the health punishment, and/or may be removed from the variable by reducing the damage taken, the game for repeat offenses. The team with the reduction in health is in concept inversely highest fragcount at the end wins. proportional to the value of the armor times the actual damage caused; with the obvious In a Last Man Standing deathmatch, differences in various implementations. Some players start with a certain number of lives, and games may account for the location of the body lose these as they die. The player who remains in injured when the damage is deduced, while the game when all other players lost all their lives many—especially older implementations—do not. is declared a winner.

The types of techniques available (and how Any arbitrary multiplayer game with the the techniques may be performed by the player) goal for each player to kill every other player(s) as differ from the physics implementation as is as many times as possible can be considered to be a such also game dependent. The lost equipment form of deathmatch. In real time strategy games, (usually not including the armor) of a dead player deathmatch can refer to a game mode where all can usually be picked up by any player (even the players begin their empires with large amounts of fragged player, respawned) who gets to it first. resources. This saves them the time of accumulation and lets hostilities commence much Modern implementations allow for new faster and with greater force. Destroying all the players to join after the game has started, the enemies is the only way to win, while in other maximum number of players that can join is modes some other victory conditions may be arbitrary for each game, map and rules and can be used. selected by the server. Some maps are suitable for small numbers of players, some are suitable for In “Task Force – LastDitch Move” –, as in larger numbers. “Reptilia Squad – Episodes of the Lizardmageddon in Brazil” –, as well as many Some games give a different name to these other “Reptilia Squad” games, the multiplayer types of matches, while still using the same mode resembles “Metal Gear Online” 45 (except underlying concept. For example, deathmatch in for the context). the Halo series of games is named "Slayer", and in Perfect Dark the name "Combat Simulator" is In a Target Team Deathmatch, similar to used. the PopaCap 46 from “Perfect Dark”, the human combatants must protect a teammate designated In a team deathmatch, the players are as target by the monster. organized into two or more teams, with each team having its own frag count. As a human character, the player has the responsibility to protect the target (designated Friendly fire may or may not cause randomly): each minute that the target survives, damage, depending on the game and the rules the player's team achieves a point; in turn, the used — if it does, players that kill a teammate monster is assigned to eliminate the designated (called a team kill) usually decrease their own targets – regardless of any other victims. score and the team's score by one point. In certain

58 Items appear at predetermined locations, • Friendly fire happens only among humans, and when the player collect an item, it reappears because the rules prevent that from in a matter of twenty seconds in the same happening between monsters (these predetermined location and location of items is creatures never attack each other). determined by the containers (chests and boxes • The same applies to "suicide" (in all that wrap each item), all items are packed in situations), because no monster takes boxes, which are opened by the characters (such damage from falls. as Siphon Filter III), and there are boxes of various • Monsters simply CANNOT be fragged 47 . sizes (small, medium, large and huge), as they • Regardless of how many times the players wrap the items. "Suicides" add negative points to die, they always return to combat. the team’s score, and the same happens as result Whenever a target is eliminated, another of friendly fire. If the designated target commits target is designated randomly among the "suicide" (for whatever reason), the team score is survivors. penalized by 1 point, and another target is • Whenever any character is removed designated. (eliminated), the spawn point makes this character reappears in a designated place – There are many game options: sometimes randomly –, without risk of telefrag 48 – since the characters simply do • OneHit Kills: A single hit from any not teleport. weapon (including fists) kills the human characters instantly. Capture the base • Map: Allows choosing from the available arenas. That’s essentially a King of the Hill variant. • Weapons: Allows choosing which weapons A group of human combatants is assigned to and items available. The player can choose defend a designated territory against a monster from predetermined weapons or set his (Reptilian or Inhuman), achieving one point for own custom weapons. each two minutes they resist with (least) 10% of • Time limit: Choose to have any of the the group inside the perimeter. following time limits for the game (in minutes). The monster achieves points by eliminating • Points limit: Choose the score limit for the over 90% of the human combatants, effectively game. seizing their territory. • Bots: This menu allows choosing the bots. • Difficulty: Needs no introduction. Assault Team Deathmatch • Character: This menu allows choosing the characters, as well as their costumes. Assault is an objectivebased multiplayer • Soundtrack: Choose from one or more game mode that involves an attacking team trying tracks to be played during the game (most to destroy an objective that is guarded by a of the tracks available are the same from defending team. the Story Mode). This game mode can be set up in a couple Remarks: different ways. One way is that the attacking team has an object in their possession (usually a bomb 59 of some kind), and they must carry it to destroy an Quarry Team Deathmatch, in contrast to objective that is defended by the opposing team. conventional deathmatch, is quite different. The Another variation is that there are objectives that player can control either a monster (Reptilian or are already located at the defender's location, and Inhuman) or a human combatant. the attackers must infiltrate the area and destroy these objectives. However, the victory conditions are distinct: the monster achieves one point by In the “Reptilia Squad” games, including eliminating each human opponent, while the “Task Force – LastDitch Move” –, Assault Team humans achieve points by staying alive for long Deathmatch is a variant of "Capture the Base", enough. where the human troop attack a location defended by a monster. In a Quarry Team Deathmatch, as in a Last Man Standing, a human combatant is given a The human combatants are assigned to take certain number of “lives”. Each minute they control, keeping (at least) ten percent of its forces survive, they will achieve a point and (as well) an in the territory, for every minute that occupy the extra life. country (according to specified conditions), the team achieves a point. In turn, every minute that The monster achieves one point by maintains control over the territory (preventing eliminating each human opponent, and human to achieve their conditions of victory), the (additionally) the creature’s energy is fully monster achieves a point wins. restored.

Team Deathmatch Challenges

This is Massive Multiplayer OnLine Challenge nº 1 Deathmatch, where numerous human combatants are assigned to fight a monster. Mode: Target Team Deathmatch (standard). The goal for the Reptilian is to eliminate all Map: Downtown Ruins. human opponents, achieving points by Weapons: Standard. eliminating the opposing team. Difficulty: Normal. Bot: a Sabrewarrior tegu ( Tupinambis In turn, the humans achieve a point each rufescens ) huge and heavily muscled. The minute they survive (at least ten percent of the enormous reptile has physical attributes group). equivalent to Lenin’s. Limits: 5 points; 10 minutes By eliminating all members of the group – or least ninetyone percent –, the creature has the Challenge nº 2 Hit Points fully restored, as well as Magic Points, ammunition and everything else. Mode: Capture the base. Map: Ruins of Copacabana. Quarry Team Deathmatch Weapons: Standard Difficulty: Normal

60 Bot: Charles Limits: 8 points; 10 minutes Mode: King of the Hill Arena: Ruins of Catete Challenge nº 3 Weapons: Heavy Difficulty: Hard Mode: Capture the Base Bot: "Massive" Donovan Map: Ruins of Copacabana Limits: 10 points; 15 minutes. Weapons: Explosive Difficulty: Normal Challenge nº 8 Bot: Ludwig Von Wasserdrache Limits: 8 points; 10 minutes Mode: Assault Team Deathmatch Map: Ruins of Andaraí Challenge nº 4 Weapons: Standard Difficulty: Hard Mode: Capture the Base Bots: Lenin and Joyce Map: Ruins of Copacabana Limits: 10 points; 20 minutes Weapons: Explosive Difficulty: Normal Challenge nº 9 Bots: A Gunwarrior Varanus komodoensis (equivalent to Lenin) and a HeavyHanded Mode: Target Team Deathmatch (Close Warrior Tupinambis teguixim (powerful as Quarter Combat) Charles). Map: Ruins of Downtown Limits: 8 points; no time limit. Weapons: Standard Difficulty: Hard Challenge nº 5 Bots: Two Tupinambis teguixim – enormous and truculent –, both Gunwarriors. Mode: Team Deathmatch Limits: 10 points; 20 minutes Arena: Ruins of Grajaú Weapons: Heavy Challenge nº 10 Difficulty: Heroic Bot: Rachel “The Shredder” Mode: Assault Team Deathmatch Limits: 10 points; 20 minutes (Standard). Arena: Downtown Ruins Challenge nº 6 Weapons: Standard Difficulty: Desperate Mode: Assault Team Deathmatch Bots: Rachel and other three Harlot Arena: Ruins of Jacarepagua Warriors (a Gunwarrior and two HeavyHanded Weapons: Heavy Warriors), all Tupinambis teguixim – with same Difficulty: Hard physical attributes. Bot: Berenice Limits: Points: 10; 15 minutes Limits: 10 points; 15 minutes Challenge nº 11 Challenge nº 7

61 Mode: Target Team Deathmatch (Melee) shotguns, submachine guns, assault rifles, Map: Ruins of Downtown grenade launchers, rocket launchers, auto cannons Weapons: Melee and many others. Difficulty: Desperate Bots: Charles and Lenin. Most classes are proficient with firearms – Limits: 10 points; 10 minutes most commonly assault rifles, heavy weapons and high tech guns –, often optimized. Challenge nº 13 Melee weapons Mode: Team Deathmatch Assault (OneHit Kill) Combat Knife Map: Ruins of Copacabana Weapons: Standard Damage: 6 (+Strength modifier) Difficulty: Desperate Initiative modifier: 2 Bot: Matthew. Limits: Points: 5; no time limit Machete

Challenge nº 14 Damage: 8 (+Strength modifier) Initiative modifier: 4 Mode: Assault Team Deathmatch (OneHit Kill) Wakizashi Map: Ruins of Barra da Tijuca Weapons: Standard Damage: 8 (+Strength modifier) Difficulty: Desperate Initiative modifier: 4 Bots: Lenin and Matthew/random bot (any monster from the Story Mode) Kodachi Limits: 5 points; 25 minutes Damage: 10 (+Strength modifier) Weapons and gadgets Initiative modifier: 5

There are many weapons available. Katana

The player character uses a machete and an Damage: 12 (+Strength modifier) assault rifle, as well as a powered suit and a Initiative modifier: 6 motion tracker (vaguely similar to the devices from “Aliens” films). Tachi

The assault rifle is vaguely similar to the Damage: 16 (+Strength modifier) HKG36, with a drum magazine. Initiative modifier: 8

The monsters have swords, backswords Dotanuki and daggers – their bladed weapons –, as well as many variants of firearms – revolvers, pistols, Damage: 20 (+Strength modifier)

62 Initiative modifier: 9 Rate of fire: single shot Range (effective): 50m Gladius Magazine: 5

Damage: 8 (+Strength modifier) Colt Anaconda Initiative modifier: 4 Damage: 16 Falcata Ammunition: .44 Magnum Rate of fire: single shot Damage: 10 (+Strength modifier) Range (effective): 50m Initiative modifier: 5 Magazine: 6

Long sword Pistols

Damage: 12 (+Strength modifier) Desert Eagle Magnum Initiative modifier: 6 Damage: 20 Ammunition: .50 Action Express Broadsword Rate of fire: semiautomatic Range (effective): 50m Damage: 16 (+Strength modifier) Magazine: 7 Initiative modifier: 8 FN FiveSeven Greatsword/Zweihänder Damage: 20 Damage: 20 (+Strength modifier) Ammunition: 5.7x28mm Initiative modifier: 12 Rate of fire: semiautomatic Range (effective): 50m Firearms Magazine: 20

Revolvers Glock 32

Colt Python Damage: 20 Ammunition: .357 SIG Damage: 20 Rate of fire: semiautomatic Ammunition: .357 Magnum Range (effective): 50m Rate of fire: single shot Magazine: 13 Range (effective): 50m Magazine: 6 Beretta 93R

Smith & Wesson Model 500 Damage: 16 Ammunition: 9x19mm Parabellum Damage: 20 Rate of fire: semiautomatic/threeround Ammunition: .500 Magnum burst

63 Range (effective): 50m minute Magazine: 20 Range (effective): 200m Magazine: 50 HK UCP HK UMP Damage: 20 Ammunition: 4.6x30mm Damage: 20 Rate of fire: semiautomatic Ammunition: .40 S&W Range (effective): 50m Rate of fire: 650 rounds per Magazine: 20 minute Range (effective): 100m Shotguns Magazine (standard): 30

Mossberg Steyr TMP

Damage: 30 Damage: 16 Ammunition: 12 gauge Ammunition: 9x19mm Parabelum Rate of fire: semiautomatic Rate of fire: 850900 rounds per Range (effective): 50m minute Magazine: 8 Range (effective): 100m Magazine (standard): 30 AA12 HKMP5 (standard) Damage: 32 Ammunition: 12gauge Damage: 12 Rate of fire: 300 Ammunition: 9x19mm Parabelum Range (effective): 50m Rate of fire: 700900 rounds per Magazine: 2032 (drum magazine) minute Range (effective): 100m Franchi SPAS 12 Magazine (standard): 30

Damage: 36 MAC 10 Ingram (standard) Ammunition: 12gauge Rate of fire: semiautomatic Damage: 16 Range (effective): 50m Ammunition: 9x19mm Parabelum Magazine: 8 Rate of fire (average): 1100 rounds per minute Submachine guns Range (effective): 50m Magazine (standard): 32 FN P90 Assault rifles Damage: 20 Ammunition: 5.7x28mm HK G36 Rate of fire: 900 rounds per 64 Damage: 36 Damage: 36 Ammunition: 5.56x45mm Ammunition: 5.56x45mm Rate of fire: 7501000 rounds per minute Rate of fire: 750 rounds per minute Range (effective): 9001000m Range (effective): 600m Magazine: 100 Magazine (standard): 30 Accessories XM8 shield Damage: 30 Ammunition: 5.56x45mm A gun shield is a flat piece or section of Rate of fire: 750 rounds per minute armor designed to be mounted on a crewserved Range (effective): 600m weapon such as a machine gun, artillery piece or, Magazine (standard): 30 more rarely, to be used with an assault rifle. Some mounted machine guns and artillery pieces are SA80 equipped with metal armor plates, designated to protect the gunners from sniper fire and shrapnel Damage: 32 from explosions; as well, gun shields are Ammunition: 5.56x45mm sometimes improvised in the field in using Rate of fire: 610775 rounds per minute salvaged metal plates. Range (effective): 450650m Magazine (standard): 30 Drum magazine

FAMAS A drum magazine is a type of firearms magazine that is cylindrical in shape, similar to a Damage: 32 drum. Instead of having rounds lay flat, as in a Ammunition: 5.56x45mm more common "box" magazine, in a drum Rate of fire: 9001000 rounds per minute magazine rounds are stored in a spiral around the Range (effective): 300450m center of the magazine. Magazine (standard): 2530 There are several primary designs for a FN SCAR drum magazine. The most common of which is a double stack dual horn drum, which operates like Damage: 42 a standard stick magazine, but diverges the ammo Ammunition: 7.62x51mm into two separate feed shoots that run on a single Rate of fire: 625 rounds per minute cog. Another common design used on the AK47 Range (effective): 600m and PPSH 41 is the spider gear assembly that has Magazine (standard): 30 an opening in each gear for 23 rounds of ammunition and can be loaded from the rear. Light machine guns Rimmed ammunition including shotgun M249 ammunition operated drums primarily run off a cogged (gear shaped) design which feeds each

65 individual round of the ammo from the outermost More recently "double drum" designs have edge of the shell. Of recent a single stack compact come into greater use. Where normal magazines design has been released for which uses most of put rounds in two rows, in a "double drum" two the interior capacity of the drum, it is driven by a drums resting on either side of the weapon each single Hub and telescopic shaft. hold one row, the two of which combine into one row before entering the receiver. Examples are the There are several primary designs for a World War II era MG 15, and the modern Beta drum magazine. The most common of which is a Mag. These systems have the advantage of storing double stack dual horn drum, which operates like even more rounds than a regular drum, while a standard stick magazine, but diverges the ammo improving the distribution of weight. into two separate feed shoots that run on a single cog. Another common design used on the AK47 The drums of aircraft cannons such as the and PPSH 41 is the spider gear assembly that has M61 Vulcan and GAU8 Avenger resemble drum an opening in each gear for 23 rounds of magazines for small arms, but function in a ammunition and can be loaded from the rear. different manner. That is, the rounds are stored Rimmed ammunition including shotgun nosefacingin, and are kept under positive control ammunition operated drums primarily run off a by partitions running the length of the drum, and cogged (gear shaped) design which feeds each are driven forward by a helical auger. This makes individual round of the ammo from the outermost their operation very reliable, even when operated edge of the shell. Of recent a single stack compact at rates of fire of several thousand rounds per design has been released for which uses most of minute. the interior capacity of the drum, it is driven by a single Hub and telescopic shaft.

The advantage over traditional boxshaped magazines is that a drum magazine can carry much more ammunition, often two to three times that of a box magazine, such as the 71round drum for the Russian PPSh41 submachine gun, without making it too big to be impractical to carry. The downside to drum magazines is that they increase the overall weight of the weapon in which they are being used.

The most famous example of a firearm using a drum magazine is the iconic 1930sera 1 “Friday the 13 th ” is an actionadventure video Thompson submachine gun, which had both 50 game published by LJN for the Nintendo and 100 round drum magazines available for it. Entertainment System video game console. It is an The Thompson also had 20 and 30 round "box" adaptation of the Friday the 13th film. It was magazines available, demonstrating the difference released in North America exclusively in February in carrying capacity between a box and a drum. on 1988, as part of LJN's focus on creating video games based on licenses. It is considered one of

66 the worst games of all time, with LJN's on media licenses. Friday the 13th has been development skills characterized as poor. regarded as one of the worst video games of all time. Players control one of six camp counselors in a sidescrolling adventure perspective. The 2 Using stealth often requires the player to counselor starts with an arcing rock, attempting to accomplish their objective without being detected find and kill Jason. Along the paths, players will by enemies. Methods of detection can vary from find cabins, a lake, and caves, with all but the game to game, and can be based on an enemy's cabins having enemies such as , crows, line of sight, how quiet the player is, or even how and wolves attacking the playercharacter. Players the player interacts with the environment. may upgrade their weapons upon finding a new one; additionally, a timed alarm appears at certain However, there are a few games that rely on it as intervals, requiring players to find Jason before he the core of their gameplay. The Metal Gear, kills a child or another counselor. Using the map, Tenchu, Thief and Splinter Cell franchises all players must navigate their way to Jason's location feature stealth as a main gameplay aspect. and defeat him. If they do not make it there in time, Jason will kill the counselors and children. Stealth has made its way into almost every First Person Shooter since the debut of GoldeneEye on Upon coming new Jason's location, Jason may the Nintendo 64 in 1997. appear on the path and attack the player character. He may also appear in the lake. Recent titles to apply the stealth concept to the Otherwise, he will be inside the cabin, and will FPS genre include Crysis and S.T.A.L.K.E.R.: attack the playercharacter in a way reminiscent of Shadow of Chernobyl. the video game PunchOut! Players may light the fireplaces inside of the cabins, preventing Jason The penultimate example of a game that uses from returning to them. The objective of the game stealth as its core concept and basis for gameplay is to survive for three days and three nights while is the Metal Gear series of games. It is believed attempting to find and kill Jason. Players also that the stealth concept came into being because of have to battle Jason's mother, who is represented the technical limitations of the NES. No more than as a Medusalike floating head. The rocks are hard three enemies could be rendered on the screen at to throw, being thrown in an arch, and the map the same time, so developers had to implement a can change direction, causing difficulty in different style of gameplay. navigating. In “Metal Gear Solid” for the Playstation, each Friday the 13th was developed by PackIn Video guard has a field of view in which they can spot and published by LJN for the Nintendo the player or investigate the area. This field of Entertainment System video game console. It was view is visible to the player via their in game released in February of 1988. Its music and sound heads up display, as a part of their radar. A core effects were designed by Hirohiko Takayama. It is component of gameplay in Metal Gear Solid is to an adaptation of the film franchise of the same avoid these fields of view, and maintain stealth name. It was developed as part of an "aggressive while still accomplishing an objective. To maintain expansion" by LJN to focus on video games based stealth, the player can utilize the environment by

67 crawling through airducts or under cars, or Often, course of action in the Splinter Cell simply hiding around corners. They can also use series of games is to avoid detection altogether. their equipment. Using a silenced firearm to kill guards, or using a chaff grenade to disable a Player weapons are a silenced pistol and a security camera are common methods of silenced automatic rifle, but they are not effective maintaining stealth. Disabling guards by knocking unless used to make headshots. them out or killing them will alert other guards if the body is discovered. In this situation, Combat is discouraged, and the player can get maintaining stealth includes hiding or disposing overwhelmed easily by a few enemy guards. of the body, such as stuffing it into an available locker or if on a ship, dumping it overboard. Also differing from the Metal Gear series, the player cannot take as much damage and cannot While “Metal Gear Solid” has stealth elements, carry any healing items in inventory, they have to there are action combat sequences. If the player is be found and used on the spot. detected, guards enter an alerted status, and the player will be forced to fight an overwhelming While the game does have action sequences, they number of guards. During the alert sequence, the are not the focus of the game. Objectives can player can use weapons and other equipment to change from mission to mission, requiring that the kill or disable reinforcements. player not be detected, or not kill, so it can be difficult at times. The game remains in the alert sequence until the player finds a way to escape their detection. Later games in the series feature a sound meter. This meter indicates to the player how much All bosses are unavoidable, and (therefore) must sound they are making in relation to the be fought. environment, and if the sound levels are suitable to maintain stealth. Another franchise that features the stealth concept is the Splinter Cell series. At first, the series seems 3 During a disaster, police and military authorities very similar to the Metal Gear series of games. are sometimes unable to prevent looting, when The guards in the Splinter Cell series have a wide they are overwhelmed by humanitarian or combat cone of sight, so in order to remain unnoticed, concerns, or cannot be summoned due to players must utilize dark areas in order to damaged communications infrastructure. maintain stealth. Gameplay features a light meter that tells players whether they are in a area of Especially during natural disasters, some people darkness suitable to maintain stealth. If the light find themselves forced to take what is not theirs in level is low, guards cannot see the player; if light order to survive. In many countries, even in levels are high, they can spot the player from a Western democracies that otherwise ban the death good distance away. penalty, extraordinary measures may be taken against looters, during times of crisis; therefore, Unlike the “Metal Gear Solid” series, detection can looters may be summarily shot by the police, mean the automatic failure of a level. army, or property owners.

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Extraordinary measures, combined with an impressive show of force, help to discourage The most common instakill in shooters is with a looting and to disperse crowds that would headshot. A sniper headshot almost always is a otherwise find a normal show of force non onehit kill, although in more realistic/hardcore threatening. This is also common police practice in games, a headshot with ANY weapon will usually discouraging potential riots – which are often kill instantly. associated with looting – from escalating. The other main onehit kill in shooters is a combat Under the jurisdiction of military law, summary knife, given to players in addition to their gun in execution is still illegal in almost all most modern games, although in older titles it circumstances, as a military tribunal would be the was often a selectable weapon you would have to competent judge – needed to determine guilt and trade a gun for. Knives are almost always instant declare the sentence of death. kills in many games, often associated with a attack that will move a player towards his target a little However, there are certain rare exceptions to this bit, extending the effective range of the knife quite rule in emergencies and warfare where summary a bit, although it is still limited to closequarters execution is legal. encounters.

4 A state of emergency is a governmental Certain other weapons such as rocket launchers declaration that may suspend certain normal and shotguns can onehit kill in the correct functions of government, alert citizens to alter circumstances. Weapons with the ability to kill in their normal behaviors, or order government one hit are usually restricted as "power weapons" agencies to implement emergency preparedness there is usually only one or two on any given map plans. It can also be used as a rationale for in an arena style shooter, while they will be suspending civil liberties. Such declarations (usually) restricted in some way in class and usually come during a time of natural disaster, loadoutbased shooters. during periods of civil disorder, or following a declaration of war (in democratic countries, many There's also certain game modes in some shooters call this martial law, mostly with noncritical which are based around onehit kills, such as the intent). In some countries, the state of emergency Instagib modes and weapons, Like Quake II's and its effects on civil liberties and governmental Railgun and 's Instagib Rifle. procedure are regulated by the constitution or a Adding an adrenaline filled and frantic addition law that limits the powers that may be invoked or to the already fast paced game. rights that may be suspended during an emergency. In many countries it is illegal to Instant kills are common in traditional, turn based modify the emergency law or constitution during RPGs – usually both for the party and for enemy the emergency. bosses.

5 Most commonly associated with shooters and In most RPGs, the black mage or equivalent can competitive multiplayer games, an instakill is any learn a death spell: this spell is likely to kill move, attack, vehicle or weapon that will instantly anything it hits instantly, making it sound very kill a player who is at full health. useful; however such a spell will always cost a lot

69 of magic points, has a low hit rate, and will not simulants which have a twist on their work at all on higher level enemies where it is personalities. most necessary. Such limitations lead to death spells usually being regarded as ineffective by The simulants range from very unintelligent to most players. There are exceptions, such as almost unbeatable. enemies that are weak to instant kill spells, but to prevent unbalance this ability is highly restricted MeatSims are the easiest and therefore least in most RPGs, at least for the player. Many bosses intelligent of all the sims. This sim is the perfect can instantly kill the party, whether they're choice for a beginner, as it's movement is slow and underleveled for the encounter OR with a it has extremely poor accuracy. powerful spell. EasySims have basic skills, movement and Instant kill are also common in stealth action accuracy, and it also is the first sim which uses the games, where the player is able to take enemy Disarm attack. Not very skilled, be careful though guards out quickly and quietly. The traditional as they should not be underestimated. shooter technique of shooting for the head still applies, but stealt action places many more tools NormalSims have the skill of the average player. in the hands of the player – neck snap, throat cut, etc. HardSims are just that – hard. They move around fairly quickly and have higher accuracy. Getting too close to certain enemies or bosses can also be an instakill: one of the most dangerous PerfectSims are the ultimate opponents: they instant killers is the game environment, which can move around at a high speed, and can accuractely kill players in any number of ways. hit even while running backwards away from the player. A fall from a certain height is fatal in most games, as will jumping out of a multiplayer arena that is DarkSims are practically unbeatable. These guys floating, such as Facing Worlds from “Unreal are not human but robots, allowing them to race Tournament”, or Lockout from “Halo 2”. Some around a map at high speeds, they can also climb maps also feature interactive hazards which will ladders a heck of a lot faster than any other sim. instantly kill the player, such as the bullet train in They have almost perfect accuracy, and can see the Terminal multiplayer level from “Halo 2”, the target a mile away. This sim is only here for which speeds through the middle of the level at the most daring players, they do appear in three random intervlas and kills anyone on the tracks. of the challenges, but apart from that, most players probably won't want to bother using Exploding barrels are also particularly notorious them, as they are very frustrating. for killing instantly, although a player often has to dump several bullets into one before it explodes. As well as the basic simulants, there are twelve variants: PeaceSims, ShieldSims, RocketSims, 6 In “Perfect Dark”, there are six normal simulants KazeSims, FistSims, PreySims, CowardSims, a player can battle against, as well as many special JudgeSims, FeudSims, SpeedSims, TurtleSims and VengeSims.

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CowardSims will tend to just run away from the PeaceSims protest the use of weapons and will player, firing while running backwards, attack only try to disarm the player. They will often run from behind or if the player has an inferior away from the player, and will go around the weapon. arena grabbing as many weapons and ammo before the player can get to them. The advantage The JudgeSim will do the opposite to what the is that if the player blast them they will usually PreySim does: it will attck the winning player. drop a whole heap of weapons for the player. This sim will stop at nothing to take the lead for They won't put up much of a fight at all. itself, but if it is in the lead, it'll attack anyone to stay that way. ShieldSims will always want to have full shield protection. If they lose even the smallest bit of The FeudSim will pick a target at the start of the energy from their shield, they will run off to find a game and will ruthlessly attack them for the rest new one, but if the player chase them they'll run of the game, even if they're taken down a few backwards and fire at him. If there are no shields times. They will also fire on other players, they in the arena, they'll start out with one, but they will just mainly concentrate on one. can't find a new one once it takes damage. SpeedSims will move around much faster than RocketSims prefer to use any type of explosive human players. They will often rely on shields to weapon, it's obsessed with blowing things up protect them, their speed is only a way to get even if it means blowing itself away in the away from quickly. process. It will also use other weapons, but its priority is explosives. TurtleSims have a prototype shield generator which is twice the power of a normal shield, A KazeSim will ruthlessly hunt down a chosen making these guys difficult to take down. Their target and will stop at nothing until the target is disadvantage is that the shield slows their speed, defeated. It will aggressively attack the player and making them easier to hit. They can often survive will tend to fire explosives even if it is too close. a direct hit from an explosive weapon, so constant fire is usually the best way to beat them. FistSims will try to disarm and punch the player repeatedly. They won't use any other weapons, A VengeSim will always attack the last player except for combat knives, tranquilizers, Reaper (in who took him down. It will only attack one player the Grinder mode), revolvers and pistols (in the at a time, but if another player beats it before it pistolwhip mode). can take down the other player, it will go after the new player, so be careful. PreySims will only attack players who have low health, have just respawned or are using an 7 The Reaper bot is a weak AI expert system inferior weapon. They will hunt weaker players computer software program; created in the form and ignore stronger players such as ones who of a modification or "addon" to the computer have shields. This weakness opens the sim for game Quake, the program was created by Steven attack from the stronger players. Polge and written in QuakeC. Released on November 15, 1996.

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water and understand it can swim to reach items The program is a Computer game bot and under water), chase the player, flee from the (therefore) allows the human player to face the player. computer in a game of deathmatch in Quake, whereas this option is only possible with other Additionally, the bot has dynamic environment human players in the stock product. The Reaper mapping. Utilizing heuristics with fuzzy logic for bot is highly notable in both artificial intelligence decision making gives the program a dynamic in general, community created game content, ability to be able to decide to flee, chase the player, computer game bots and especially for Quake. or search for powerups depending upon its current situation while using all of the before Of interest is that Steven Polge was drafted by the mentioned features in unison as needed; e.g. the computer games developer Epic to work on the bot has the ability to combine features such as Artificial Intelligence for the game Unreal (and accumulating powerups while in the middle of later games), which had a significant impact on an attack or defense. the whole firstpersonshooter genre (such as monsters that can move and attack at the same Another example, if the bot is attacked by the time, reduction in monster numbers and increase player, and the player decides to flee by leaping in their intelligence). into water, the bot will consult its health, armor and current weapon capabilities, if decided to be Numerous instances of the program can execute sufficient to be likely to survive, the program will simultaneously on a computer—with each decide to chase the player; by doing so, it will instance of the program representing an combine at least its ability to leap off a ledge and individual bot, e.g. a player can play a game of swim. deathmatch with 7 bots for a total of 8 players; the bot can also face multiple human opponents at the The bot will attempt to get valuable items several same time—e.g. on a LAN or over the Internet; the times, but will give up (i.e. the iteration has a bot can also function as a standalone client counter) if the item proves impossible to reach for program to connect to a remote server and play the bot. from a dedicated computer. However, the most notable feature is as The bot would give the player an experience of mentioned that of dynamic mapping, the program playing against another player on a level that will roam arbitrarily by itself on an ad hoc basis surpassed all other bots at the time of its release; and create waypoints to indicate the path to albeit minor missing features, such as the score of respective powerups—weapons, armor, etc. the bot and some faults in client simulation it was once said items are located. Once the whereabouts at the time the most advanced bot available. of powerups are known the program may use its internal waypoints to locate powerups when the The bot has (at least) these notable features: avoid bot needs such items. The bot also has the ability ledges, leap off ledges to gain something of value to follow the player for the same purpose. (e.g. an item), avoid landing in lava and slime when possible, understanding of the gravity level, The bot will utilize its dynamically generated map swim in water (avoid drowning, jump out of to reach both static objects (e.g. items) and moving

72 objects (i.e. players or other bots), the bot creates strafing is the technique of moving around a multiple spanning trees and dynamically merges target in a circle while facing it. Circle strafing routes in addition to caching the fastest routes for allows a player to fire continuously at an important items to optimize performance. The bot opponent while dodging counterattacks. By executes a continuous optimization process with a rapidly circling the opponent, the player evades goal of always knowing the fastest route to the the opponent's sights. Circle strafing is most most valuable item of a given class (health, armor, useful in closequarters combat, where the ammunition, weapons) depending upon what apparent motion of the attacking player is the the bot needs at any given time. greatest, and thus the chance of disorienting the opponent by making him lose track of the attacker The program has a variable skill level system with is higher. The effectiveness of the circle strafing an option of dynamic adjustment in proportion to maneuver is mitigated when the opponent's player skill and the bots may play in teams or one weapon fires projectiles that travel on one. instantaneously, or fires a large number in a machine gunlike fashion. The bot has a "personality" (compared to other bots) that is aggressive towards the player once it 9 A character editor is a program that is used to has sufficient powerups but is reluctant in attacks edit player characters in computer roleplaying prior to attaining such items. games.

The Reaper bot is noted for cheating by removing Generally, use of character editors is considered arbitrary powerups from the map and gaining cheating (similar to using cheat codes to change such items itself. player statistics, only more flexibly so). However, character editors often have legitimate uses; for The Reaper bot suffers from several minor bugs, example, changing the appearance of the character flaws and missing features and is regarded as or character description (possibly using "hidden" never having been completed and was aborted in outlook options that are not available through the a beta stage of development. game itself, such as using NPC character portraits), changing internal variables of the The Reaper bot inspired many more bots for character to avoid bugs, or use features that are Quake and the bot systems found in other more only available through either cheat codes or advanced and modern FPS games. character editors (such as custom character races from mods). 8 In video games, strafing is the technique of moving the player's character from side to side, In online games, character file editing is generally rather than forward and backward. In the context very much frowned upon, unless it is at all times of firstperson shooters, it refers to the movement disclosed and allowed by the game rules. Most alone, even when no weapon is being fired. online games disallow all character editing that Sidestepping is an integral part of any firstperson takes place on server side. shooter as it allows the player to dodge incoming fire while keeping their view aimed at their target. 10 Escort Missions are named, obviously, from the Particularly in firstperson shooters (FPSs), circle actions needed to be taken during these missions.

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Usually this means taking care of NPC's. These can be defined as missions where you must take an NPC to another location, insuring that they do not die. This could also be described as having a considerably stupid ally though, one who needs a lot of looking out for.

These allies could have guns or weapons to take care of themselves. However, they have very low HP and poor accuracy.

11 Extraction, in tactical combat and special operations use, is the process of removing 13 constituents from a targeted site when it is Gibs, short for giblets is a humorous term considered imperative that they be immediately referring to the variablysized body parts ("guts") relocated out of a hostile environment and taken produced when nonplayer characters or game to a secured area under friendly control. players are killed in computer games.

Extraction may imply rescuing entities from grave Adrian Carmack has been credited for coining the danger or immediate conditions that they are term "gibs". incapable of surviving. Both extraction and rescue may be for unsuspecting and/or unwilling The use of "gib" is reserved for instances when a persons and involving rapid deployment, game character has been killed with such damage dynamic defense of the moving tactical envelope that their body is reduced to a slurry of flesh and and highspeed extraction by a special force blood. In some games, the resulting gibs protection team. disappear after a short period to improve game performance by decreasing the number of objects Extraction is also referred to as "dustoff in xx that the game engine must render. (minutes)". The LZ is the landing zone for a helicopter or airplane, usually marked by As well as describing the fragments as gibs, the coordinates, smoke grenades with a color word may be used as a verb, and killing a game recognizable in that area, or flares. character in this manner is to "gib" them.

12 In warfare, infiltration tactics involve small (and "Gib", and the related term "frag", is most lightlyequipped infantry forces) attacking enemy commonly used in multiplayer deathmatches, rear areas, while bypassing enemy front line where human player characters primarily kill one strongpoints and isolating them for attack by another rather than nonplayer characters. followup troops with heavier weapons. Introduced first in Quake, some games feature an Instagib gameplay or mutator in which a hit on an opponent results in instantaneous "gibbing".

When a "gibbing" happens in the past tense it is known as being "gibbed". 74

Gibs!" The entire area would be splattered by gibs, There has been a decline of the use of simple gibs which rained down from the sky. in games due to the development of ragdoll physics, which is better able to represent the 3D utilized some that effects of highpowered attacks. was interpreted, not compiled, and thus could be edited by the user with a text editor. It was a Many modern games that retain gibbing use simple matter to add as many gibs as the user dynamic ragdolls that can separate bodies into wanted to the death sequence of any character. gibs that the physics system can then control. These also flew in all directions.

Doom was one of the first games to use gibs. Quake continued the innovative use of gibs. Any Doom 's enemies were sprite animations. When a character was gibbed if their health dropped character died, it would crumple to the ground, below −40 (with the exception of the bosses graphically spilling much blood in the process. Chthon and ShubNiggurath). Without the Quad Damage, only the doublebarreled Super Shotgun, A second animation would be shown when a rifle the Grenade Launcher, and the Rocket Launcher grunt , a shotgun sergeant, a fireball could do that much damage in a single shot. With throwing imp, or a Space Marine player character the Quad Damage, any weapon could gib, was killed by, among other things, radius damage including the Axe. The gibs dripped blood while from the explosion of a rocket blast or from a flying in all directions, and bounced several times container of combustible toxic waste. The enemy before coming to a stop. would break apart into small red chunks, with a few identifiable parts such as a Space Marine 14 Cuccos are chickens featured in several The helmet. Legend of Zelda games. They are well known for attacking Link if he attacks them for an extended Heretic , which used a modified Doom engine, and period of time, and are sometimes known as the HeXen , which used a heavily modified Doom Cucco's Revenge Squad. In all games of their engine, featured multiple gib objects, which fell appearance, Link can lift Cuccos above his head, and slid apart as the enemy exploded. A frozen although this doesn't always serve a purpose. enemy, when shattered, broke apart into many shards. Ever since the introduction of the cucco in “A Link to the Past”, if Link attacks a Cucco enough times, Rise of the Triad expanded on the concept, by a large group of indestructible Cuccos will attack making the gibs fly in every direction according to him. the laws of physics and splatter on the ground. These gibs included chunks of charred flesh and This flock of pestered poultry is rightly named the eyeballs. If a certain cheat code was used, there Cucco's Revenge Squad. would be far more gibs than usual. This was known as Ludicrous Gibs mode, after a message In Ocarina of Time, they appear wherever their that occasionally popped up in the middle of more peaceful cousins can be found Lon Lon particularly bloody battles that said, "Ludicrous Ranch, Kakariko Village, and even the bend in Zora's River. The only ways to escape the

75 murderous group of poultry are to leave the area quarters location to effectively remove the (they can't follow) or to mount Epona (Link opponent's chance to react. himself becomes indestructible). Failure to do one of these two things will eventually result in Link's In a roundbased game like CounterStrike, death, the time for this extending the more health players rush typically in an allornothing attempt he has. There are some, but few areas in which at the beginning of the round. Link cannot get hurt by the Cucco's Revenge Squad, in which Link is still in the area. Some of In most other firstperson shooters players spawn these areas are, but (are not limited to) The Well in continuously, so they might wait and plan for a Kakariko Village from Ocarina of Time, and a few group of players to form a rush. steps back from the cage in the Observatory from Majora's Mask. For example, in Unreal Tournament 2004's "Onslaught" mode (territorial control), players They also appear in both the Light World and the might prepare an organized rush to capture the Dark World in A Link to the Past, where the best last control point and win the game. option to evade them is either to enter a house or not to bully a Cucco up to 30 times. Another interesting example is the Warthog or Ghost rush common in Halo and Halo 2's capture In all three of the eightbit The Legend of Zelda the flag matches. games for the Game Boy and Game Boy Color they also make a return appearance, helping to aid The strategy revolves around the common their injured brethren from further harm by a practice of spending the first few moments of the "certain" hero. game collecting the player's preferred weapons mix. This leaves a team uncoordinated, While they were missing in The Wind Waker, the distributed and ill prepared for a pounce by two pigs found in the game served a similar purpose or three high speed vehicles into their base. A if provoked too much, they would attack Link. carefully orchestrated rush, thanks mainly to the powerful weapons fitted to the vehicles, can 15 In First Person Shooter games, rushing is often usually eliminate any remaining defenders and considered to be an honorable tactic, in contrast to allow an easy capture of the flag. There is a certain camping which is often looked down upon as a amount of humor to be observed in the execution dishonorable tactic. It is noteworthy that when of a simultaneous rush by opposing players, defensive objectives are present in an FPS game, especially if they choose differing paths to their protecting the objective isn't dishonorable; opponent's base as the teams can end up however, this is loosely interpreted. retrieving the required flag, only to return to base A team will rush towards an objective or certain to find their own (a prerequisite for scoring a area of the map hoping to overwhelm the players point) missing. there before backup can arrive. In CounterStrike, players who died in previous In a bodycount or Team Deathmatch game, round must spend time to repurchase weapons at players will often rush at the enemy in a close the beginning of the following round, as such, a rush by the winning team (which has fewer

76 players who needs to repurchase weapons) can disrupting the gaming experience for others. lead to decisive victory. In addition, on some Griefers and their actions can take a wide variety maps, rushing can be used to counter an enemy of forms, and they are a source of frustration for rush, as such, rushing by one team can lead to many legitimate gamers. In response, many both teams rushing. A suitable way to prevent administrators attempt to ban or otherwise rushing early on is to leave a few team members penalize griefers whenever possible, so that they back on their respective sides that are armed do not ruin the fun for others. On occasion, the heavily with antivehicle/antitank weapons to term “griefer” is also used to describe disruptive destroy the opposing team's oncoming vehicles in individuals in the real world. hopes of either delaying them, or killing the players inside the vehicles. While some people use the term “griefer” more generically to describe anyone who causes grief or In Free for All matches, another kind of rushing is disruption in an online game, most people use the present: it involves using a mixture of speed, term specifically to refer to people who do so surprise and mobility to overwhelm the deliberately, taking pleasure from their actions opposition; this usually involves shotguns or shot and consequences. A griefer establishes a gaming range quick firing guns, such as machine pistols. account and a character with the sole purpose of In games where powerups or 'perks' are present, creating chaos, rather than occasionally or the ones which increase speed are usually used. unintentionally causing disruption. This This kind of rushing depends on the idea that distinction is meant to separate people with each player is alone. The rusher uses their speed aggressive game styles who genuinely enjoy and mobility to catch the opposition by surprise, playing the game and interacting with others from and after each kill the rusher will usually continue griefers. to move, not stopping until they have been killed. Although this attack seems suicidal at first, the Griefers use a variety of tricks to irritate people. only effective counter for this tactic is for two (or Many of them exploit certain traits of the game, more) players to be near each other when one is taking advantage of loopholes to harass other killed, and as this tactic is primarily for freeforall characters. They commonly leave graffiti in game, matches, any two players close enough for this in games where people can modify the counter to work would be busy trying to defeat environment, and they may insult, stalk, or harass each other. In a bestcasescenario, the rusher other users. Griefers also steal goods from other would take advantage of this distraction to gamers, attempt to get other characters killed, or eliminate both players. violate the basic ethics of the game to achieve their desired goal of chaos. Essentially, a griefer is a In Call of Duty: Modern Warfare 2, another form of vandal, and while in some cases griefers popular kind of rushing is known as "Knife may have a legitimate reason to be angry, most of Rushing", using a combination of the Tactical them are simply using the game as a venue for Knife attachment with the Commando, and torment. Griefers come from a wide range of Marathon perks. classes, age groups, and cultural backgrounds; the thing they have in common is a taste for wanton 16 A griefer is an online gamer who (as the name destruction. Some are also very technically skilled, implies) participates in games with the sole goal of which can make it difficult to identify and stop a

77 griefer. For legitimate gamers, the best thing to do player must navigate the installation by jumping, is ignore griefers, as they want to get a rise out of crawling, climbing, and pressing switches. The other people in the game. If a griefer is routinely player also possesses an electronic defuser, which harassing a particular gamer or group of gamers, can damage or disable robots, but has no effect on the griefer should be reported to game living creatures such as the biological weapons. administrators, who can take action. Some gaming While exploring, the player may discover storage sites also allow people to create private areas with compartments containing items for use in battles. restricted access; these private areas can be used to There are also many enemies strolling around the take a respite from griefers, with friends and allies complex which the player will often stumble into. being invited in to create a safe environment. If the player is spotted by one of these creatures, it will begin to hustle towards the player to engage in combat. If the player is able to get behind an enemy without being spotted, the player can gain a significant advantage in the ensuing combat. Either way, once the player comes into close proximity with an enemy, the game shifts into combat mode with very different gameplay and controls.

When the player engages an enemy in combat, the gameplay becomes similar to a 3D fighting game

with RPG elements. The player may move around 17 Hybrid Heaven is an Action RPG for the the room in two dimensions and execute handto Nintendo 64. The player assumes the role of hand attacks against the enemy, while blocking or Johnny Slater, a bodyguard of the current United avoiding the enemy's retaliation. However, unlike States president. Johnny must infiltrate an most fighting games, when one combatant wishes enormous underground installation beneath to attack, the action is paused while the combatant Manhattan to try to stop a hostile race of aliens chooses which body part to attack with (R/L leg, from replacing key humans within the United R/L arm, torso, head) and which attack to States Government with synthetic "hybrids". execute. The opponent is then notified of an Along the way, Johnny must avoid or disable incoming attack and must choose how to defend mechanical defense systems and fight strange (dodge, block, counter). The type of attack and creatures (referred to as "biological weapons"). As the attacker's skill level versus the defender's the player progresses through the game, Johnny chosen defense and skill level will determine the becomes more proficient at fighting and "levels attack's success. up" as with other RPGs. Despite a high level of hype due to the lack of RPGs on the N64, the The frequency of attacks is limited by each game was met with lukewarm reviews and low combatant's power bar, which slowly fills until it sales in the wake of the release of Ocarina of Time. reaches full strength. If a combatant attacks before it is completely full, his attacks will less During exploration, Hybrid Heaven plays similar powerful, proportional to the bar's state. to 3D adventure games, such as Tomb Raider the Eventually, the player will gain the ability to let

78 his power bar fill to multiple stages, essentially get out of the way. However, if the attack still storing power for multiple attacks, which can be lands, the player will take full damage. Guarding unleashed in the form of combos the player can almost always significantly reduces the damage create strings of attacks which are very difficult to and power of an attack that lands. Countering defend against if properly executed. In this style, causes the player to attempt to duck or sway out the game focuses on strategy and tactics rather of the attack's range and follow up with a punch than speed and reflexes. or kick that will always land. Counters are difficult to perform but are extremely effective. There are essentially three different subgroups of attacks: punches, kicks, and wrestling moves When a player is prone, he may only roll or called "techniques". counter.

Techniques are wrestling moves that can be Rolling functions similarly to dodging: the player executed after the player grapples an enemy. attempts to move away from the attack's reach. They can cause massive damage, but are Countering allows the player to land his own dangerous to perform because the player must get attack and stand up, but does not always work in very close and attempt to grapple an enemy. properly. Guarding is not possible while prone. Even after being grappled, if the enemy's power When a player is in a grapple, he may defend by bar is higher than the player's, it might be able taking the fall, escaping, or attempting a reversal. reverse the attack and land its own technique. A Taking the fall functions like guarding: the player technique often uses the player's torso for the allows the enemy to perform the attack and attack, as the player must lift or throw the enemy focuses on reducing the damage. Escaping causes to the ground. For example, the "lift up vertical the player to attempt to wrestle free of the drop" (more commonly known as a powerbomb) enemy's grapple. Finally, a reversal causes the lifts the enemy into the air and slams him down player to attempt to turn the grapple into his own onto his back, injuring the torso and possibly the technique, but this only works against less skilled head. An exception to this is the headbutt, which opponents. uses the player's head to attack the enemy's head. Against a prone enemy, techniques can be used to When a powerful attack lands, it can cripple the perform submission moves, such as a choke or body part that was hit, causing the opponent to be arm bar. Submission moves cause intense damage temporarily hindered further. An injured leg to the body part they target, but are difficult to causes the combatant to move more slowly, while perform because the enemy must stay down long an injured arm makes it more difficult to guard. enough for the player to execute the attack. An injured torso causes the combatant to recover stamina more slowly. Finally, if the combatant When attacked the player will be presented with suffers an injury to his head, he is knocked options to defend, although the type of attack will unconscious and the opponent is free to destroy not be displayed; hence the player must learn the him for several seconds. In all cases, an injured strategy of his opponent to anticipate his attacks. body part cannot be used to execute attacks. Against punches and kicks, the player may Injuries go away after a short amount of time. attempt to dodge, guard, or counter. Dodging allows the player to move slightly in an attempt to

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As the player battles enemies, each body part will damage is most commonly dealt by explosive level up and become better at attacking and weapons such as grenades or rockets, or magic defending, depending on its frequency of use. In damage from the casting of spells in fantasy addition, the player gains general statistics such as games. health, stamina, and reflexes. Finally, the player has a chance to learn new attacks that were used Splash damage weapons are effective against a against him at the end of each fight. This is the group of enemies: dealing splash damage is easier only way to learn moves, so it is beneficial to than damaging all of them directly. They are also allow an enemy to show off his moves in order to useful against moving targets at medium range— pick them up. experienced players often fire at the ground near the opponent's feet, ensuring that the target is hurt There are also many items that the player will even if the munition does not score a direct hit. A gather over the course of the game. These can be player using splashdamage weapons up close used to heal the player, enhance an attribute, or may take damage from his or her own shots attack an enemy. (depending on the game being played). Damage usually decreases based on distance from the Also, defeated enemies drop items based on the point of impact, and splash damage attacks rank a player receives at the end of the fight. generally do less direct damage than direct attacks. 18 Flybywire is a term applied to rockettype weapons that permit the user to manually steer In strategy games, a melee splash damage attack and control the rocket, deciding where it goes, the means that units around the target will also be speed at which it flies, and when it detonates damaged (this is known often as Trample damage (either detonation by impact or a set explosion by as it is often used by quadrupeds); while a ranged pressing the fire button). splash damage attack implies the attack will deal damage over an area surrounding the point of 19 The Slayer is a Skedar Rocket Launcher, impact. This will or will not damage allied units, designed to be used by larger users. The primary depending on the game played. The term is also mode is somewhat like the Rocket Launcher's, but used in tabletop roleplaying games and moves slower. The secondary mode is a flyby . wire rocket. Once fired, the user's view changes to that of the rocket, which can be controlled by Splash damage is distinguished from area of effect using the control stick, and detonated with the Z damage in that typically splash damage deals button. However, the user is completely increased damage to the target at the center of defenseless while controlling the rocket. impact and decreased damage (splash damage) to all players/units caught in the radius of the blast 20 Splash damage, also known as radius damage, whereas AoE damage is usually distributed is a term used in several types of games, most equally across the area of effect. In addition, in notably in firstperson shooter and realtime many RPGs and MMORPGs, spells dealing splash strategy computer games, to refer to damage damage must be centered around a target, taken by players or objects in the area whereas area of effect spells may be used surrounding a point of weapon impact. Splash anywhere. These distinctions are not universal,

80 though in most MMORPGs, the term Area of resource management and control. Effect (AoE or AE) is far more commonly used. The word "instagib" is a portmanteau combining the word "instant" and gib.

Instagib is also commonly rendered into the verb (instagibbed) for use in certain circumstances where a player in such a game takes enough damage in a single instance to break the normal maximum health threshold. In such circumstances, the avatar is usually rendered into gib immediately, instead of simply collapsing to the floor as a corpse. This commonly occurs through the use of a highdamage weapon, such as a direct hit from a railgun or rocket launcher in many first person shooters. 21 As Kratos leaves the Temple of Euryale, he comes to a round chamber with a lever. He pulls Instagib was introduced in Quake II, and grew in it, which then causes the stone floor to begin rising popularity in Unreal Tournament, where the and a pack of Rabid Hounds to drop down from single weapon was a superpowered shock rifle, above. Kratos must kill the hounds, and then use and in Quake III Arena, where it is played with a his brute strength to prevent being crushed railgun with infinite ammunition. Unreal between the ceiling and the rising floor. If the Tournament also has another weapon, the procedure is done correctly, Kratos will push the "Redeemer"; it was loaded with an unusually large floor back down a bit, and partially open up the missile with thermonuclear warhead. Upon doorway into the corridor beyond. Kratos must impact, the missile sent out a gigantic shockwave, repeat the process of killing hounds, and then vaporizing anyone in the vicinity (the maximum pressing the floor back, until there's a big enough amount of health it is possible to have at any one opening in the doorway to for him to slip through. time is 349 HP and the Redeemer deals about This will then bring him to the Catacombs of the 14000). Though it has instant kill capabilities, it Fallen. isn't considered an Instagib weapon because of the shortage of the ammo and because the warhead 22 Instagib is an alternate gametype in many first moves very slowly and can be shot down with person shooter games where a single shot can any other weapon. The ChaosUT mod has another instantly kill an enemy from any range. All instant kill weapon: the Vortex. When thrown, it players carry only a single weapon, which usually sucks in everyone in a range of about 20 metres, has unlimited ammunition and can fire lethal gibbing those who touch the center. ChaosUT2: shots at incredibly high velocity, but with a slow Evolution further refines this type of killing with rate of fire. Since there are no other weapons, the Vortex Launcher. ammo or other types of pickups to collect, gameplay tends to be very fastpaced with a Some games have more than a single Instagib heavy emphasis on reflexes, handeye gametype, with small variations like the visual coordination and positioning, as opposed to 81 representation of the shots, or the addition of a generally stronger (sometimes much stronger) in scope on the weapons. Other variations can battle than the surrounding monsters in the area. include limited ammo and powerups such as armor. Sometimes they are ordinary chests with a monster locked inside. It may or may not be Besides regular Instagib, other gametypes can be possible to escape from a Chest Monster once it's combined with Instagib, such as Instagib Capture been disturbed — the player either defeat it or die the Flag, Instagib Team DeathMatch and Instagib trying. Last Man Standing. Obviously, chest monsters aren't threatening at all 23 A bounding mine is an antipersonnel mine if the player can avoid triggering them – in the designed to be used in open areas. When tripped, first place –, but in games that encourage the a small propelling charge launches the body of the player to always open every last treasure chest in mine 34 feet into the air, where the main charge sight, this is easier said than done. It may or may bursts and sprays fragmentation at roughly waist not be possible to identify a Chest Monster height. Because they are designed to be buried, without opening it up and springing the trap — they are appropriate for commanddetonated sometimes there may be a minor flaw or ambushes, but tripwire operation is common as difference that allows the player to tell them apart well. By design, bounding mines contain a large from the genuine article; sometimes, the player amount of steel, which makes them comparatively can use an item or ability to analyze it and tell if easy to detect with metal detectors. it's real.

24 Antihandling devices detonate the mine if Other times the placement is a clue — if a power someone attempts to lift, shift or disarm it. There up is right there in plain sight with no guards or is a degree of overlap between the function of a obstacles protecting it, it might be a trap. boobytrap and an antihandling device insofar as some mines have optional fuze pockets into which 26 Enemy sniper is a hostile marksman that's standard pull or pressurerelease boobytrap hidden somewhere, trying to eliminate the player firing devices can be screwed. Antihandling with a headshot. These enemies don't move devices can be found on both antipersonnel around alot but are a pain to find as they are mines and antitank mines, either as an integral usually camouflaged and well hidden. part of their design or as improvised addons. For They like to hide near windows, in tall grass or this reason, the standard rendersafe procedure somewhere that gives them a nice view of what is for mines is often to destroy them on site without going on around them. Many snipers have lasers attempting to lift them. attached to their gun for aiming purposes. This always tells you where they are hiding. Enemy 25 A Chest Monster is an enemy or hazard that has snipers sometimes have a shotgun or an SMG as a disguised itself to look like something positive: a secondary weapon for close encounters meaning powerup, an ally, a Save Point, or — in the that they are both deadly from afar as well as up archetypical example — a treasure chest. They are close. frequently called "mimics" for this reason, and are

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27 A specific type of enemy encounter, quite jumps inside a spaceship to find Whiskey. He common in a variety of video game genres. When takes off and finds himself in the Darklands, the player enters a specific area, some type of which is a portion of the Heart of Darkness. barrier is closed around the player character (even Inhabited by creatures of the night and ruled over one as simple as a door that mysteriously closes by an evil sorcerer that's known as the Master of and locks itself), and they cannot leave these Darkness, the Darklands are extremely dangerous. narrow confines until all the available enemies are Andy must find it in himself in order to rescue defeated. Most boss battles are also Inescapable Whiskey and find a way home. Ambushes, but not all inescapable ambushes are boss battles. Upon crashing, Andy finds himself in a canyon on the outskirts of the Darklands. Here, his gun is eaten by a giant monster. Andy manages to escape into the swamps, only to run into more danger while unarmed. Meanwhile, the Master of Darkness is abusing his servant when a winged shadow arrives with a sack that has Whiskey in it.

Angered by the mistake (the shadow was supposed to capture Andy), the Master of Darkness kills the shadow and takes his anger out on his servant by throwing him at a spiked wall. However, the monster that swallowed Andy's gun appears, accidentally saving the servant, and explains Andy being in the Darklands.

The Master of Darkness then orders his minions to 28 Heart of Darkness is a 1998 video game by search the Darklands for him. Deep in the swamp, Amazing Studio and released by Interplay for Andy saves a winged creature that's named based PCs and the Amigo that starts to carry him to his home island, PlayStation. A Game Boy Advance port was but is dazed by a fireball that was thrown from a announced in 2001 but never released. It is the winged shadow and drops Andy into a lake. At first game to have its score recorded by an the bottom of the lake, Andy comes across a magic orchestra though because of delays, it was not the rock that grants him the power to manipulate first to be released with a full orchestral plants and destroy enemies. soundtrack.

After resurfacing, Andy is rescued once again by The game follows Andy, a child who hates his Amigo, who takes Andy back to his home and abusive teacher, loves his dog Whiskey, and is introduces him to his people. Andy wins their afraid of the dark. One day, Andy and Whiskey approval by creating an apple tree for them. The head for the park. A solar eclipse occurs while Amigos then agree to hide Andy in their village, they're there. During the eclipse, Whiskey is taken but the shadows attack and destroy the village away by an unseen creature. Andy then rushes to when night falls. However, Andy manages to slip his treehouse, where he keeps his inventions, and 83 away. After reuniting with the Amigos, Andy destroying the castle and the platform that the witnesses an Amigo fall to the evil ground, and Master of Darkness floats on. He then falls into the becomes a winged shadow within contact. Andy portal, but manages to take Andy with him. convinces the Amigos to obtain the magic rock's power and wage war on the Master of Darkness. They find themselves in the main area of the Heart of Darkness, where they battle. Andy wins the With their newfound powers the Amigos help fight and then hears the sound of a door opening, Andy slip into the Master of Darkness's lair. While only to see red eyes approaching. He prepares to in there, Andy is captured and thrown into a cell strike, but lights come on from Andy's mother, with Whiskey, but manages to escape and free revealing that the eyes are Whiskey, and they are Whiskey. Meanwhile, the Master of Darkness's in Andy's tree house...the whole thing was in minions have found the magic rock and bring it to Andy's imagination. Andy's mother calls them to the Master, who destroys it, thus draining Andy dinner. After being kissed goodnight by his and the Amigos' powers. Unarmed once again, mother, Andy taunts Whiskey's fear of the dark a Andy can only run from the shadows. bit and then turns the nightlight off, revealing that he has conquered his fear of the dark thanks to his While fleeing, he accidentally falls into a hole and makebelieve journey. The scene then shows the lands on top of the giant monster, who promptly Amigos finding the wreckage of Andy's ship, with swallows Andy whole. However, he is able to the servant also there tied up, being tortured and escape by obtaining his gun from the monster's humiliated, revealing that Andy's adventure was stomach and blasting him in half from within. He not imaginary. then encounters the servant and forces him to help defeat the Master of Darkness and find Whiskey. Andy can also climb up rocks, swim underwater and perform several other actions. The game is The servant tells Andy that the only way to defeat notable for the number of disturbing ways that the Master of Darkness is to drop the completed Andy can be killed, as with all cinematic magic rock into the dark portal. Andy then platformers. Andy can be crushed, eaten, searches for the fragments of the rock in order to incinerated, drowned, and even have his back reform it. He manages to obtain all but one piece, broken in numerous ways and get his head bitten which is lying on the bridge near the portal. off. Some of his deaths are unnervingly graphic, while others are somewhat cartoony. While Andy is fighting his way to the bridge, the servant betrays Andy by kicking Whiskey into the 29 Fall damage is a type of damage that only portal. After fighting countless shadows and occurs when a player falls from a certain height. dodging several fire blasts that are thrown by the The higher the player drops, the more fall damage Master of Darkness, Andy makes it to the bridge the player will take. Some areas of maps which are and obtains the final piece. The Amigos then tie out of bounds will also (instantly) kill player up the servant and lower the rock onto the bridge, character, even if a fall of that height would not crushing the servant in the process. Ignoring the normally kill him – monsters are simply Master of Darkness's claim that everyone will get UNNAFECTED. If a monster falls from ANY killed if he does so, Andy puts the final piece of on height, the creature will be missing for a time, rock, which then falls into the portal, which begins returning eventually (often unexpectedly).

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Drive/Genesis, Game Boy, and various computer 30 A bottomless pit, as its name implies, is a pit platforms. that has no identifiable bottom. They are a common hazard in many video games. Depending The premise of Double Dragon 3 is explained on on the game, when a player character falls into a the attract sequence: while returning to their home bottomless pit, the player may lose either a life or from a training trip, Billy and Jimmy Lee cross health and/or be forced to restart from the last paths with a fortune teller named Hiruko. The checkpoint, often regardless of invincibility or any fortune teller cryptically tells the brothers that other powerups the player may have obtained. they must collect the three "Rosetta Stones" scattered around the world in order to face a As such, the bottomless pit generally serves as a mysterious new adversary awaiting them in navigational hazard which the player must be Egypt. Depending on the game's configuration, up conscious of at all times. In firstperson shooters, to two or three players can play the game (similar pits are generally not bottomless and fall damage to The Combatribes, another beat’em up by may instead result in damage or death. Other Technos released during the same year). As usual, alternatives to the bottomless pit include water, the first two players take control of Billy and lava, acid, spikes, quicksand, and crushing, all of Jimmy in that order, while the third player which may vary in damage. Players are not assumes the role of Sonny, a yellowclad palette usually able to jump out except by using cheat swap of the Lee brothers. codes. The game uses a threebutton control configuration like the previous titles, but discards the directionalbased attack buttons from Double Dragon II, reverting back to the "Punch" and "Kick" setup of the first game. Most of the techniques from the first two titles are not featured in this installment such as the elbow punch and the hair pull, although new ones were added in their place such as a bellytoback throw and a running headbutt. There are also techniques that can be performed with another player character such as a backtoback hurricane

kick and a triangle jump kick. The player can also 31 “Double Dragon 3: The Rosetta Stone” is a side jump over fallen enemies. scrolling beat 'em up produced by Technos Japan Corp. that was originally released as a coin Certain areas in the game feature weapon shops operated arcade game in 1991. It is the second where the player can gain additional powerups sequel to Double Dragon for the arcades, for their character such as new moves, agility, following Double Dragon II: The Revenge. A energy, and weapons, by inserting additional Nintendo Entertainment System game loosely credits into the game. The player can also based on the arcade version was released, along purchase new playable characters that will replace with conversions for the Sega Mega their current character when they're killed. There

85 are at least three additional character types in the first two installments. The game can played by addition to the default one that the player starts up to 2 or 3 players, depending on the cabinet and the game with: the Urquidez brothers, the Chin settings. The 3rd player takes control of a yellow brothers, and the Oyama brothers. clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games The game is divided into five stages, each taking such as the hair grab and the elbow punch are place in a different country: America, China, gone, but new ones are added such as the bellyto Japan, Italy, and Egypt. Each stage features their back throw and the backtoback hurricane kick, own enemy characters that fit with the setting and as well as the ability to dash by tapping the motif (i.e: the enemies in Japan are swordsmen in joystick left or right twice. a castle, with a ninja as the boss). The game features weapon shops that allow the The Japanese version of the Double Dragon 3 player to purchase powerups by inserting arcade game differs from the western release in additional tokens. The powerups differ between that the player can select their character before stages differ between stages and are available as starting the game. Players can choose between a followed. Lee brother character or any of the other three featured character types (Urquidez, Chin, or Extra Guys allows the player to control a new Oyama). The weapon shops from the western character who replaces the current fighter when release are not featured in the Japanese version, he “dies”. There are three character types in thus the two extra moves that could be purchased addition to the Lee brothers. by the player in the western version (the hurricane kick and the onearmed headbutt) are available by The Urquidez Brothers (Roney, Sunny and Jonny) default (although the hurricane kick is slightly are tall European grapplers. They are the toughest more difficult to perform), while weapons can be of the four character types. found lying on the ground in certain stages (although, only the Lee brothers can use The Chin Brothers (Seimei, Taimei and Sinmei) are weapons). chubby Chinese men with powerful attacks.

A mysterious fortune teller warns Billy & Jimmy The Oyama Brothers (Masao, Kunio and Akira) Lee about the rise of a powerful enemy in Egypt. are Japanese masters specializing in speedy Since the Lee brothers are looking for a true attacks. challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious Tricks include the hurricane kick and the one new enemy. They embark on a world quest armed stand head butt (added to the player's joining up with new allies in the process and try move set). If the player's current character “dies”, to lay claim to the famous 'Rossetta Stone'. then the new techniques will be inherited by the next character in reserve, if there is one. The 3rd and final arcade entry of the Double Dragon series (not counting the later NeoGeo Weapons include a or sword for Lee fighting game based on the movie) features a brothers. completely gameplay system and graphics from

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Energy restores the current character's life to dismount at the end of the level and fight the 150%. player. He wields a long hand spear and can block attacks with his shield. PowerUp increases the character's agility. The final stage (Egypt) is composed of seven There are 5 stages in the game: America, China, levels, which includes a desert field, an Japan, Italy and Egypt. underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall In the first stage of the game, the enemies are with a flying disc. Enemies include living tree men typical thugs and bikers. The first area takes place and rock creatures. in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a redhaired biker wearing a leather jacket.

In the next stage – China –, the enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in countryside near the Great Wall of China. The boss at the end of level is Li ChengLong, a

Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his 32 Millennium Soldier: Expendable (known as club. Expendable in the U.S.A. and Seitai Heiki Expendable in Japan) is the title of a shoot 'em up In Japan, the enemies are samurai swordsmen. video game that was released by British developer The first area takes place outside a castle, with Rage Software for Microsoft Windows in 1998, the bamboo traps and enemies coming out of walls. Sega Dreamcast in 1999, and the PlayStation in The second area takes place inside a castle, where 2000. It is in the format of a modern arcade game. the player will face a few more swordsmen before The player starts with 7 "credits" and can continue taking out on the boss, Ranzou – a ninja –, who until running out of credits. A second player can attacks with throwing stars and smoke bombs, not join the game at any time by pressing start. counting he splits into three forms when he's down on his life. Like most topdown run and gun videogames, it has collectable upgrades and weapons, and Mission 4 (Italy) consists of a single level set in the features common aspects like bosses and levels, ruins of a coliseum. The enemies are roman familiar with most games of this type. archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armor, In 2463 a race of vicious aliens has invaded human will attempt to run the player over with his horse. , wiping out the population of Novocastria After defeating all the archers, Giuliano will first. Only the Millennium Soldier can lead the 87 human fightback. In this scifi , reflex lowered to below 25%, it will regenerate back to shooting dominates over planning or tactical play. 25% and then stop.

33 The concept of regenerating health is very Other games use segmented health bars, which simple: instead of requiring the player to find med will regenerate up to the next segment. kits to recover their health from injuries, the player's wounds will automatically heal if they Resistance: Fall of Man is an example of this style, can avoid taking any more damage for a set with the player's health regenerating up to 25%, amount of time. This allows the player to be in top 50%, 75%, or 100%, depending on which segment condition at the beginning of every battle, and lets their health was lowered into. Again, using health them to play the game on a battlebybattle basis. items to restore the lost portions.

Halo: Combat Evolved is often credited for the Another kind of game will have no segmentation first appearance of regenerating health. However, and your entire life supply regenerates. This not only wasn't it the first, but it did not even have means when walking around in noncombat areas regenerating health. Halo featured a traditional you are always at full health. These games have health system, as it was the player's shields that no need of health pickups, and often do not even regenerated. Subsequent games in the series, show a health bar of any kind. In such cases, your starting with Halo 2, added true regenerating closeness to death is mostly determined by health, although the original system made a indications of your character's pain, causing any return appearance in Halo 3: ODST and continued combination of blurriness, red coloration, on in Halo: Reach. desaturation, and audio muffling. Since the player is already at the brink of death and typically in an In truth, this popular method of health control intense situation when these audiovisual appeared long before Halo. The 1992 firstperson impairments occur, they often serve to seal the shooter Faceball 2000 for SNES and Sega Genesis player's fate. The Call of Duty series is perhaps the had it. It also was used in the relatively unpopular most wellknown example of this technique. comic book game, Wolverine: Adamantium Rage, which was released on the Super Nintendo and the Sega Genesis in 1994.

There have been multiple types of regenerating health.

Some games have a health bar like normal and is depleted like normal, but when in critical condition your health will regenerate which will then stop at a certain point. Once this has happened the player must grab a health pack to continue any further in the healing process. Prey is an example of this style; if your health is

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34 Bushido Blade is a 3D fighting game developed has a choice of one out of six playable characters. by Light Weight and published by Squaresoft and Similar to the weapons, each one has a different Sony for the PlayStation. The game features one level of strength and speed, and a number of onone armed combat. Its name refers to the unique special attacks. Some characters have a Japanese code of honor, Bushidō. subweapon that can be thrown as well. All the characters have differing levels of proficiency with Upon its release, the realistic fighting system in the selectable weapons, and have a single Bushido Blade was seen as quite innovative. A preferred weapon. direct sequel, Bushido Blade 2, was released on the PlayStation a year later. Another game with a Characters in Bushido Blade also have the ability related title and gameplay, Kengo: Master of to run, jump, and climb within the 3D Bushido, was also developed by Light Weight for environments. Because battles are not limited to the PlayStation 2. Unlike most fighting games, small arenas, the player is encouraged to freely however, no time limit or health gauge is present explore during battle. The castle compound which during combat. Most hits will cause instant death, most of the game takes place in acts as a large hub where traditional fighting games required many area of interconnected smaller areas including a hits to deplete an opponents health gauge. It is cherry blossom grove, a moat, and a bridge possible to wound an opponent without killing labyrinth. Some areas, such as the bamboo thicket, them. With the game's "Body Damage System," allow some interaction. opponents are able to physically disable each other in increments with hits from an equipped In addition to the game's single player story weapon, slowing their attacking and running mode, Bushido Blade contains a twoplayer versus speed, or crippling their legs forcing them to mode and a link mode that supports the crawl. Notably, the North American release of PlayStation Link Cable. Other single player Bushido Blade had one minor graphical change: options include a practice mode and a first person blood was added, replacing the yellow flash that mode. Slash mode pits the player's katana appears during a fatal blow. wielding character against a long string of 100 enemies, one after the other. The game features eight weapons to choose from in many of its modes, including katana, nodachi, Despite characters, themes and weapons similar to long sword, saber, broadsword, naginata, , Samurai cinema set in Feudal Japan Bushido and sledgehammer. Each weapon has a realistic Blade takes place during the modern era. This is weight and length, giving each one fixed power, shown, for example, when the player reaches the speed, and an ability to block. A variety of attack helicopter landing pad phase set in a large city. A combinations can be executed by the player using fictional, five hundred year old dojo known as button sequences with the game's "Motion Shift Meikyokan lies within this region, and teaches the System," where one swing of a weapon is disciplines of the master Narukagami Shinto. A followed through with another. society of assassins known as Kage also resides within the dojo. Once led by the honorable Many of these attacks are only available in one of swordsman Utsusemi, he lost his position to three stances, switched using the shoulder Hanzaki, another skilled member of the dojo, in a buttons: high, neutral, and low. The player also fierce battle. Hanzaki gained respect as the Kage

89 leader, until he discovered a cursed sword known It was opened by Editora Daemon, its owner, for as Yugiri. He began to change, disregarding the any player who wants to create an RPG. groups honor and the traditions held by its students. The rules are extremely attractive and adaptable.

One day, a Kage escapes the confines of the dojo 36 Combat knives are mainly used in close combat. with its secrets. Several other members of the society, under penalty of death, are sent to Modern combat knives come in many shapes and dispatch the defector, only catching up to him (or sizes. Most militaries today have standardized the her) within the ruins of the surrounding Yin and types of combat knives issued to infantry soldiers. Yang Labyrinth Castle. In single player mode the players take on the role of the escaped assassin The famed Kukri is a bladed weapon that more (independent of whatever character they choose), closely resembles a machete than a knife. With fighting their way out by killing their comrades quick, chopping blows, a welltrained Kukri one by one. wielder is devastating in close combat. Arguably, it's not a combat knife at all, since its purpose is 35 The Daemon System is a mathematical system, silently killing an unprepared sentry or other foe, known as one of the few Brazilian RPGs to achieve rather than fighting. a great success, always ranked among the five most played system in Brazil (next to D20, It is a common myth that cutting somebody's GURPS, Storyteller and RPGQuest). A realistic throat with a knife is a stealthy alternative to system that aims to simulate the reality of the using firearms. The opponent is more likely to characters, the Daemon is open to any kind of gurgle and thrash around for some period of time adaptation, which end up becoming game until the brain's oxygen supply runs out, usually scenarios. Books like Arkanun, Demons – The creating noise in the process. A better alternative Divine Comedy –, Anime RPG, Supers, Invasion, is to aim the knife upwards at the indent at the HiBrazil, Storm and NeoKosmos using this base of the skull (where the bone is thin) at an system for the development and interpretation of angle of fortyfive degrees and to thrust it towards characters. the brain, scrambling the medulla oblongata, cutting off motor control immediately. In 1992, engineers at POLIUSP created a mathematical system to be used in simulations of 37 MK Walker, short for Mortal Kombat Walker, is machines and equipment. Its operation was so a kind of Nintendo Hard AI, commonly found in good that it became an RPG system. His tests are Fighting Games, where an opponent steadily done by percentage, scrolling through the data walks forward, blocks/deflects/parries all attacks, from 10 two sides to simulate a given 100. It is and, upon reaching the correct distance, attacks known that the data of 10 faces are the numbers 0, flawlessly. All attempts to input any attack are 1, 2, 3, 4, 5, 6, 7, 8, 9, so the first number rolled is matched instantly with the appropriate counter: being ten and the second unit. A result of "00" for example, if the player tries a hard punch, the indicates a 100. MK Walker will automagically jab him out of it; if the player tries a jab, the MK Walker may automatically jab "first" or perform a powerful

90 combo that has Magic Priority (the ability of a by humans: once perfected by a capable AI, the AI computer to automatically hit a player past his can be assumed to be unbeatable. own attacks); if a player jumps in, the Walker automatically performs the appropriate antiair While initially MK Walking only yielded the move. damage of a throw or a ticked jab, the Walkers have accumulated more and more tricks over time MK Walkers are characterized by opponents that to add to their arsenal. are always advancing but always being technically "safe". Opponents that perform Damage It was a sometimes practicable normal "unsafe" moves to approach, such as jumping in, play to attack an MK Walker while he is attacking, rolling, and certain teleports are not strictly MK knocking the opponent out of his attack in the best Walkers although they can be considered MK case and trading blows in the worst case. When Walkers for the most of their play. In ancient war, performed by bosses and certain characters MK Walking can be considered a rough though, this game becomes much more difficult: equivalent of the Spartan : it combines an since certain characters can do 2 to 3 times much unbreakable defense with a devastating damage as the player, the risk of trading blows counterattack to both psychologically and becomes highly prohibitive. geographically pressure the opponent into a corner. MK Walkers are also known for using Chip Damage In a large number of games, jabs moves that are, by the rules of the game, and normal attacks don't do any damage when impossible to pull off given the circumstances blocked. This makes it acceptable for the player to (such as using charge moves without the initial keep on blocking (and avoiding throws) until he charge time). finds an opening. Some games, however, have the Walker always gives the player block damage, MK Walkers first appeared in Mortal Kombat II, lowering the feasibility of waiting. and have become a recurring difficulttodefeat AI in Fighting Games. Theoretically, the "standard" Lightspeed Jabs Some Walkers not only always counter to the MK Walker strategy is to step back, "jab first", they jab so fast and so often (often with attack out of range, never initiate an attack that Tick Damage too) that it is simply unfeasible to can be countered, counter the computer when use 99% of any character's arsenal: the player will attacking, and hopefully initiate a throw upon get knocked out of it. entering the correct range. In practice, this usually means ticking your opponent to 0 from block Counter Smart In games with a parry or damage. As MK Walkers usually tend to attack or counterattack, where the player's character enters throw "first", relying on block damage for a a pose which temporarily allows him to human player is a bit of a gamble. In games automatically counter any move, you might think without a counterthrow, the only way to beat an that the Walker would fall into the trap of MK Walker with equal range is to hope that he attacking the prepared player. Not quite. The prefers to perform a stupid move – otherwise Walker is often smart enough to either wait for the known as an AI Flaw. MK Walking is believed by player to be vulnerable and attack or to use a non some to be the highest level of play unattainable counterable throw. In fact, some Walkers of this type cheat by framecounting, throwing a punch

91 during the stance, timed such that it will land one Curiously enough, one of the Chuck Norris jokes or two frames after the stance ends. This gives the describes him as a MK Walker, because "Chuck player no chance to dodge or make a new attack, Norris has only two speeds: 'Walk' and 'Kill'." and makes the counter stance a suicidal move. 38 An "instant death pit" is a type of Counter Devious Some Walkers themselves have Environmental Death in which, if the player counterattacks moves. These are mixed in with characters fall off, they will eventually die from their normal walking routine to mentally paralyze the huge fall, similar to fall damage. Death pits are the player from guessing when it is the correct supposed to kill the player character only upon time to attack. touching the floor; however, if the same sector also has an effect that's supposed to affect the Unblockable Move in games where an entire sector. Additionally, there’s a sector type unblockable move can easily stop an MK Walker's which kills the player character instantly (upon routine, Walkers are typically smart enough to hitting any part of the sector), no matter if the avoid unblockable moves by knocking the player player touches the floor, the ceiling or even in the out of them or staying just out of reach (in both air of the sector. cases at pixelperfect accuracy). While most often encountered in Fighting Games, MK Walkers have been known to make manifestations elsewhere. Skilled players often resort to MK Walking less skilled ones. Robots from the future or from hyperadvanced civilizations are also known to likewise shrug off the attacks of the heroes using some kind of "adaptive shielding" to render most attacks moot point.

MK Walkers are usually characterized by their slow, but sure "Offensive Defense" towards their opponent. It is NOT this trope when the Walker runs, jumps, or performs certain risky moves to get close or when finally there, unless those 39 Super Dr. Salvador is a special miniboss from movements are the exact counter to something an the “Resident Evil 4”. He’s an upgraded version of opponent does. When encountered, the computer Dr. Salvador, found on the Waterworld level (in is always taking advantage of its intrinsic speed the minigame “The Mercenaries”). Super Dr. and is almost always a cheating bastard as well. Salvador is armed with a doublebladed flaming Often used by SNK Bosses. In narrative terms, chainsaw (instead a standard chainsaw) with compare the Implacable Man, The Juggernaut, sparks flying off the blades, and his attack and The Slow Walk although an ingame MK decapitates the player character – in a single slash. Walker may not fit any of these by the story Unlike the Bella Sisters and Dr. Salvador, who background. execute slow swings, Super Dr. Salvador flails wildly. While attacking, he moves as fast as a walking player. Furthermore, he is extremely fast

92 and can even leap over to other structures, making use a special death animation, where the he it difficult to make space between the player and plunges it's claws through the victim's face, him. His jumping abilities have no boundaries, followed up with a stab to the chest. Getting hit by and are capable of jumping several dozen feet a swipe with low health will also decapitate the straight up, defying the laws of gravity. Making character. space between him and the player is crucial, because of his deadly onehit kill swing. The only way to defeat a Garrador is to try and trick them into turning their back on the player.

41 In many online video games (especially MMORPGs and realtime strategy games, for instance, StarCraft), the term nuke can describe a spell or skill that is capable of dealing a large amount of damage to its target, which is frequently a unit.

Also in the context of video games, “nuking” may also describe the act of using a nuclear weapon in the game. The term is notably dissimilar in different genres.

40 The Garradors, which means "Clawer" in In an MMORPG, the term may differ in meaning Spanish, are bizarre beings from “Resident Evil 4”. between communities.

Appearing as a large armored gladiatorlike For example, to some individuals, to “nuke” is to warrior with retractable claws grafted to each deal the most possible damage to the most forearm, the Garrador is a dangerous and enemies possible (almost exclusively by means of extremely aggressive enemy which has a high an area of effect skill), whereas other individuals resistance to frontal attacks. use the term to refer to dealing the highest possible damage to a single target in the shortest Garradors have two main weaknesses: the first is amount of time, also known as a spike. Some its lack of eyesight (most evident) and the second individuals believe that the player or players is its visibly exposed Plaga erupting from its nuking must do so by means of ranged combat spine. (that is, out of melee range); others make no such The Garrador finds its prey by hearing and will distinction. It can also mean to critical hit often or charge towards the origin of any loud noises in just to deal high standard damage. In a realtime earshot, viciously swiping with its claws. or turnbased strategy game, the term "nuke" has two distinct uses. It can refer to killing a large Garradors are extremely dangerous and can kill a portion of an opponent’s forces with a powerful player in seconds (if the character is caught in the weapon or superweapon; for example it can path of one of their rampages). If caught by a describe a nuclear missile, as seen in more charge with medium low health, the Garrador will recently, Modern Warfare 2 (called a tactical

93 nuke), along with StarCraft and Command & shooters because putting on body armor seemed a Conquer. Alternatively, it can describe the tactic of more plausible way of improving a character's attacking an opponent’s specific (often high health count than having them grab a first aid kit priority) units with highdamage spells in order to in the middle of a firefight. kill them or force (or strongly encourage) the opposing player to remove them from battle. Such usage is commonly in Warcraft III, in which "Heroes" are frequently the targets and attackers due to their relative high priority and common faculty for highdamaging spells.

44 Tenchu: Shadow Assassins (known as Tenchu 4 in Japan) is a developed by Acquire and published by From Software. It is the eighth installment in the Tenchu series.

Unlike the previous installments to the series, Tenchu: Shadow Assassins, has a more actual feel to the gameplay, as the character controlled by the 42 Redshirt is a slang term for a minor stock player, will need to focus on stealth, hide in the character (typically of an adventure drama), who shadows, and think strategically in order to finish dies violently soon after being introduced – in a mission. The two playable characters in the order to dramatize the dangerous situation game are: Ayame, and Rikimaru. Many items experienced by the main characters. The term have been removed from this installment of the originated with fans of the science fiction game, including the grappling hook. The player is television series , from the red shirts limited to carrying 3 items. While doing a mission, worn by Starfleet security officers and engineers, the player must not carelessly approach any who frequently meet their demise during the hostile unit, as if the player is spotted, the hostile episodes. unit will attack the player. If the player is attacked twice, the player will have failed the mission, but 43 Body Armor, in the context of a video game, is if a sword is carried in the player's inventory, the sometimes considered a source of extra Hit Points. player will have the option of battling the hostile Rather than add any kind of specific protection to unit. certain attacks, a character wearing body armor will just gradually have it chipped away the same The battle consists of two phases: "Attack" and as health whenever hit – just bonus Hit Points. "Defend"; in the Wii version of the game the Ironically, it became popular with many "realistic" player is to swing the "Wiimote" as the game

94 displays in order to block the enemy's attacks, this Solid 3: Subsistence and Metal Gear Solid: is only done during the "Defend" phase. During Portable Ops. the "Attack phase", the player has to swing the "Wiimote" according to the direction given from As of March 31, 2009, Metal Gear Online has the game so that the player may deal damage, and surpassed 1.3 million members worldwide. possibly slay the hostile unit. Items will play an important role in the game, as some are useful for MGO allows up to 16 players to engage in online survival, while others are handy in killing hostile tactical warfare. Players create a character by units, some items that are included in the game choosing their name, gender (with the GENE are: , , rubbles, and a bamboo Expansion), race and voice. Creating a new tube, used to blow out fires or any kind of character requires the old to be deleted or an lighting, shurikens and rubbles, have a similar additional character slot to be purchased. purpose as they both can push a hostile unit after Characters receive different performance it has been hit by these items, and make them fall indicators between official tournaments (grade) off a tower, or fall into a well, or even get burnt and regular matches (level). Both ranking systems because of a brazier that the hostile unit maybe encourage playing against higher ranked players standing close to. and disfavor playing against players of equal or lower rank. Grades range from Rookie to SS+, and The gameplay of Shadow Assassins for the are influenced by performance in Survival and PlayStation Portable is generally the same as the Tournament rounds. Levels range from 0 to 22 Wii version. However, controls have been altered and fluctuate based on results in Statistics enabled to fit the console's functionalities, thus removing battles. the motion controls, although some similar controls have been retained such as moving the Statistics are recorded for each character, as well analog stick of the PSP to move forward and as a Title, Awards and Match history. Based on pressing the Dpad to choose between items in the these weekly and long term statistics, characters arsenal (same functions as the Wii Remote and receive Animal Titles that denote their ingame Nunchuk). Also, the controls for doing a stealth behavior. For instance, frequently injecting kill have been slightly changed; the player now enemies with the Scanning Plug (colloquially has to press the face buttons of the PSP console to known as 'stinging') will lead to the Bee rank, trigger it and moving the analog stick in the while using ENVG (Enhanced Night Vision direction they want to perform the stealth kill. Goggles) for a specific share of weekly play time grants the Night Owl rank. An inner rank 45 Metal Gear Online, abbreviated MGO, is a hierarchy determines which of the acquired ranks PlayStation 3 exclusive online multiplayer spinoff will be active. of the Metal Gear video game series. Τhe Starter Pack of MGO is available worldwide bundled Skills can be equipped, both manually and by with regional versions of Metal Gear Solid 4: Guns registering a skill set, to enhance character of the Patriots, with a standalone release only for abilities. They range from the straightforward, Japan. The name Metal Gear Online is common like Assault Rifle+ that decreases reload time and with earlier online components for Metal Gear recoil, to more complex, like Mοnomania which effectively turns bullets into shortterm tracking

95 devices. Equipped skills level up when the KEROTAN and GAKO, for a cumulative period character is involved in an action pertinent to the of 30 seconds. With both items in one team's goal skill. Depending on their level, skills occupy from area, the timer runs twice as fast, whereas if they 1 to the maximum of 4 available skill slots. are divided among goal areas, the timer is reset for both teams. An extra time option can be Clans, mutually exclusive groups of up to 64 enabled, which disables winning by time. characters, are also supported, uniting members under the clan name, emblem and reputation. The Solo Capture Mission leaves each character to clan's leader chooses its emblem, decides over the fend for themselves, while also trying to keep inclusion of clan applicants, and needs to be at KEROTAN in their possession for a cumulative least level 3, with over 20 hours online play. period of 60 seconds. The character who has hold of KEROTAN is visible to others through SOP. As of May 27, 2009, 12 players per region are randomly assigned the Patriot rank for a week. Rescue Mission premises the attacking team Patriots can select the namesake hand rifle, with acquire GAKO and place it in their goal area or at infinite ammo and no reloading, in all game rules least hold onto it when time reaches zero, while except Stealth Deathmatch and Team Sneaking. the other team defends. As there is no respawing in this mode, a team also wins by killing all the MGO provides several gameplay rules, fitting to enemy team's members. both team based and solitary fighting styles. Deathmatch pits players against each other, Base Mission is structured around capturing and competing for the highest score until the ever defending small areas scattered across the map. A decreasing kill counter or time reach zero. The team wins by seizing all bases, or by having player with the highest score is visible to others captured more bases than the enemy team when through SOP. time runs out. Bases are captured by remaining Stealth Deathmatch also pits players against each within them for a period of time, and become other, geared with stealth camo. A three level spawn points for the capturing team. Contested alarm informs players of enemy proximity. bases can not be used as spawn points. Eventually, the game area begins to constrict, leaving all outside it to suffer damage. There is no Bomb mission asks of the attacking team to plant a respawning, so the battle continues until one time bomb on a designated area and ensure it player is left alive, or until time runs out. Players detonates within a time limit. A limited cache of receive extra points for surviving another's death. time bombs are scattered across the map, and only one can be held at a time. The defending team Team Deathmatch groups players into two teams, wins by averting detonation, or by nullifying all with each death decreasing the team's remaining bombs. A planted bomb is removed when sprayed tickets. The team to first deplete the other's tickets, with coolant, while a dropped bomb is destroyed or with more tickets when time runs out is the if it doesn't get picked up again in a set amount of winner. time.

Capture Mission has teams racing to capture and Race Mission has each of two teams competing to hold within their goal area assigned targets, deliver its target to a series of checkpoints. The

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Red Team's target is GAKO, while the Blue respawn, while in "Headshots Disabled" lobbies, a Team's is KEROTAN. The target's position is reset, headshot's damage is reduced to that of other and the team's checkpoint changes if a target is body parts. The SOP system, as within MGS4, is a dropped and not picked up within the allowed fictional, nanomachine based network which time limit. ensures linked members share vital information. This data consists of speech, character's location, Team Sneaking demands from the attacking team, even behind walls, traps and aiming lines, equipped with stealth camo, to bring either changes in battle capacity (stun, sleep, death, KEROTAN or GAKO to their goal area, while the distracted) and Snake's location when he's other team defends the items. Another win discovered. Characters gather information condition is to kill, stun, and (only for the through combat, Scanning Plug injections, which attacking team) hold up all enemy team members. hack into an enemy's SOP data pool, and SOP Whenever a stealth soldier is discovered, all augmenting skills and weapons. A temporary SOP stealth camo is temporarily rendered non cease fire is optionally enforced upon injuring a operational. Drebin Points do not apply to this teammate. type of mission. A character's presence and movement in the Sneaking Mission features two opposing teams, battlefield are accompanied by visual and aural Snake, and with at least 12 participants, Metal signs. The body and equipment's visual presence, Gear Mk II. Snake wins by collecting, through shadows, gunfire, footsteps, frozen breath and body searches, three dogtags, with each life lost upset dust or snow from movement are the sum of resetting the count to zero. Teams claim victory by these indicators. Suppressing these signs while killing Snake a set amount of times, or by having attacking and diagnosing them while defending scored more opposing team kills when time runs are equally contributing factors to success. As out. Drebin Points do not apply to this type of such, any surface that obscures the field of vision, mission. be it a wall, car or even cardboard box, can serve as a hiding spot and set up to an ambush. Playing Interval allows players to engage in battle with no dead suppresses breathing and can trick careless repercussion to their statistics or skill leveling. A foes, with the downside of vulnerability. As a time bomb can be collected and passed around countermeasure, wary combatants approach players to liven up the pace. Weapons and corners carefully, inspect unconvincing cardboard attachments do not cost Drebin Points. boxes and check suspicious bodies.

Non standard settings, that influence the battle's Stealth camouflage, available in Team Sneaking dynamic, are optional within some gameplay missions and Stealth Deathmatch, renders only rules. Under the eponymous setting, players gain the user's body transparent, leaving equipped "Drebin Points" for actions such as kills and gear visible. Snake's Octocamo and Facecamo, on headshots, and can redeem them for advanced the other hand, render him and his equipment weapons, attachments and ammunition at their invisible even to ENVG users, when fully base or at respawn. Biding by "Headshots only", capitalized. Neither technology prevents shadows, kills that aren't achieved through headshots cost while both produce a distinct sound upon the player their life and a time penalty before activation and deactivation. Close Quarters

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Combat is a military technique that consists of trigger activated sleeping mines, elocators that throws and holds, used to incapacitate an enemy disclose the position of closeby targets, chaff while barehanded, or to gain a tactical, rather grenades to both limit visibility and temporarily than lethal, advantage when armed. All characters obscure the SOP radar, and magazines that can wield basic forms of CQC, such as the three occupy a target, rendering them immobile. Non hit combo, the takedown throw, or the CQC lethal firearms consist of the MosinNagant push, with a twohanded gun. Weapons that sniper rifle, the Ruger Mk. 2 tranquilizer pistol, support CQC are marked as such in their item the VSS sniper rifle equipped with anesthetic box. As CQC is a close proximity, one versus one rounds, and any shotgun equipped with Vortex technique, lone soldiers tend to avoid it when Ring ammo. Headshots from the MosinNagant, outnumbered. VSS, and Ruger Mk. 2 tranquilize instantly, irrespective of target distance. Stunned characters CQC enhancing skills increase stamina damage can be body searched for their primary weapon (from bare hand fighting and takedowns) and the and support items, killed by the enemy to grant speed of CQC actions. They also enable the choke even more Drebin Points, or woken up to return to hold, which opens tactical options. With the target battle. Stunning offers many advantages to simply immobilized, the assailant can deplete the target's killing the enemy. A stunned enemy will typically stamina, resulting in a knock out, force the enemy take significantly longer to awake then he would to the ground, or even release the enemy when to respawn after being killed, and he does not gain fleeing is advised. Further actions become the advantage of having his health and ammo available by equipping weapons or skills, like supply regenerated as would happen upon planting C4 or a Sleeping Gas Satchel on the respawning. In addition, his teammates will victim, throwing a grenade, using the foe as a oftentimes divert manpower to attempt to rescue human shield and firing at an impending threat the knocked out player, giving the other team an (when armed with a handgun), slitting the advantage. enemy's throat (with Blades+3 CQC lvl 1 in use) or injecting a Scanning plug (only with it equipped). The most formidable non lethal weapon is the At CQC+ Lvl 3 a character can disarm the SOP destabilizer, only available in Base missions. opponent through the chokehold or the CQC By temporarily suppressing the nanomachines push, while with the CQC EX skill players regulating enemies' behavior, the SOP destabilizer automatically counter CQC grabs (unless grabbed renders all alive enemy team members immobile. during a holdup, from behind or from a player The attacking team can then overtake bases also with CQC EX). without competition while stunning or killing helpless foes. Its main drawbacks are that it leaves Typical effects of nonlethal weaponry include the bearer without a primary weapon, and stamina depletion, target immobilization and requires a trip from his team's base to the enemy's. information manipulation. Support items are the most diverse in realizing these goals. Stun Beyond the initial content available with the grenades, for instance, deplete the stamina of Startup pack, new features, such as characters and nearby opponents, but also cause temporary maps, are added through expansion packs. These blindness and deafness to targets up to medium can be purchased via the PSN wallet through the distance. Other examples include proximity and MGO Shop (PlayStationNetwork) menu item, or

98 via credit card (for which further regional captivate the interest of nearby characters. He can restrictions apply) on MGO or Konami's shop. also use his lazers to electroshock enemies, collect Konami plans to release expansion packs and deliver dog tags to Snake, disarm mechanical periodically. traps and knock on walls. He will be temporarily low on batteries if his life gauge is depleted by Some of the maps are remakes of areas in the MGS enemy fire. universe. MGS3 featured Groznyj Grad while MGS3: Subsistence's MGO featured City Under 46 That’s a multiplayer scenario where a player, Siege and Brown Town, reinterpreted as Urban called the 'victim' and denoted by being neon Ultimatum and Coppertown Conflict, green in color, is designated to be hunted down respectively. MGS: Portable Ops included Silo and killed by the other players. Points are earned entrance, which became Silo Sunset, and locations by either killing the 'victim', which earns the in MGS4 spurred Midtown Maelstrom, Virtuous attacker 2 points and the chance at being the Vista and Icebound Inferno. Forest Firefight and 'victim', or by being the 'victim' and alive for an Ravaged Riverfront are also loosely based on the amount of time (around 1 minute), which earns forest area in MGS3 and the Eastern Europe area the player 1 point. Using teams in this scenario in MGS4. The Startup Pack includes 5 maps, makes it more enjoyable, especially with large namely Ambush Alley, Blood Bath, Groznyj Grad, groups of human/A.I. players, whereas the team Midtown Maelstrom, and Urban Ultimatum. It that had a 'victim' member was tasked with also allows players to assume the role of defending him or her, while the other team(s) characters from MGS4's plotline, bearing fixed were tasked with killing the 'victim'. Has yet to be skillsets beyond the numerical limitations of cloned/copied into any current game with the ordinary soldiers'. The Startup pack offers two exception of games that allow players to add their playable special characters, available in Sneaking own multiplayer scenarios into the mix (Halo, missions: Halo II, etc.). However, these can not usually compare to the original due to unavailable , the Legendary Hero, is equipped customization options present in the scenario on with CQC EX (Which Knocks out the enemy Perfect Dark. instantly) and a diverse armament of lethal and nonlethal weapons. Apart from his FaceCamo 47 Frag is a computer and video game term and OctoCamo, the Threat Ring indicates the originating from the word fragging, a term location of nearby characters. The Solid Eye indicating to kill an unpopular superior officer provides a visualization of the same data through with a fragmentation grenade. A frag is roughly the Baseline Map, identifies items and can switch equivalent to "kill", with the typical main to Night Vision or Binocular mode. He shouts out difference that the player being "fragged" can Liquids' name when he engages in combat with instantly respawn (play again) in most games, i.e. him. He is the only character in MGO with pro the "kill" is only temporary. In games it is mainly skills. used as a kill count and score system. The term is used in various firstperson shooter (FPS) modes, Metal Gear Mk. II, the Invisible Buddy, can back e.g. deathmatch and games, e.g. Quake III Arena. up Snake on the field. It is equipped with stealth The usage is different in different games, modes camo and can display a magazine on his chest to

99 and implementations. This article describes the one or more frags from the score; negative score most common uses. values are possible in most implementations.

A player will "die" when the health value reaches In most games, when a player is fragged, he will equal to or less than 0. If the value is reduced to a lose all equipment gained. very low negative value, the result may be gibbing depending upon the game—which counts as a The screen will continue to display the visible (still normal frag in regard to the score system. animated) scene that he normally sees, and the score list is usually displayed. The display does In this context the term "frag" is used to replace not go black when the player dies. Usually the "kill" as these terms are final, whereas first person player can choose to instantly respawn or remain shooters usually allow respawning (instant or dead; when the player respawns the health value almost instant resurrection). The term "fragging" will be reset to the initial default value, and rather than "killing" thus becomes a semantic default equipment will be received. indicator of the distance of the violence from any real act. A player will usually respawn at a random selection of predefined locations. Because in most games a player will not lose frags for being fragged, it can be a tactical choice of a No credit (frags or other form of score) is given for skilled player to perform an indirect suicide when wounding another player in most games. This badly wounded, as in getting fragged by a low opens the possibility of "stealing" one or several scoring, weaker player in order to avoid allowing frags—killing a player who has already been a high scoring player (who is the actual badly wounded by someone else. This makes it competition) to get a frag and thus also being especially attractive for skilled players to seek out transported away and with full health—despite less skilled players who are already engaged in losing equipment. battle and frag them. Other example can be the "assisted suicide" that happens when a player Many games will broadcast messages to all harms an opponent, but the enemy commits players with information about which player suicide (either accidentally or intentionally) and fragged whom. In most games, these messages the player gets some credit for it. Some games will include text or symbols which indicate what type credit a player with a frag for pushing another of weapon was used (e.g. "Joe fragged Chris with player off a cliff, however most games will merely the shotgun!"). subtract one frag from the score of the player who died—with no credit given to the killer. Players receive a frag for killing ("fragging") Manipulation of the environment of the map another player. In some games, the player also which results in the death of a player may be loses a frag as a penalty for being killed in ways counted as a frag in some implementations. other than by another player; this can be a suicide, either intentional or unintentionally—e.g. by Examples include shooting exploding tanks next falling a long distance or discharging a rocket to enemies, pushing buttons to operate moving directly into a nearby wall. There can also be a walls, causing a player to be crushed, or falling punishment for killing teammates, e.g. subtracting into a hostile environment (such as lava or acid).

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The origin of this term may be related to the military definition, and was first popularized by the game Doom. It’s also believed to be an abbreviation of "fragmentation" in reference to the "gibbing" of players killed by explosions. Its continued use to describe a "kill" (indiscriminate of whether friendly or enemy) most likely comes from an ignorance of the word's original meaning.

48 A telefrag is a special kind of frag or kill that happens when a player or monster stands on the location of a teleporter as another player teleports to that location. The monster or player who was originally standing at that location will instantly die.

Telefrags can be strategically used by a Doom player to kill powerful monsters without using any ammo (one example is on level E4M2: Perfect Hatred, a player can enter a secret teleport to telefrag the Cyberdemon). Monsters are usually not permitted to teleport to a space that is occupied, preventing them from telefragging.

The only exceptions to this are spawn shooter cubes, which telefrag anything on the spot they land on, and all monsters in MAP30 of any WAD (some source ports allow the player to remove this exception or apply it to all maps). A player who is invulnerable (or using the God mode cheat) will not be protected from telefrags.

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