
Streets of Rage
GameBy Sega Enterprises, Ltd. · Released Aug 2, 1991
Documents about Streets of Rage
Whitepaper19 pages
Combat System Design for Action Games: Key Concepts and Styles
This analysis establishes a framework for understanding real-time melee combat systems in action games, positioning gameplay systems as a level of analysis between broad, game-wide concepts and narrow single-title studies.
- The framework positions real-time melee combat as a middle level of analysis between broad game-wide concepts and narrow single-title studies, and is deliberately restricted to real-time melee, excluding turn-based and auto-battler combat.
- Combat is built from movesets, timing, and frame-based windows, with core vocabulary including startup, active, and recovery frames, cancels, combos, and punishes, and collisions resolved through hitboxes and hurtboxes.
- The report defines 'operational challenge' as the product of operational complexity and action precision, encompassing move, chain, and spatial precision.
DiGRAJun 2026
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