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Game » consists of 2 releases. Released Apr 06, 1993
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
An evil organization is a group of super-villans who are hell bent on world domination or something of a similar nature. Usually defeated by a single Spy/Superhero/Average Joe/small child.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
An on-rails game behaves much like a train: while sometimes the player can choose which path is taken, they cannot deviate from it. Sometimes on-rails games even go so far as to decide when the player moves.
A shooter in which the player movement is restricted so they can only follow a linear, predetermined path. This style of game is considered very "arcadey" and is usually accompanied by a lightgun.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
A Sega arcade board used in the early '90s, known for its gratuitous use of sprite scaling.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
For some reason, some games are named after the opposing person. Sometimes it's because the bad guy is cooler than the good guy.
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