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Game » consists of 14 releases. Released Dec 22, 1989
Dracula
Tiny, annoying hunchbacked enemies in the Castlevania series.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Games that have been used as the basis for motion pictures.
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
Equines that go 'neigh' and tend to eat hay. Some are the stars of motion pictures. The truest of companions to many adventurers.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
A ghost or cryptid in Japanese folkore that takes on the appearance of a fuzzy (usually white) ball. Appears frequently in the Castlevania games, where it is known as "Fuzz Buster" in the western versions.
Medusa Heads are found in Castlevania games. They fly around trying to collide into the player.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
Sequels that have the player controlling a different character than the preceding game(s).
Games that allow characters to be switched with the press of a button. This concept's definition does not include player switching in team sports games.
A nocturnal bird of prey capable of turning its head 135 degrees in either direction.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
Anything that can be picked up and used temporarly. Basically any item that is optional but can be used to an advantage.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
A follow-up to a game or movie that takes place before the events of the previous installment or installments.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Classic form of numbering that gives things a more regal feel.
Game mechanics traditionally found in role-playing games that are incorporated into a non-RPG title.
These games are designed to be played by one person, and one person only.
The skeleton is the framework of the human body.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
An eight legged arachnid. Some make webs to catch prey and some are poisonous. None have made a web grand enough to be called a parlor, though.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Some bosses transition through two or more forms during the course of a fight. Each form has its own abilities and health separate from those of other forms.
Vampires are undead, nocturnal creatures that subsist on blood. They have superhuman powers and are sometimes able to shape-shift. They are weak against sunlight, foreign objects stuck in and left in their hearts, decapitation and sometimes holy water and crosses.
Individuals that feel compelled to hunt down Vampires and kill them.
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