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A simple texture mapping graphics mode on the SNES that allows a background layer to be rotated and scaled. Many game developers used this to create faux-3D worlds and environments.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
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.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
In the sky or in the blackness of space, these guys can get you from one place to another, and maybe blow up a few bad (or good) guys along the way!
An unofficial translation of a video game, created by people not associated with the original development team.
A service started by Nintendo in 1997 that allowed customers to purchase digital Super Famicom and Game Boy games at an in-store kiosk that would be written onto RAM cartridges available for each system.
When fighting is no longer relegated to the ground, but can also take place in the air.
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.
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