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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.
Sometimes one playable character just isn't enough.
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.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
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.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
This concept is for games where at least one of the main characters is female.
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