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A non-interactive sequence within a game most often used for plot advancement.
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
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
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.
This concept is for games where at least one of the main characters is female.
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 numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
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.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
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