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Game » consists of 6 releases. Released 1988
Hand-drawn or computer-generated animation.
Videogames with extreme or controversial content will often be altered for release in certain countries, usually to comply with local laws or prevent cultural misunderstandings.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
A non-interactive sequence within a game most often used for plot advancement.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Your friend in medicine. Mostly.
This concept is for games where at least one of the main characters is female.
The last boss you face in a game, usually representing the final climax of the game.
An in-engine cinematic is a type of cutscene that is rendered in real time using the game's graphics engine.
Characters who possess the ability to "fly", but only for a limited time or by gradually descending.
A device by which a character's motivations or expectations are influenced by a suspiciously absent family member.
Psychic abilities are featured in many different video games and in many forms, from the PSI powers of Ness from Earthbound to the mind-reading abilities of Psycho Mantis from Metal Gear Solid.
People who have Psychic Abilities. They appear in games, often using their abilities as weapons (Example: Telekinesis in Psychonauts)
Not all scientists are mad and/or hell-bent on dominating worlds. Some are just your ordinary egghead with a coat.
Lower half of a face, localised version only
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.
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.
A low friction surface, causing a person or vehicle to either glide or tumble.
This bar keeps track of your Stamina. If it's depleted, you need to take a rest.
Verticality relates to the scale of spaces in a game and the player's ability and freedom to traverse them. It implies that a player has freedom of movement that extends to vertical planes through abilities, vehicles, or level design.
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