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Game » consists of 10 releases. Released Dec 10, 1993
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.
This is an ability that requires input from the user to be used.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
The inverse of an anti-hero. An anti-villain is a villain that portrays him/herself as someone who is just and altruistic while is secretly working towards an otherwise nefarious and villainous goal. Common archetypes of anti-villains are politicians and religious figures who craft a wholesome and good-natured image to hide their evil intentions; this may even sometimes include doing good deeds, but only as a temporary measure to potentially further their true ambitions.
The ability to save a cartridge-based game to the cartridge. The battery is usually good for tens of thousands of saves, and made ridiculously long character passwords obsolete.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
Blindness is an affliction that robs a person of their sight. In games it usually causes physical attacks/projectiles to miss, but magical spells aren't as widely affected.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
Games that let you choose the path you take through the story-line.
Classes are different archetypes and playstyles that players can choose to play their game with.
The head of a group of devout people who follow their crazy beliefs. Can often be dangerous.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
It's all in the family.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
An unofficial translation of a video game, created by people not associated with the original development team.
The last boss you face in a game, usually representing the final climax of the game.
Flashbacks take a player into a flashback sequence. Often playable, but not always.
Some games shift forward in time part-way through, moving focus from the original characters to a new cast. Often, this is done to transition the story's focus from the original protagonist to the protagonist's grown son or daughter.
This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
Enemies in RPGs that are visible on the overworld map and that are engaged in combat when touched. Examples include Earthbound and Paper Mario.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Quest givers that task the player with killing an enemy or specific number of enemies.
Information on the time honored tradition of killing rats. Killing rats is a much cliched first quest for many western RPGs.
NPCs, enemies, loot, and/or quests change according to the level or stats of the player's character.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
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