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First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
The strategy of demonstrating how awesome something is by putting the word "super" in its title. Incredibly popular among developers making games for the Super Nintendo, which itself counts as an example.
This concept is for games where at least one of the main characters is female.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
Video games that are based on comic books, manga and graphic novels.
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.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Video games developed in Japan but based on Western IPs.
Bonus levels, rounds, or stages give players a chance to gain extra points, powerups, or lives. Occasionally bonus stages will play completely different than the rest of the game, like as a slot machine or pinball minigame.
Artificial Intelligence, or AI, commonly refers to the programmed behaviors of NPCs in a game, whether it's the fact that a soldier takes cover behind a wall in Gears of War, or that townspeople cheer upon your arrival to their village in Fable.
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.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Martial arts are a popular set of skills that many video game characters possess. Martial arts are the cornerstone of any fighting game, and have influenced many platforming and adventure games.
A Palette Swap is when two or more characters share the same style sprite or character model with only minor color or cosmetic changes. Although visually similar, palette swap characters may have very different moves and personalities.
The title of a game is a year, or has a year in it. Normally used for sports game and other annual titles, but also used to designate when a game takes place rather than the year released.
Digitized sprites, popularized in the early 90s, were a form of graphics that used footage of real actors, Stop-motion frames of a figure/clay model or 3D renders of characters that were then made digital and put into the game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
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.
Cartoon characters are personas from cartoons, which are animated moving sequences that are usually drawn but can be computer animated and can come from television, movies, anime or even the web. They can be humans, animals, or even things usually not thought of as living.
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.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Action RPG (Action Role-Playing Game), also known as ARPG, refers to RPGs (role-playing games) that use direct, real-time, reflex-oriented, action combat systems, instead of the more abstract turn-based or menu-based battle systems.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
Games that have had an Original Soundtrack album released.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
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