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The concept of a character leaping forwards or backwards in time.
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.
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.
These prehistoric behemoths cause chaos amongst many. Unfortunately, they are extinct.
Industry jargon used to describe a troubled development cycle that results in long delays, extended periods without new info, and often radical changes to the game.
Games which have nothing to do with each other, but have the same title.
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.
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters also used this technique.
Released games which have versions or DLCs that became lost media. Sometimes the entire game became lost.
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