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Game » consists of 9 releases. Released Q4 1997
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.
Levels that progress forward by themselves at a fixed rate.
Games containing enemy characters throwing barrels.
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.
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.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
Sometimes games come bundled peripherals needed to enhance the games experience.
Chest-High Walls appear regularly in video games, particularly in third-person-shooters with cover mechanics.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Rapidly firing your weapon of choice at the general direction of the target. Usually used when talking about light gun games
A local multiplayer feature that allows players to move independently of each other by implementing split-screen when they travel too far apart, but merges the views together when close.
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.
Gouraud shading is a method of making polygonal objects appear much smoother by applying a gradient to each individual polygon, effectively blending them. Named after Henri Gouraud.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A number of kills without a suffering a death.
A Light Gun controller is used on some arcade games and very few console games. You point it at the screen, pull the trigger, and people die.
Limb Targeting is the ability to target specific limbs on the body with the object being either to disable the limb or kill the target faster. It may also be referred to as the "Limb System" or "Localized Damage".
This concept is for games in which at least one of the main characters is male.
Some arcade cabinets have multiple monitors in use, either to display additional information, to have multiple player perspectives on the same machine, or to show a unique "ultra-wide" display.
Sometimes one playable character just isn't enough.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
An on-rails game behaves much like a train: while sometimes the player can choose which path is taken, they cannot deviate from it. Sometimes on-rails games even go so far as to decide when the player moves.
Whether they're getting in the way while you're walking or driving, you always feel the need to trample them.
The use of peripherals has vastly changed the way games are played. This concept includes an array of items, including joysticks, plastic guitars & drum-sets, and specialized printers.
Early and smaller PS2 games were produced on CD-ROM rather than DVD-ROM. They are easily recognized by the iconic, deep blue color of the underside of the disc.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
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