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Often used as a catch-all term for any game's main story-driven mode of play, campaign mode usually refers to a linear sequence of levels with a continuous story and a definite conclusion, playable single-player and sometimes co-operatively.
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)
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
A non-interactive sequence within a game most often used for plot advancement.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
The last boss you face in a game, usually representing the final climax of the game.
Some games replace letters or words in a title with numbers or symbols, usually to add more of a "badass edge" to them.
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.
An advanced shading model, including diffuse, ambient and specular shading, with per-pixel lighting. Developed by Bui Tuong Phong, it was introduced to gaming with the Sega Hikaru arcade system in 1999. Since the mid-2000s, it has been the most widely used shading model in modern 3D video games.
When a character that the player fights as a boss is playable elsewhere.
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!
Sega's first PC-based arcade board, used for their high-end arcade games in the mid-to-late 2000's.
Female characters who are designed with highly idealized figures and proportions, outfits that are revealing and/or form-fitting, and prone to ending up in completely over-the-top poses designed to show off their bodies.
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.
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