840: Tom Braider
Giant Bombcast
Ultra Gameplayers Disc #104
Demo Derby
Game Mess Mornings 05/13/24
GrubbSnax
The Community Spotlight 2024.05.11
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Game » consists of 11 releases. Released Oct 19, 2006
Running at 60 FPS is standard for arcade & PC games, but hardware restrictions of consoles often force developers to aim for lower framerates in order to preserve visual detail or allow greater scale. 3D console games hitting 60 FPS are thus uncommon, though the trend of re-releasing games on newer hardware has technically resulted in more 3D console games hitting 60 FPS.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
When fighting is no longer relegated to the ground, but can also take place in the air.
The ability to perform a dedicated dodge while mid-air, this makes the player untouchable for a brief period of time.
Apple's Game Center service brings matchmaking, achievements, and friend lists to games that choose to support it.
Avatar Awards are items or clothing that are unlocked for Xbox Live avatars by completing certain tasks within the game.
A barrel roll is a maneuver in which an object makes a complete rotation on its longitudinal axis while following a helical path, approximately maintaining its original direction.
Bullet time is a gameplay mechanic that allows players to slow down time. Depending on the game itself, the player often slows down along with the world around them, however occasionally the player can simply move at normal speed while the game world continues to slow.
Typically found in fighting games, combos are a series of strung-together moves.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
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.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
Games that have been removed from sale from various digital store fronts.
In most shooters missiles are indestructible, but there is games where they can be destroyed by projectiles
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
The act of aerial combat between two or more fighter aircraft. A common occurrence in many combat flight games, it is the equivalent of a firefight in a first- or third-person shooter.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
A character or a disembodied voice will say the name of the video game. Depending on the mood of the game, this could range from shouting the game's name to ominously whispering it.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
Start doesn't mean "A". Start means "start", son. Kids these days...
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.
In the sky or in the blackness of space, these guys can get you from one place to another, and maybe blow up a few bad (or good) guys along the way!
An initiative from Sega starting in June of 2017, that brings titles from every Sega platform to mobile for free.
Sega's first PC-based arcade board, used for their high-end arcade games in the mid-to-late 2000's.
Games where players can move in any 3D direction: forward & backwards; up & down; and left & right. Descent is a well-known example of this type of movement. It is differentiated from standard FPS movement, which is considered to be four degrees (or five, including jumping and crouching.)
The phenomenon of time, or at least a character's perception of it, moving more slowly. Bullet time is an enhanced version of slow-mo.
Super Speed is the ability for a character to travel at speeds normally unattainable by regular humans. Super speed can be a stock super power by characters such as the Flash & Sonic the Hedgehog, or a technologically enhanced ability like Nomad in Crysis.
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