This game will be Dan's kryptonite.
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Game » consists of 12 releases. Released October 1987
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.
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.
Games that can be played with a CGA monitor and graphics card. CGA, Color Graphics Adapter was the first generation of color graphics for the IBM PC.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Games that support the use of the Circle Pad Pro 3DS accessory.
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.
A sight placed on the HUD used to aim and provide a point of reference to the player when looking and interacting with the game world. Although they often aim weapons, they have a variety of uses and have appeared in many games in many different forms.
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.
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.
Controlling by using different gestures such as touch, swing, twist, flick, and more!
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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.
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
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!
Classic form of numbering that gives things a more regal feel.
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.)
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.
3D Stereoscopy is the use of two images generated from slightly different angles in order to create a 3D effect. This usually requires the use of 3D glasses to separate the left/right image for each eye.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
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