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Game » consists of 4 releases. Released Sep 18, 2005
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
GODS (Game Oriented Development System) is the game engine used by Data Design Interactive.
Havok Physics (Havok) is a physics API developed by Irish company Havok and released in 2000. It is used in video games as a physics engine, allowing for realistic interactions between in-game entities.
A heads-up display is a graphical overlay of vital information used in most modern games.
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
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
These are often a departure from the conventional gameplay of a game. There have also been compilations; games including only minigames. The Mario Party series has a lot of minigames, too!
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
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!
When you're able to push a block you know it's a videogame. Usually used to solve puzzles.
Sometimes when players beat a game, the credits sequence will end with the phrase similar to, "Thank you for playing!".
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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