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consists of 23 releases.
Released November 1979
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
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.
For games that have neon particles aplenty, particularly when things explode.
Never Ending Games is a self-explanatory concept in which a game is unbeatable and never ends, due either to the game having no true ending or because the game is not saved (or truly continued) after the last section of the game.
A combat system in which all the player character's offensive and defensive moves are mapped to a single button. Depending on the game, this can lead to a surprising level of complexity.
These are games you don't need a console to play. You plug in a controller to the TV and you're ready to play.
Porting is a term used when a game designed to run on one platform is converted to run on a different platform. Quality varies, though some titles are packaged with extras.
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
Game visuals based on mathematical calculations. As opposed to texture or sprite based raster graphics.
The absence of gravity.
Being able to travel off one side of the screen and in from the other side.
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