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Concept »
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
A style of gameplay where players must navigate a vast stream of projectiles.
An act most commonly found in top down shooters where bullets/danmaku touches your character model but not your hit box. Some games give bonus points for the act of grazing.
Persistent bullet holes allows players to shoot holes into walls without them disappearing right away. This feature added realism to first person shooters, as well as the ability to draw smiley faces.
A location where the player character is relatively assured to avoid patterns of incoming fire or enemy movement.
Players must repeat a series of inputs, dictated by the game, in order to progress. It is very similar in nature to Simon Says, or more accurately, the electronic game, Simon.
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