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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!
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
A mode in the game, often an unlockable, allowing players to listen to individual music tracks, voice clips and/or sound effects.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
The first subscription based video game serviced offered through your cable company.
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.
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.
Games released coinciding with new hardware.
Games where racing takes place off-road; the terrain is usually rough and unwieldy.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
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