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Game » consists of 4 releases. Released Dec 14, 2000
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
Sometimes one playable character just isn't enough.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
PlayStation Underground was a CD magazine published by Sony for the original PlayStation from 1997 to 2001. Each of the 17 issues included demos, video interviews, behind the scenes content, and much more.
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!
Digital re-releases of PlayStation 2 games for later Sony-branded game systems.
Quick Time Events show up in all sorts of games as an attempt to make cutscenes interactive. Press the buttons displayed on-screen before time runs out, or else.
Random Loot is a popular concept for dungeon crawler and MMO style games. In essence, monsters or objects drop something that is considered valuable to the player with random qualities.
Dungeons that are generated randomly.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
A red herring is a plot device used to mislead or distract someone from what's really going on in the story. It could be a false clue or over-emphasis of another character. Red herrings can add a surprise or make a challenge tougher.
The act of repairing damaged items or weapons.
Characters that are designed to be scantily-clad.
Female characters who are designed with highly idealized figures and proportions, outfits that are revealing and/or form-fitting, and prone to ending up in completely over-the-top poses designed to show off their bodies.
A lead character who never says a word, despite being spoken to.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Whether it's to restore your health, save your game, just for the hell of it, or all of the above, sleeping in games has numerous uses.
A speedrun describes the action of a player attempting to complete a game in the fastest time possible. The rules of speedruns can vary, but generally allow glitching and sequence breaking as long as the player does not cheat with external devices/tools or tampering with the game.
The option to display dialog and other information with text on screen.
An aesthetic sub-genre of fantasy, focusing on brutal barbarians and arcane wizardly magic.
Animals that have the ability of speech and in some cases are anthropomorphic.
Otherwise ordinary trees that possess the ability of speech.
The concept of a character leaping forwards or backwards in time.
Weapons can often be upgraded with new attachments, augmentations, or magical enchantments. These upgrades result in the original item being more powerful than originally intended.
Watch the Dark Genie swallow the priest whole
Modifications can include, but are not exclusive to, upgrades. Modifications can be superficial changes such as color.
Whether it be a large frozen fish as a replacement for a sword or axe, or other fish-like bringers of pain, it is not unheard of for a main character to be able to wield the water-dwellers as some sort of absurd weapon.
World Building games focus on the ability of the player to created his own little world just as he wants it. Good examples, are The Sims, Black and White, and Spore.
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