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Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
An official line of downloadable games for the Xbox 360 that were developed, peer-reviewed, and self-published by a community of indie developers using Microsoft's XNA framework.
Puzzle platformers are platform games where the key aspect involves solving riddles and puzzles, rather than combat.
“Indie” or “independently developed” games are video games which are developed by a studio without the support of an external publisher.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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.
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 double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
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