Jeff Grubb and friends make a meal out of today's top stories in video games.
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Game » consists of 3 releases. Released December 1987
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
Digitized sprites, popularized in the early 90s, were a form of graphics that used footage of real actors, Stop-motion frames of a figure/clay model or 3D renders of characters that were then made digital and put into the game.
"LAN" is short for "Local Area Network," which is exactly as it sounds. Setting up a LAN allows players to join together locally in multiplayer games through a small, computer network rather than through the internet.
Two player multiplayer with a good old serial cable. Make sure you set the Baud correctly.
A page about different rivals seen in video games, such as Shadow the Hedgehog, the numerous rivals from Pokemon games, and so on.
Rubber Band AI is an infamous hidden feature in racing games that allows computer-controlled opponents to catch up no matter how far behind they are. It is intended to keep challenging the player, but can also give AI opponents an unfair advantage.
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.
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.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
The ability, through purchasing, winning, unlocking, or other means, to change your vehicle (usually for the better). Changes can be alterations to original vehicle or a completely new vehicle.
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