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Cartoon physics refers to games which do not conform to regular physics, but the "laws" are for a humorous bent rather than conforming to reality. Sometimes it ignores physical laws, like gravity, or tweaks them, like not being totally blown away by dynamite.
Using pre-rendered clay figures to display environments, characters, and objects. Often used to comedic effect.
When a prominent character is voiced by a member of the development team. The authors Clive Barker and Harlan Ellison are good examples of this.
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.
Didn't your mother teach you not to do that?
Flattening is taking something three dimensional, and somehow making it very thin almost two dimensional. It can be used for comedic effect or a character to use it to fight through tight spaces.
Whether it be Mario vs. Bowser, Jedi vs. Sith, Link vs. Ganon, or Elves vs. Orcs, the forces of good are in an eternal battle with the hordes of evil.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
These are games that begin with the player waking up. More often than not this occurs in RPGS, but is certainly not exclusive to the genre.
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