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A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
Flip screen (or flick-screen) describes a way of dividing the game world into fixed screens, displayed one at a time. It's commonly found in 2D platformers, especially prior to the 16-bit era.
Ever since Pac-Man, games have had us navigating mazes.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
A award for games tested in the "Sinclair User" magazine. Sinclaire User Classics were programs which, in the opinion of the editorial staff, set new standards in software.
This bar keeps track of your Stamina. If it's depleted, you need to take a rest.
A award for games tested in the the "Your Sinclair" magazine.
Games that earned the "A Crash Smash"-Award. This award was distributed by Crash, a magazine dedicated to the ZX Spectrum home computer that was published from 1984 to 1992.
A award for games tested in the the Zzap!64 magazine. Any Zzap sizzler was a great buy and normally had to score 80% or more in the value for money category.
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