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Game » consists of 3 releases. Released Feb 24, 1995
Procedural Generation refers to the creation of content algorithmically as the game is running. This content generally coexists with standard, authored content; the two are not mutually exclusive.
When you're able to push a block you know it's a videogame. Usually used to solve puzzles.
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.
Radial Menus are menus that appear in a circular pattern to display the options the player has.
Enemies that appear out of nowhere and force the player into a battle.
Dungeons that are generated randomly.
Games with randomly (or rather, procedurally) generated environments create new levels from predetermined pieces each time the game is played.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
Games using this concept allow players to reset the situation back to what it was without dying and having to restart. It may be resetting a room, a puzzle, or an encounter, and it can be explained in game terms (a "reset spell" for instance), but it does not involve dying and/or "reloading a save".
Resurrection is the act of being brought back to life. One must have already been living and have died in order to be able to be resurrected.
The concept of reviving somebody who is dead or down.
A widely popular music style, originating from a fusion of blues, R&B, country, and jazz. Includes sub-genres such as punk, heavy metal, synth rock, and pop rock, among others.
Roguelike is a sub-genre of role-playing games characterized by the exploration of randomly-generated dungeons and permanent death. These characteristics were featured in the classic computer game Rogue, hence the term "Roguelike".
Classic form of numbering that gives things a more regal feel.
Romance in video games can either be interactive, in which the player attempts to woo another character, or an unchangeable part of the story of a given game.
Special locations in game that allow the player to manually save their progress.
A Secret area is a place hidden that few will find unless they know where to look.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
These games are designed to be played by one person, and one person only.
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.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
Enemies and NPCs are only able to move or attack when the player character moves; otherwise, they stay still. Most often this is seen in roguelikes and games with grid-based movement.
Whether it has voice over or not, text bubbles are a way of reading the dialog that a character on screen is saying and or thinking.
A story element in which a significant amount of time passes in a short period. Usually marked by major changes in character ages and personalities.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
A tragic hero is a protagonist who makes several mistakes to fall from glory, or is affected by tragedy and seeks revenge or redemption.
Some bosses transition through two or more forms during the course of a fight. Each form has its own abilities and health separate from those of other forms.
Bosses that are designed to not be beaten; however, sometimes these bosses can finally be beaten at a later point in the game.
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