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Game » consists of 9 releases. Released Dec 21, 1994
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.
Games that feature more than one style of Game Over screen. Alternate Game Over screens are often used when the player loses in specific ways.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Belt scrolling is a 2D perspective, side-scrolling action with downward camera angle. The character is able to move not only sideways, but also vertically within a limited area, giving pseudo-3D depth. Mostly used by beat 'em up brawlers, this term is mainly used in Japan and comes from the conveyor belt like viewpoint.
It happens when a character loses a life or has his progress somehow hampered and comes back in a state of temporary invincibility (usually blinking).
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Some games have inspired the creation of literature.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Games that let you choose the path you take through the story-line.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Chiptunes are musical compositions that are synthesized by a computer or console sound chip.
Typically found in fighting games, combos are a series of strung-together moves.
Games where you cooperate with other players to accomplish certain goals, yet at the same time compete for power (items) and glory (wealth).
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Games involving characters that round up local hoodlums for the good of the community.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
A non-interactive sequence within a game most often used for plot advancement.
An organism consisting of both natural and artificial systems.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Used as a last ditch effort the desperation move is often a single, powerful attack that hits multiple enemies on screen. The attack is executed at the cost of a percentage of the user's total hit-points.
In video games, dithering is a graphical technique using pixel patterns to simulate additional colors or transparency. While far more common on CRTs, many games still use the technique, especially games which use pixel art.
'Drop-In' is a style of co-op gameplay where extra players can join the 1st player seamlessly without having to quit the game or navigate any menus. Many of these games do allow players to 'Drop-Out' of the game in a similar manner.
Electronic music is one of the broadest classifications of music, and has been a staple of video game soundtracks since the 90s. The genre's main trait is the use of electronic instruments.
A peaceful elevator ride to the next part of the level or to a boss fight that becomes a non-stop barrage of enemies to fight.
When a song is played over the end-credits, often by a famous artist.
When a game lets players grab enemies and throw them as projectiles. Commonly found in platformers, but also sometimes found in over-the-top 3rd person action games.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
Some game environments feature certain areas that allow for special kills outside a player's normal cadre of moves. These kills usually feature unique animations such as slamming an enemy's head through a television or sticking their head in a trash compactor.
A concept that has been popularized since the days of the European colonial empires. The main bad guy is seemingly old, white, although not always human.
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