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A non-interactive sequence within a game most often used for plot advancement.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A popular concept from the 1990's that let players get more of a taste for a game than a mere demo.
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.
When you're able to push a block you know it's a videogame. Usually used to solve puzzles.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Rather than utilitarian names like "Level 3" or "Warehouse", many games give each level a unique title that has some relevance to its content.
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