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Game » consists of 5 releases. Released November 1986
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Billboards are used in many games as either a form of advertisement or as something to smash through.
Although force feedback is often used in games to indicate such commonalities as when a player character is taking damage or feeling weapon recoil, it is sometimes used in more creative ways, such as providing hints to finding an item or providing emphasis during an otherwise non-interactive cinematic sequence. These games feature more creative uses of rumble than the norm.
Environments cycle between day and night, often with effects on other aspects of the game.
Endurance racing is racing a track for very long periods of time. An example of endurance racing in video games would be the 24 hour Le Mans in GRID.
In-Game Advertising is the placement of advertisements for real-world products within the game, sponsored by companies external to the developer.
Games that obtained permission to feature real-life licensed car brands.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
Using gestures with the controller to control on-screen actions. Alternatively, these gestures can also be detected by motion-sensing cameras.
Realism is where a game attempts to accurately mimic real life through gameplay mechanics and visuals. For example, realistic shooters, such as Operation Flashpoint, Full Spectrum Warrior, or Brothers in Arms, typically focus upon squad tactics, i.e. suppressive fire and flanking.
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.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
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