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A non-interactive sequence within a game most often used for plot advancement.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
The last boss you face in a game, usually representing the final climax of the game.
A mode in the game, often an unlockable, allowing players to listen to individual music tracks, voice clips and/or sound effects.
A device by which a character's motivations or expectations are influenced by a suspiciously absent family member.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Verticality relates to the scale of spaces in a game and the player's ability and freedom to traverse them. It implies that a player has freedom of movement that extends to vertical planes through abilities, vehicles, or level design.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Psychic abilities are featured in many different video games and in many forms, from the PSI powers of Ness from Earthbound to the mind-reading abilities of Psycho Mantis from Metal Gear Solid.
An in-engine cinematic is a type of cutscene that is rendered in real time using the game's graphics engine.
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