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Game » consists of 1 releases. Released Dec 07, 1987
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.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
Games where the player character is constantly running.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
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.
3D Stereoscopy is the use of two images generated from slightly different angles in order to create a 3D effect. This usually requires the use of 3D glasses to separate the left/right image for each eye.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
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