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Game » consists of 10 releases. Released May 1989
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.
A marketing term coined by Sega in 1992 to advertise the Genesis console's faster performance compared to the rival SNES. Sega originally coined the term to refer to the high-speed bandwidth and fillrate of the Genesis VDP graphics processor's DMA unit. The term is also often used to refer to Sega's advertising campaign for the Genesis in the '90s.
The Brazilian Grand Prix is a race held in Brazil. Has been held at two locations since the Grand Prix's inception in 1972.
Dashboard view puts the player in the helmet of the driver. Usually in cars or other vehicles. Most commonly in next-gen racing games and shooting games which have vehicles
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
A lap is one circuit around a race track. This is featured in many, but not all racing games.
Games released coinciding with new hardware.
Appeared in many Formula 1 games.
Penalties to movement speed. How far/fast the player can walk. This may depend upon difficult terrain and what type of gear is being carried.
A staple of almost any racing game, the pit is the on-track location where players fix their cars, as well as modify their setups to account for changing track conditions.
Ability to see a character's body in mirrors, water, or other surfaces.
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.
Players compete against the clock to secure the fastest time possible. This is often added to racing games for extra replay value and typically requires a higher degree of skill.
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