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1734:-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. In many games, players cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. This viewpoint is also frequently used to represent the perspective of a driver within a vehicle, as in flight and racing simulators; and it is common to make use of positional audio, where the volume of ambient sounds varies depending on their position with respect to the player's avatar.
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shown in front of the character than behind. Sometimes, the screen will scroll not only forward in the speed and direction of the player character's movement, but also backwards to previously visited parts of a stage. In other games or stages, the screen will only scroll forwards, not backwards, so that once a stage has been passed it can no longer be visited. In games such as
1780:, or by giving the player control over the camera. There are three primary types of third-person camera systems: "fixed camera systems" in which the camera positions are set during the game creation; "tracking camera systems" in which the camera simply follows the player's character; and "interactive camera systems" that are under the player's control.
1452:, video games could expand beyond the typically sprite-based 2D graphics of older graphics technologies to describe a view frequently more true to reality and lifelike than their predecessors. Federica Romagnoli has stated that in her opinion, high-budget 3D game graphics "display...levels of artistry once more commonly found in
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against a static background. The principal advantage of this technique is its ability to display a high level of detail on minimal hardware. The main disadvantage is that the player's frame of reference remains fixed at all times, preventing players from examining or moving about the environment from
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Games with a first-person perspective do not require sophisticated animations for the player's avatar, and do not need to implement a manual or automated camera-control scheme as in third-person perspective. A first person perspective allows for easier aiming, since there is no representation of the
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In many games the screen follows the player character such that the player character is always positioned near the center of the screen. In other games the position of the screen will change according to the player character's movement, such that the player character is off-center and more space is
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on the hardware available at that time. Many vector-based arcade games used full-color overlays to complement the otherwise monochrome vector images. Other uses of these overlays were very detailed drawings of the static gaming environment, while the moving objects were drawn by the vector beam.
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at the time. Although FMV-based games did manage to look better than many contemporary sprite-based games, they occupied a niche market; and a vast majority of FMV games were panned at the time of their release, with many gamers citing their dislike for the lack of interaction inherent in these
1914:
Augmented reality games typically use 3D graphics on a single flat screen on a smartphone or tablet, or in a head-mounted display. When playing an AR game on a head-mounted device, the visuals are displayed on transparent glass that overlays the real world and has 3D depth through stereoscopic
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also used a vector display. After 1985, the use of vector graphics declined substantially due to improvements in sprite technology; rasterized 3D Filled
Polygon Graphics returned to the arcades and were so popular that vector graphics could no longer compete.
1776:. This viewpoint poses some difficulties, however, in that when the player turns or stands with his back to a wall, the camera may jerk or end up in awkward positions. Developers have tried to alleviate this issue by implementing intelligent
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series. Gameplay-wise there is little difference between fixed 3D games and their 2D precursors. Players' ability to navigate within a scene still tends to be limited, and interaction with the gameworld remains mostly "point-and-click".
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took advantage of fixed perspective by not texturing the reverse sides of objects (and thereby speeding up rendering) which players could not see anyway. Fixed 3D is also sometimes used to "fake" areas which are inaccessible to players.
1097:, when used in the context of video games, refers to a camera angle that shows players and the areas around them from above. While not exclusive to video games utilizing parallel projection, it was at one time common among
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rendered from a view that is some distance away (usually behind and slightly above) from the player's character. This viewpoint allows players to see a more strongly characterized avatar, and is most common in
1355:
are often used to extend the illusion of three-dimensionality without substantially increasing the resulting computational overhead introduced by larger numbers of polygons (also known as the "polygon count").
1534:, for instance, is nearly completely 3D, but uses fixed 3D to represent many of the building interiors as well as one entire town (this technique was later dropped in favor of full-3D in the game's successor,
1745:
Players have come to expect first-person games to accurately scale objects to appropriate sizes. However, key objects such as dropped items or levers may be exaggerated in order to improve their visibility.
1715:
rendered from the viewpoint of the player character. In many cases, this may be the viewpoint from the cockpit of a vehicle. Many different genres have made use of first-person perspectives, including
1315:, typically by using some form of parallel projection, wherein the point of view is from a fixed perspective, but also reveals multiple facets of an object. Examples of pseudo-3D techniques include
1896:. Running games in this way can create a greater sense of immersion, e.g. when playing a video racing game or flight simulator or give a tactical advantage due to the higher field of view.
1219:, the screen scrolls forward by itself at a steady rate, and the player must keep up with the screen, attempting to avoid obstacles and collect things before they pass off screen.
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avatar to block the player's view. However, the absence of an avatar can make it difficult to master the timing and distances required to jump between platforms, and may cause
1476:
has also been used in some earlier titles to present a 3D view from a fixed (and thus somewhat less hardware-intensive) perspective with a limited ability to move.
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in which the viewpoint is taken from the side, and the onscreen characters generally can only move, to the left or right. Games of this type make use of
1434:
also make use of a combination of pre-drawn 2D sprites and real-time polygonal graphics instead of relying entirely on 2D sprites as is the norm.
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These terms sometimes possess a second meaning, wherein the gameplay in an otherwise 3D game is forcibly restricted to a two-dimensional plane.
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1045:, allowing developers to create large, complex gameworlds efficiently and with relatively few art assets by dividing the art into sprites or
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The graphics for virtual reality gaming consist of a special kind of stereo 3D graphics to fit the up-close display. The requirements for
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708:, and contests are still held even today on who can finish programming a roguelike within a short time period, such as seven days.
971:, and the popularity of FMV games declined substantially after 1995 as more advanced consoles started to become widely available.
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673:), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and
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refers to a three-dimensional representation of the game world where foreground objects (i.e. game characters) are typically
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766:. In video games this type of projection is somewhat rare, but has become more common in recent years in
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An
Illustrated Guide to Samurai History and Culture: From the Age of Musashi to Contemporary Pop Culture
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Image captured from Oculus Rift DK2, showing compensation for lens distortion and chromatic aberration
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Pre-rendered backgrounds are also found in some isometric video games, such as the role-playing game
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or 3D models to display action in the game. FMV-based games were popular during the early 1990s as
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are informal terms used to describe graphical projections and techniques that try to "fake"
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featuring many monsters, items, and environmental effects, as well as an emphasis on
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and reusing them repeatedly (though some games use a mix of different techniques).
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made their way into the living rooms, providing an alternative to the low-capacity
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capable of projecting images using an electron beam to draw images instead of with
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A number of different types of games utilized this format. Some resembled modern
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used such displays, as they were capable of displaying more detailed images than
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Text games are typically easier to write and require less processing power than
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series has used all three types of side-scrolling at some time in its history.
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The video game explosion: a history ... – Mark J. P. Wolf – Google Books
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two-dimensional images, but are sometimes rendered in real time (e.g.
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are still in use today, and people continue to play MUDs and explore
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2036:. Roguebasin.roguelikedevelopment.org. 2011-05-12. Archived from
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1422:(skyboxes). In addition to axonometric projection, games such as
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Examples of games that make use of pseudo-3D techniques include
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1838:. Such games are not to be confused with video games that use
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Examples of games utilizing third-person perspective include
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2094:. Foreword by Alexander Bennett. North Clarendon, Vermont:
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An example of a typical top-down, third-person view game,
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advances and restrictions such as the processing power of
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series in the early 1990s and imitated by titles such as
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Instead of using triangle meshes, voxel engines use
60:. Unsourced material may be challenged and removed.
1730:Games with a first-person perspective are usually
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1456:" because of their capability to render complex
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1000:. Full motion video was also used in several
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1868:are also higher to reduce the potential for
1110:construction and management simulation games
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1203:computer display technology, and sometimes
815:Games of this type were produced mainly by
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1010:The Beast Within: A Gabriel Knight Mystery
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1511:Backgrounds in fixed 3D games tend to be
1222:Examples of side-scrolling games include
120:Learn how and when to remove this message
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967:games. As a result, the format became a
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27:Computer graphics related to video games
2176:Rollings, Andrew; Ernest Adams (2006).
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1037:typically make use of two-dimensional
645:Some of the earliest video games were
611:techniques have been used to display
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1882:Video gaming on multi-monitor setups
1698:First-person perspective as seen in
1531:The Legend of Zelda: Ocarina of Time
1380:(isometric/axonometric projection);
1280:2.5D, 3/4 perspective, and pseudo-3D
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58:adding citations to reliable sources
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2126:
1795:series, the 3D installments of the
1472:to be able to handle such content.
1464:characters and the optimization of
827:. Examples of vector games include
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1951:Image-based modeling and rendering
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1551:genre, fixed 3D was first seen in
1537:The Legend of Zelda: Majora's Mask
969:well-known failure in video gaming
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1292:Isometric graphics in video games
390:List of text-based computer games
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1303:("two-and-a-half-dimensional"),
1077:, also sometimes referred to as
742:refer to the use of geometrical
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385:List of stereoscopic video games
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1567:. It was later brought back by
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1834:for the player by any form of
1635:Adeline Software International
1611:); the action-adventure games
735:configured as a vector display
370:List of four-dimensional games
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2019:
1826:Stereoscopic video games use
1581:Further examples include the
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189:Isometric video game graphics
1892:setups to achieve very high
1701:STALKER: Shadow of Chernobyl
1663:The Temple of Elemental Evil
1540:). A similar technique, the
930:that rely upon pre-recorded
395:Category:Video game graphics
179:Full motion video based game
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2179:Fundamentals of Game Design
1941:Real-time computer graphics
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455:Video games as an art form
164:2.5D & 3/4 perspective
2058:Wolf, Mark J. P. (2008).
1723:, and the highly popular
1637:); the graphic adventure
1183:Side-scrolling video game
629:graphics processing units
194:Side-scrolling video game
1992:Game genres and gameplay
1870:virtual reality sickness
1750:Third-person perspective
1684:First-person perspective
1235:Ori and the Blind Forest
1207:to suggest added depth.
938:-quality recordings and
679:role-playing video games
2064:. Bloomsbury Academic.
2008:Graphic adventure games
1860:Virtual reality headset
1846:Virtual reality headset
1830:technologies to create
1822:Stereoscopic video game
1450:3D accelerated graphics
1329:orthographic projection
1043:triangle-based geometry
796:vector graphics display
615:content throughout the
522:Video game art creation
375:List of FMV-based games
199:Stereoscopic video game
2118:: CS1 maint: others (
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1774:action-adventure games
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1474:Perspective projection
1404:(parallax scrolling);
1392:(oblique projection);
1321:axonometric projection
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1136:action-adventure games
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617:history of video games
571:Video games portal
475:Alternate reality game
467:The Art of Video Games
184:Graphic adventure game
2098:. 2022. p. 211.
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1765:graphical perspective
1756:Virtual camera system
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1431:Final Fantasy Tactics
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347:Virtual camera system
214:Tile-based video game
69:"Video game graphics"
1936:3D computer graphics
1931:2D computer graphics
1840:3D computer graphics
1725:first-person shooter
1630:Little Big Adventure
1547:Used heavily in the
1444:3D computer graphics
1313:three-dimensionality
1264:and (more recently)
1242:such as the popular
1173:is a side scrolling
1138:, such as the early
1075:Top-down perspective
1064:Top-down perspective
1029:2D computer graphics
790:can also refer to a
768:browser-based gaming
731:-clone played on an
706:programming language
685:, replayability and
264:3D computer graphics
242:2D computer graphics
219:Top-down perspective
54:improve this article
2222:Video game graphics
2034:"7DRL - RogueBasin"
1894:display resolutions
1886:Many games can run
1876:Multi-monitor setup
1585:-era titles in the
1466:video game consoles
1448:With the advent of
1189:side-scrolling game
1160:Side-scrolling game
1141:The Legend of Zelda
1130:; as well as among
1035:parallel projection
770:with the advent of
702:interactive fiction
671:multi-user dungeons
665:. Examples include
538:Video game graphics
438:Art and video games
380:List of FPS engines
150:Video game graphics
144:Part of a series on
2135:"Is SimCity 4 3D?"
1856:
1706:
1395:Sonic the Hedgehog
1337:parallax scrolling
1325:oblique projection
1296:Parallax scrolling
1229:Sonic the Hedgehog
1205:parallax scrolling
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698:terminal emulators
318:Real-time graphics
247:Parallax scrolling
2105:978-4-8053-1659-7
2096:Tuttle Publishing
1998:Video game genres
1966:Computer graphics
1925:Technical aspects
1906:Augmented reality
1900:Augmented reality
1742:in some players.
1721:flight simulators
1558:Alone in the Dark
1401:Street Fighter II
1273:Super Mario Bros.
1002:interactive movie
976:music/dance games
920:Full motion video
911:Full motion video
905:Full motion video
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1623:(Andrew Spencer/
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1153:Grand Theft Auto
1033:Games utilizing
915:Interactive film
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2145:on 2009-01-23
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2040:on 2011-12-04
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1091:overhead view
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821:Cinematronics
818:
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806:. Many early
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683:randomization
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71: –
70:
66:
65:Find sources:
59:
55:
49:
48:
43:This article
41:
37:
32:
31:
19:
2178:
2147:. Retrieved
2143:the original
2128:
2091:
2086:
2075:. Retrieved
2060:
2053:
2042:. Retrieved
2038:the original
2028:
1991:
1990:
1976:3D rendering
1924:
1923:
1913:
1887:
1885:
1863:
1828:stereoscopic
1825:
1811:Other topics
1802:
1801:series, and
1796:
1790:
1784:
1782:
1763:refers to a
1761:Third person
1760:
1759:
1744:
1736:
1729:
1711:refers to a
1709:First person
1708:
1707:
1699:
1671:
1668:Troika Games
1661:
1659:
1648:
1638:
1628:
1618:
1612:
1602:
1598:Parasite Eve
1596:
1586:
1580:
1572:
1562:
1556:
1546:
1535:
1529:
1522:
1518:Blade Runner
1516:
1513:pre-rendered
1510:
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1363:
1361:
1358:
1349:bump mapping
1333:billboarding
1308:
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1299:
1271:
1265:
1259:
1249:
1243:
1240:beat 'em ups
1233:
1227:
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1209:
1192:
1188:
1186:
1170:Awesomenauts
1168:
1151:
1145:
1139:
1125:
1119:
1113:
1102:role playing
1094:
1090:
1086:
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1078:
1074:
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1057:
1032:
1014:
1008:
995:
989:
985:Tomcat Alley
983:
973:
942:rather than
926:) games are
923:
919:
918:
898:home console
888:
882:
876:
870:
864:
858:
854:Lunar Lander
852:
846:
840:
836:Armor Attack
834:
828:
808:arcade games
794:that uses a
787:
786:
779:
776:HTML5 Canvas
739:
738:
733:oscillograph
726:
691:
670:
650:
646:
644:
606:
553:Storytelling
537:
470:(exhibition)
301:Digitization
269:3D rendering
149:
116:
107:
97:
90:
83:
76:
64:
52:Please help
47:verification
44:
2206:Video games
1981:Game engine
1961:Video games
1792:Tomb Raider
1620:Ecstatica 2
1583:PlayStation
1419:Half-Life 2
1267:Jets'n'Guns
1251:Battletoads
1058:The Heist 2
997:Sewer Shark
928:video games
788:Vector game
657:instead of
489:video games
340:Tile engine
306:Rotoscoping
284:Cel shading
224:Vector game
110:August 2010
18:Vector game
2149:2009-01-14
2077:2011-11-22
2044:2011-11-22
2020:References
1670:) and the
1553:Infogrames
1442:See also:
1383:Ultima VII
1290:See also:
1197:video game
1147:Metal Gear
1112:, such as
1068:See also:
1027:See also:
1007:, such as
956:Laserdiscs
940:animations
932:television
866:Space Wars
860:Space Fury
848:Eliminator
804:laser show
792:video game
781:Starglider
744:primitives
675:roguelikes
653:that used
647:text games
635:Text-based
613:video game
80:newspapers
2114:cite book
1946:Rendering
1915:display.
1645:LucasArts
1625:Psygnosis
1614:Ecstatica
1564:Ecstatica
1524:SimCity 4
1505:real time
1317:isometric
1309:pseudo-3D
1201:scrolling
1083:Overworld
872:Star Trek
830:Asteroids
728:Asteroids
659:bitmapped
542:pixel art
505:Machinima
296:Animation
252:Pixel art
2216:Category
2003:Gameplay
1919:See also
1676:series (
1591:series (
1501:rendered
1497:Fixed 3D
1492:Fixed 3D
1425:The Sims
1389:Paperboy
1371:The Sims
1345:skyboxes
1258:such as
1256:shooters
1226:such as
1106:wargames
982:such as
964:consoles
962:of most
878:Tac/Scan
784:(1986).
746:such as
621:hardware
500:Non-game
174:Fixed 3D
1866:latency
1727:genre.
1678:BioWare
1647:); and
1571:in the
1341:scaling
1156:games.
1121:Pokémon
1115:SimCity
1087:Godview
952:CD-ROMs
948:vectors
944:sprites
895:Vectrex
884:Tempest
842:Aztarac
625:central
532:artists
274:Polygon
94:scholar
2192:Portal
2102:
2068:
1986:Sprite
1789:, the
1770:action
1732:avatar
1704:(2007)
1609:Square
1593:Square
1569:Capcom
1542:skybox
1486:voxels
1377:Diablo
1365:Zaxxon
1270:. The
1261:R-Type
1254:, and
1217:R-type
1150:, and
1132:action
1124:, and
1108:, and
893:. The
890:Zektor
823:, and
800:pixels
760:images
756:curves
754:, and
748:points
289:Skybox
257:Sprite
236:Topics
96:
89:
82:
75:
67:
2139:Maxis
1454:films
1215:like
1195:is a
1177:game.
1093:, or
1047:tiles
936:movie
934:- or
817:Atari
772:Flash
752:lines
364:Lists
352:Voxel
158:Types
101:JSTOR
87:books
2120:link
2100:ISBN
2066:ISBN
1908:and
1772:and
1617:and
1601:and
1468:and
1460:and
1428:and
1410:and
1407:Fonz
1398:and
1386:and
1374:and
1351:and
1307:and
1301:2.5D
1294:and
1286:2.5D
1248:and
1232:and
1175:MOBA
1134:and
1013:and
994:and
954:and
913:and
887:and
825:Sega
774:and
667:MUDs
73:news
1657:).
1503:in
1470:PCs
1191:or
924:FMV
762:in
661:or
649:or
627:or
56:by
2218::
2158:^
2137:.
2116:}}
2112:{{
1872:.
1807:.
1719:,
1555:'
1488:.
1462:CG
1438:3D
1368:,
1343:,
1339:,
1335:,
1331:,
1327:,
1323:,
1238:,
1187:A
1144:,
1118:,
1099:2D
1089:,
1085:,
1081:,
1023:2D
1019:.
988:,
946:,
881:,
875:,
869:,
863:,
857:,
851:,
845:,
839:,
833:,
819:,
750:,
631:.
2194::
2152:.
2122:)
2108:.
2080:.
2047:.
1666:(
1653:(
1643:(
1633:(
1607:(
1319:/
922:(
669:(
596:e
589:t
582:v
544:)
540:(
534:)
530:(
424:e
417:t
410:v
123:)
117:(
112:)
108:(
98:·
91:·
84:·
77:·
50:.
20:)
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