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Dating Sim
Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more characters. The gameplay is largely dependent on statistics. These games also often involve raising stats that reflect the player's skills and can be combined with other genres. Series such as '' Sakura Wars'' and '' Persona'' combine RPG gameplay with dating sim gameplay. The term "dating sim" is also sometimes used incorrectly in English as a generic term for , especially visual novels focused on romance. This can lead to confusion, as visual novels are considered a subgenre of adventure games and are not included in the dating sim genre. While the two genres often share a common visual presentation, dating sims are considered to be more statistically based, whereas visual novels focus on telling a branching story. History The fir ...
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Adventure Game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games ( text and graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. ''Colossal Cave Adventure'' is identified as the first such adventure game, first released in 1976, while other notable adventure game series include '' Zork'', '' King's Quest'', '' Monkey Island'', and '' Myst''. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text c ...
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Video Game Genres
A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Space Invaders''-type, ''Asteroids''-type, maze, ref ...
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Bishōjo Game
A or , is "a type of Japanese video game centered on interactions with attractive girls". ''Bishōjo'' games are similar to ''Choose Your Own Adventure'' books in the way of narrative, in which the game tells a story but the player may make choices to change how the story flows. History 1980s ''Bishōjo'' games began to appear in Japan in the beginning days of personal computers. The first ''bishōjo'' game commercialized in Japan appeared in 1982 as '' Night Life'' by Koei. The first ''bishōjo'' games were not too popular, being limited to graphics of 16 colors or less. At the beginning of the genre, almost all the games were pornographic. A notable landmark was Jast's '' Tenshitachi no gogo'' (1985), a precursor to the modern dating simulation. Among early ''bishōjo'' adventure games it had a degree of polish that previous games lacked. It was also the first to have recognizably modern anime-style artwork: its characters had very large eyes and a tiny nose and mouth bu ...
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True Love (video Game)
, better known simply as ''True Love'', is a Japanese erotic visual novel dating simulation game developed by Software House Parsley and published by CD Bros., released on June 9, 1995, for the PC-98 and on December 6, 1996, for Windows. It was localized in Europe by Otaku Publishing and distributed in North America by JAST USA in January 1999. Gameplay Unlike traditional, even modern visual novels, which are characteristically uninvolved beyond the periodic decision to make, ''True Love'' incorporates elements reminiscent of a role-playing game. The game is played through a series of virtual days, consecutively spanning three months. At the start of each morning, players designate an activity to pursue for evening, night, and in the case of weekends or vacation, daytime: studying, practicing art, exercising, grooming, recreation, taking a break, going to work, shopping or fulfilling a promise. Each choice affects the overall being of the player at the conclusion of the day ...
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Tokimeki Memorial (series)
is a dating simulation series by Konami. It consists of six main games in addition to many spin-offs. The games are notable in the dating sim genre for being highly nonlinear. Their nickname amongst their fans is the contraction ''TokiMemo''. The gameplay in ''Tokimeki Memorial'' focuses on scheduling, dating, and stat-building. The player has limited time to allocate between asking out members of the opposite sex and developing the playable character's abilities at school and sport (with the long-term goal of becoming more seductive, not out of any intrinsic value). Dates are frequent but very brief, with usually only one multiple-choice question to determine whether the partner's love meter will increase or decrease. One playthrough lasts for a fixed period of three years of high school (on the order of 5–10 hours of play), at the end of which the character with the highest love meter confesses their love. Game list Related media Manga Several manga based on ...
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Dōkyūsei (video Game Series)
Doukyusei ( Japanese: 同級生, "classmates"), alternately or dōkyūsei or doukyuusei, may refer to: * ''Classmates'' (manga), a manga series released in Japan as ''Doukyusei'', and its film adaptation ''Doukyusei: Classmates'' * ''Dōkyūsei'' (video game series), an ''eroge'' video game series ** ''Dōkyūsei'' (video game), the first game in the series {{Disambiguation ...
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Nakayama Miho No Tokimeki High School
is a 1987 dating sim developed by Square and Nintendo R&D1, and published by Nintendo exclusively in Japan for the Famicom Disk System. The game was released on December 1, 1987. It was one of the first dating sim games. It was designed by Hironobu Sakaguchi, who also created the ''Final Fantasy'' series, and Yoshio Sakamoto, who co-created ''Metroid''. The music for the game was composed by Nobuo Uematsu and Toshiaki Imai. Gameplay The game's protagonist enters Tokimeki High School and runs into a girl wearing glasses who looks identical to Miho Nakayama. Though the game is a standard text command-style adventure game similar to the ''Famicom Tantei Club'' series, in important scenes, the player is required to select a facial expression in addition to a verbal response. The four expressions (straight face, laughter, sadness, anger) must match the content of the response being given, and any incorrect responses immediately lead to the "game over" screen. This increased the game's ...
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Girl's Garden
is an action game developed and published by Sega for the SG-1000 console in 1985. The game follows a girl as she gathers flowers to win the love of a boy. It was the debut work of Sega programmers Yuji Naka and Hiroshi Kawaguchi. Naka went on to co-create the ''Sonic the Hedgehog'' series and Kawaguchi would later compose music for popular Sega arcade games. Gameplay ''Girl's Garden'' is an arcade-style action game. The player controls a young girl named Papri as she collects flowers to win the affection of a boy. During each round, the player must collect a certain number of flowers and return them to the boy before time expires and the boy meets another girl. The stages are maze-like and populated with hostile enemies including bears. Papri has a limited set of power-ups to help avoid enemies. Development ''Girl's Garden'' was the first game developed for Sega by programmers Yuji Naka and Hiroshi Kawaguchi. After Naka joined Sega in April 1984, he was asked by his su ...
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Eroge
An ''eroge'' ( or , ''erogē''; ; a portmanteau of ''erotic game'' , ''erochikku gēmu'') is a Japanese genre of erotic video game. In 1982, Japan's Koei, founded by husband-and-wife team Yoichi and Keiko Erikawa (and later known for strategy video games), released the first erotic computer game with sexually explicit graphics, '' Night Life'',Retro Japanese Computers: Gaming's Final Frontier
Hardcore Gaming 101, reprinted from '' Retro Gamer'', Issue 67, 2009
an early for the

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H Game
An ''eroge'' ( or , ''erogē''; ; a portmanteau of ''erotic game'' , ''erochikku gēmu'') is a Japanese genre of erotic video game. In 1982, Japan's Koei, founded by husband-and-wife team Yoichi and Keiko Erikawa (and later known for strategy video games), released the first erotic computer game with sexually explicit graphics, '' Night Life'',Retro Japanese Computers: Gaming's Final Frontier
Hardcore Gaming 101, reprinted from '''', Issue 67, 2009
an early for the

Star Ocean
is a franchise of action role-playing video games developed by the Japanese company tri-Ace and published and owned by Square Enix (formerly Enix). Development History The series is also known for being some of the earliest action RPGs to allow players to alter the storyline's outcome through the player's actions and dialogue choices, mainly through a social relationship system referred to as "private actions". The original '' Star Ocean'', published by Enix in 1996, introduced a "private actions" social system, where the protagonist's relationship points with the other characters are affected by the player's choices, which in turn affects the storyline, leading to branching paths and multiple different endings. This was expanded in its 1999 sequel, '' Star Ocean: The Second Story'', which boasted as many as 86 different endings, with each of the possible permutations to these endings numbering in the hundreds, setting a benchmark for the number of outcomes possible for a vid ...
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