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Game Over
"Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in games designed for arcades, after the player has exhausted the game's supply of new challenges. The phrase has since been turned into quasi-slang, usually describing an event that will cause significant harm, injury, bad luck, or even death to a person. However, since the turn of the century, it has largely fallen out of fashion in favor of unlimited lives and endless checkpoints with autosaves, although it very much remains the norm in arcades, as they require payment inserts. History The phrase was used as early as 1950 in devices such as electro-mechanical pinball machines, which would light up the phrase with a lamp (lightbulb). Before the advent of home consoles and personal computing, arcades were the predominant platform for p ...
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Torus Trooper - Game Over
In geometry, a torus (: tori or toruses) is a surface of revolution generated by revolving a circle in three-dimensional space one full revolution about an axis that is coplanarity, coplanar with the circle. The main types of toruses include ring toruses, horn toruses, and spindle toruses. A ring torus is sometimes colloquially referred to as a donut or doughnut. If the axis of revolution does not touch the circle, the surface has a ring shape and is called a torus of revolution, also known as a ring torus. If the axis of revolution is tangent to the circle, the surface is a horn torus. If the axis of revolution passes twice through the circle, the surface is a Lemon (geometry), spindle torus (or ''self-crossing torus'' or ''self-intersecting torus''). If the axis of revolution passes through the center of the circle, the surface is a degenerate torus, a double-covered sphere. If the revolved curve is not a circle, the surface is called a ''toroid'', as in a square toroid. ...
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Golden Age Of Arcade Video Games
The golden age of arcade video games was the period of rapid growth, technological development, and cultural influence of arcade video games from the late 1970s to the early 1980s. The release of ''Space Invaders'' in 1978 led to a wave of shoot-'em-up games such as ''Galaxian'' and the vector graphics-based ''Asteroids'' in 1979, made possible by new computing technology that had greater power and lower costs. Arcade video games switched from black-and-white to color, with titles such as '' Frogger'' and ''Centipede'' taking advantage of the visual opportunities of bright palettes. Video game arcades became a part of popular culture and a primary channel for new games. Video game genres were still being established, but included space-themed shooter games such as '' Defender'' and '' Galaga'', maze chase games that followed the design established by ''Pac-Man'', driving and racing games which more frequently used 3D perspectives such as ''Turbo'' and ''Pole Position'', char ...
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Roguelike
Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting the influence of tabletop role-playing games such as ''Dungeons & Dragons''. Though '' Beneath Apple Manor'' predates it, the 1980 game '' Rogue'', which is an ASCII based game that runs in terminal or terminal emulator, is considered the forerunner and the namesake of the genre, with derivative games mirroring ''Rogue''s Text-based game, character- or Sprite (computer graphics), sprite-based graphics. These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to hundreds of variants. Some of the better-known variants include ''Hack (video game), Hack'', ''NetHack'', ''Ancient Domains of Mystery'', ''Moria (1983 video game), Moria' ...
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Checkpoint (video Gaming)
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Spawning (video Gaming)
Spawning in video games refers to the process by which entities, such as player characters, non-player characters, enemies or items, are generated and placed into the game world. Closely related concepts include respawning, which involves reintroducing an entity after it has been removed (e.g., after a character's death) and despawning, the process by which an entity is removed from the game world, either automatically (e.g., after a set time) or in response to player actions. Player characters typically spawn at the start of a round or match. In contrast, certain objects or mobs may spawn in response to specific events or after a predetermined delay. When a player character respawns, they usually reappear at an earlier point of the level and may incur a penalty, such as a loss of resources or score. The term was coined by id Software within the context of its game, ''Doom''. Spawn points Spawn points are areas in a level where players spawn. In levels designed for team play, ...
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Mobile Game
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any Mobile device, portable device, including from mobile phone (feature phone or smartphone), tablet computer, tablet, Personal digital assistant, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994. In 1997, Nokia launched ''Snake (1998 video game), Snake''. ''Snake'', which was Pre-installed software, pre-installed in most mobile devices manufactured by Nokia for a couple of years, has since become one of the most played games, at one point found on more than 350 million devices worldwide. Mobile devices became more computationally advanced allowing for downloading of games, though these were initially limited to phone carriers' own stores. Mobile gaming grew greatly with the development ...
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Free-to-play
"Free-to-play" ("F2P" or "FtP") video games are games that give players access to a significant portion of their content for free. The term "free-to-play business model" or simply, "free-to-play model", refers collectively to business models that ultimately result in the creation of free-to-play games. Games that adhere to free-to-play business models are distinct from traditional premium games, which require payment before use. Free-to-play games are not to be confused with freeware games, which are entirely costless. Accordingly, free-to-play games are sometimes called "free-to-start" due to not being entirely free. Certain free-to-play games have also been labeled as " pay-to-win"—that is, that players can pay to obtain competitive advantages over other players. There are several kinds of ways that free-to-play games generate money, despite being mostly free. A common method is based on the freemium software model, in which users are incentivised to make small purchases ...
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Cursor (user Interface)
In human–computer interaction, a cursor is an indicator used to show the current position on a computer monitor or other display device that will respond to input, such as a text cursor or a mouse pointer. Etymology ''Cursor'' is Latin for 'runner'. A cursor is a name given to the transparent slide engraved with a hairline used to mark a point on a slide rule. The term was then transferred to computers through analogy. On 14 November 1963, while attending a conference on computer graphics in Reno, Nevada, Douglas Engelbart of Augmentation Research Center (ARC) first expressed his thoughts to pursue his objective of developing both hardware and software computer technology to ''augment'' human intelligence by pondering how to adapt the underlying principles of the planimeter to inputting X- and Y-coordinate data, and envisioned something like the cursor of a mouse he initially called a ''bug'', which, in a 3-point form, could have a "drop point and 2 orthogonal wheels". He w ...
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Akakage
is a Japanese manga series written and Illustrated by Mitsuteru Yokoyama. It was originally serialized in Shogakukan's ''shōnen'' manga magazine Weekly Shōnen Sunday from 1966 to 1967. The manga was adapted into a 52-episode tokusatsu series by Toei and was broadcast on Kansai TV and Fuji TV from April 1967 to March 1968, followed by a film adaptation in 1969. A 26-episode anime adaptation by Toei Animation was broadcast on Nippon TV from October 1987 to March 1988. A second live-action film that serves as a loose adaptation, titled Red Shadow was released in 2001. Plot The story is set in the late sixteenth century when Japan was in the midst of a long period of civil wars. While some seek to unite Japan in order to bring peace, there are others who encourage conflict in order to bring more power to themselves. Akakage, Aokage, and Shirokage are all good ninjas working for those who seek peace and unity across Japan. The ninjas use their superhuman fighting powe ...
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Continue (video Gaming)
Since the origin of video games in the early 1970s, the video game industry, the gamer, players, and video game culture, surrounding culture have spawned a wide range of technical and slang terms. 0–9 A B C D E F ...
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Life (video Games)
In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. Sometimes the euphemisms chance, try, rest and continue are used, particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in arcade games and action games during the 1980s, and mechanics such as checkpoints and power-ups made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks. History Lives may have originated ...
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