Generate Serial Key Sid Meier Pirates
Dec 20 2011 - Nsasoft LLC. today announces the immediate availability of Product Key Explorer 2.8.6. The new version adds new software product key recovery feature and recovers over +3000 software product keys.
Product Key Explorer is a simple and sure way to find and backup the software activation license key codes for more than +3000 software products. In order to install or reinstall Microsoft Office, Windows, Adobe CS3, Adobe CS4, Adobe CS5 or other commercial software, you must have access to a product key (CD Key). With the award-winning 'Product Key Explorer', you can retrieve your product key for Microsoft Windows, Office, and many other products, from your currently installed software. Product Key Explorer enables network administrators to scan network computers and retrieve the product keys for a variety of Microsoft Windows, SQL Server, Office and more than 3000 other other software products. You can copy or print the license keys for backup purposes, recover forgotten CD keys and track the number of software licenses installed on your network.
All of the applications that you or your company Orderingd over the years have serial keys that are part of the licensing process which identifies all of these things directly to you. The product key can typically be found on a sticker on the CD case of the installation CD, or on a small Microsoft sticker on the outside of the PC's case. Without the proper serial numbers at hand, you may not be able to re-install the software, get technical support, or upgrade to a newer version. If you no longer have access to the product key then you will effectively 'lose' a Windows license if you ever have to reinstall the operating system. If a mere image of this gives you reeps down your spine, then you should get Product Key Explorer.
The collected keys can be saved to Tab Delimited Txt File (.txt), CSV Comma Delimited (.csv), Excel Workbook (.xls), Access Database (.mdb), SQLLite3 Database, Web Page (.html) or XML Data (.xml) file, printed or backed up in registry files (*.reg) for further restore.
The value of what you get in Product Key Explorer will be invaluable. You will have a single place to go whenever you need that critical licensing information. And when you find yourself needing it, you're going to want it fast. No more do you have to try and find where you put that original CD case or manual that has the licensing numbers on them. Simply launch Product Key Explorer and there it is. The product is reliable and adopted by thousands of customers worldwide, including Fortune 500 companies, as well as many smaller ventures.
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Pricing & Availability
Product Key Explorer runs under Windows 2000, XP, 2003, Vista, Windows 7. The product costs $29.50 (US) for a single-user license and available immediately through the Nsasoft store and its authorized resellers worldwide. Licensed users get free lifetime updates and premium technical support. More information is available from www.nsauditor.com
About Nsasoft
Nsasoft LLC is a privately-held software company, specializing in network software, password and product key recovery solutions. Its premier products include (but not limited to) Nsauditor Network Security Auditor; SpotAuditor, an all-in-one password recovery solution; Product Key Explorer, product key recovery software; NetShareWatcher, a network access policy monitoring and management tool. The company was founded in 2004 and based in Yerevan, Armenia. For more information, visit http://www.nsauditor.com
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Product page link:http://www.nsauditor.com/product_key_finder.html
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Product Key Explorer Retrieves Serial Keys for over 3000 software products:
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Product Key Explorer recovers following games product keys:
Dungeon Siege 2, Age of Empires 3, Halo ( Halo 2), Flight Simulator, Rise Of Nations, Age of Mythology, MechWarrior Mercenaries, Sims 2, Armed Assault, Battlefield, FIFA, NHL, Black and White, Battlefield Vietnam, Shogun Total War - Warlord Edition, Medal of Honor, Nascar Racing, Neverwinter Nights, Global Operations, Freedom Force, SimCity 4 Deluxe, James Bond 007 Nightfire, Dangerous, Dawn of War - Dark Crusade, Medieval II Total War, Call of Duty 2, Company of Heroes, Splinter Cell - Chaos Theory, Eugen Systems The Gladiators, Tiberian, Red Alert, Counter-Strike, Gunman Chronicles, Half-Life, Hidden & Dangerous 2, Industry Giant 2, Legends of Might and Magic, Soldiers Of Anarchy, Covert Strike, Rainbow Six III RavenShield, Pro Evolution Soccer 6, Stalker, Stardock Galactic Civilizations II,Ubisoft Prince of Persia, Silent Hunter II, Splinter Cell Pandora Tomorrow,Splinter Cell Chaos Theory, Fantasia Sango, The Twin Heroes 3, Empire Earth II, TimeShift, Sid Meier's Pirates, Star Wars Battlefront, Star Wars Empire, Star Wars Republic Commando and more...
There's a lot to say about Product Key Explorer. Have a look at the
This list includes terms used in video games and the video game industry, as well as slang used by players.
0–9[edit]
- 1UP
- An object that gives the player an extra life (or try) in games where the player has a limited number of chances to complete a game or level.[1]
- 100%
- To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus.[2]
- 1CC
- Abbreviation of 'one credit clear' (alternatively 'one coin clear'). The act of completing an arcade game without using more than one credit (i.e. credit-feeding), although it can also be applied to any console or PC game that uses some form of continues (the term 'no continue clear' is sometime used in such instances). The term '1LC' (one life completion) or 'no miss clear' are used instead when completing a game without losing a life as well (if the game has lives). This can be further extended into a 'no damage clear' or 'no damage completion' in games where the player-character has a health gauge. Some arcade games offer special ending sequences or challenges when the player achieves a 1CC.
- 1v1
- Abbreviation of 1 versus 1, which means two players battling against each other. This term is synonymous with the term PvP.
- 2D graphics
- Graphic rendering technique in a two-dimensional perspective, often using sprites.
- 2.5D graphics
- Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement.
- 3D graphics
- Graphic rendering technique featuring three-dimensional objects.
- 4X
- A genre of strategic video games, short for 'explore, expand, exploit, and exterminate'.
- 8-bit
- A descriptor for hardware or software that arose during the third generation of video game consoles, targeting 8-bit computer architecture.
- 16-bit
- A descriptor for hardware or software that arose during the fourth generation of video game consoles, targeting 16-bit computer architecture.
- 32-bit
- A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 32-bit computer architecture.
- 64-bit
- A descriptor for hardware or software that arose during the fifth generation of video game consoles, targeting 64-bit computer architecture.
A[edit]
A term used in many role-playing and strategy games to describe attacks or other effects that affect multiple targets within a specified area. For example, in the role-playing game, Dungeons & Dragons, a fireball spell will deal damage to anyone within a certain radius of where it strikes. In most tactical strategy games artillery weapons have an area of effect that will damage anyone within a radius of the strike zone.
Area of effect can also refer to spells and abilities that are non-damaging. For example, a powerful healing spell may affect anyone within a certain range of the caster (often only if they are a member of the caster's party). Some games also have what are referred to as 'aura' abilities that will affect anyone in the area around the person with the ability. For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them. The inclusion of AoE elements in game mechanics can increase the role of strategy, especially in turn-based games. The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received.
Point-blank area of effect (PBAoE) is a less-used term for when the affected region is centered on the character performing the ability, rather than at a location of the player's choosing.
A pre-recorded demonstration of a video game that is displayed when the game is not being played.[14]
Originally built into arcade games, the main purpose of the attract mode is to entice passers-by to play the game.[14] It usually displays the game's title screen, the game's story (if it has one), its high score list, sweepstakes (on some games) and the message 'Game Over' or 'Insert Coin' over or in addition to a computer-controlled demonstration of gameplay. In Atari home video games of the 1970s and 1980s, the term attract mode was sometimes used to denote a simple screensaver that slowly cycled the display colors to prevent phosphor burn-in while the game was not being played. Attract modes demonstrating gameplay are common in current home video games.
Attract mode is not only found in arcade games, but in most coin-operated games like pinball machines, stacker machines and other games. Cocktail arcade machines on which the screen flips its orientation for each player's turn in two-player games traditionally have the screen's orientation in player 1's favour for the attract mode.
B[edit]
- badge
- An indicator of accomplishment or skill, showing that the player has performed some particular action within the game.
- balance
- Aspects of a multi-player game that keep it fair for all players. The issue of 'balanced' gameplay is a heavily-debated matter among most games' player communities.
- battle pass
- A type of in-game monetization that provides additional content for a game through a tiered system, rewarding the player with in-game items by playing the game and completing specific challenges.
- battle royale game
- A video game genre that blends elements of survival games with last-man-standing gameplay. Players search for equipment while eliminating competitors in a shrinking safe zone.
- beta release
- An early release of a video game, following its alpha release, where the game developer seeks feedback from players and testers to remove bugs prior to the product's commercial release.[17]
- BM
- 'Bad Manners'; conduct that is not considered 'cheating' but may be seen as unsportsmanlike or disrespectful. Some games may elect to punish badly-behaved players by assessing game penalties, temporarily blocking them from re-entering play, or banishing them to a playing environment populated solely by other badly behaved players.
- board
- boosting
- In online multiplayer games that include ranked competitive play, boosting is where a player with a low-ranked level has a more-skilled player use their account to improve the low-ranked character to higher levels, or other improvements and benefits for their account.[18][19]
- bonus stage
- A special level in which the player has a chance to earn extra points or power-ups. Often in the form of a mini-game.
- boss
- An opponent non-player character in a video game that is typically much more difficult to defeat compared to normal enemies, often at the end of a level or a game.
- bot
- Short for robot. A non-playable character which is controlled by an artificial intelligence (AI). The player may compete against or work with a bot to complete objectives.
- bottomless pit
- A dangerous hazard common in platform games, which is a deep void below all the safe places the player-character can stand upon, or may be limited to small holes. Falling into this void typically results in instant death (and the loss of a life), regardless of how much health a character had. Bottomless pits can also serve as obstacles that can be overcome by using abilities or finding alternate routes.
- buff
- 1. An effect placed on a video game character that beneficially increases one or more of their statistics or characteristics for a temporary period.
- 2. A change intended to strengthen a particular item, tactic, ability, or character, ostensibly for balancing purposes.
- bullet hell
- A type of shoot 'em up where the player must generally dodge an overwhelmingly large number of enemies and their projectiles.
- bullet sponge
- Any enemy that appears to require more firepower than would be considered realistic or reasonable to defeat. This is an allusion to how the enemy can absorb bullets much like a sponge absorb water. For example, an enemy soldier in a first-person shooter that would be reasonably expected to be defeated with a couple of shots ends up requiring several full magazines of ammunition to defeat would be a bullet sponge.
- bullshot
- A portmanteau of bullshit and screenshot, referring to the misrepresentation of a final product's technical or artistic quality by artificially enhancing promotional images or video footage.[20]
- button mashing
- The pressing of different button combinations in rapid succession to perform or attempt to perform special moves. This technique is most often encountered in fighting games.[21]
C[edit]
A common term in video games for the option to continue the game after all of the player's lives have been lost, rather than ending the game and restarting from the very beginning. There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages.
In arcade games, when a player loses or fails an objective, they will generally be shown a 'continue countdown' screen, in which the player has a limited amount of time (usually 10, 15, or 20 seconds) to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a game over screen.[33]
The continue feature was added to arcade games in the mid-1980s due to arcade owners wanting to earn more money from players who played for longer periods of time.[33] The first arcade game to have a continue feature was Fantasy,[33] and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard.[34]:26 As a result of the continue feature, games started to have stories and definite endings; however, those games were designed so that it would be nearly impossible to get to the end of the game without continuing.[33] Salen and Zimmerman argue that the continue feature in games such as Gauntlet was an outlet for conspicuous consumption.[35]
In more modern times, continues have also been used in a number of free-to-play games, especially mobile games, where the player is offered a chance to pay a certain amount of premium currency to continue after failing or losing. An example of this would be Temple Run 2, where the price of a continue doubles after each failure, with an on-the-fly in-app purchase of the game's premium currency if required.
An analogy can be made to the reload time and firing rate of weapons. For example, a machine gun has very fast firing rate, so it has a very low cooldown between shots. Comparatively, a shotgun has a long cooldown between shots. Cooldown can be used to balance a weapon such as a turret-mounted machine gun having infinite ammunition, since it can only sustain continuous fire until reaching a threshold at which the weapon would have to cool down (hence the term) before it could be fired again.
In design terms, cooldown can be thought of as an inverted 'casting time' where instead of requiring a wait time before using an ability, cooldown may replace casting time and put the wait after the ability is activated. This creates a new dimension to the balancing act of casting speed versus power: 'lower cooldown, faster cast, but weaker strength' versus 'higher cooldown, slower cast, but greater strength'. This mechanic is integral to such games as World of Warcraft, where cooldown management is key to higher-level play and various abilities deal with cooldown (for example, cooldown reduction or immediately finishing cooldown on certain abilities). From the technical point of view, cooldown can also be used to assert control over frequency of cast in order to maintain a fluid frame rate and ping. For example, in the game Diablo II, cooldown was added in the form of a patch to several graphically and CPU-intensive spells to solve the problem of extreme lag caused by players spamming (ie: repeatedly casting at maxed out cast rates) these spells in multiplayer games.
Moves and attacks in fighting games (like those from the Street Fighter series) are measured in animation frames (which may be 1/20th to 1/60th of a second per frame). Each move has a certain number of frames in which it is considered to be 'recovering' before another move can be executed, which is similar to cooldown in concept. However, there is no player control over the character during recovery frames, and the character can not perform any movement or attacks until fully recovered. Because the character is vulnerable during recovery, strategic use of skills is necessary to make sure the opponent cannot immediately counter the player-character.
Sid Meiers Pirates Demo
D[edit]
- D-pad
- A 4-directional rocker button that allows the player to direct game action in eight different directions: up, down, left, right, and their diagonals. Invented by Gunpei Yokoi for the Game & Watch series of handheld consoles, Nintendo used the 'directional pad' (or 'cross-key' in Japan) for their Nintendo Entertainment System controller and it has been used on nearly every console controller since.[10]
- damage over time (DoT)
- An effect, such as poison or catching on fire, that reduces a player's health over the course of time or turns.
- damage per second (DPS)
- Used as a metric in some games to allow the player to determine their offensive power, particularly in games where the player's attacks are performed automatically when a target is in range.
- damage ring
- A display element typically found in first-person shooters that indicates which direction the player-character is taking damage from.
- day one
- The day of release for a video game; often accompanied by a 'day-one patch' to repair issues that could not be addressed in time for the game's distribution.
- dead zone
- A region of the screen in video games in which the camera is controlled via free look where the mouse cursor can be positioned to lock the camera in place. Can be adjusted in some games.[citation needed]
- deathmatch
- A game mode in many shooter and real-time strategy games in which the objective is to kill as many other characters as possible until a time limit or kill limit is reached.
- debuff
- 1. The opposite of a buff, an effect placed on a character that negatively impacts their statistics and characteristics.
- 2. Effects that nullify or cancel the effects of buffs.
- destructible environment
- A game level in which walls and other surfaces can be damaged and destroyed.[11]
- developer
- The production company which makes a video game.[11]
- development hell
- An unofficial, indefinite 'waiting period' during which a project is effectively stalled and unable to proceed. Projects that enter development hell are often delayed by several years, but are not usually considered to be formally cancelled by the publisher.
- dialog tree
- Found primarily in adventure games, a means of providing a menu of dialog choices to the player when interacting with a non-player character so as to learn more from that character, influence the character's actions, and otherwise progress the game's story. The tree nature comes from typically having multiple branching levels of questions and replies that can be explored.
- difficulty
- The level of difficulty that a player wishes to face while playing a game; at higher difficulty levels, the player usually faces stronger NPCs, limited resources, or tighter time-limits.
- digital rights management(DRM)
- Software tools for copyright protection; often heavily criticized, particularly if the DRM tool is overly restrictive or badly-designed.
- directional pad
- display mode
- DLC
- Doom clone
- An early term for first-person shooters, based on gameplay that mimicked that from Doom.
- double jump
- The action, when game mechanics allow, of a game character being able to execute two successive jumps, the second jump occurring in mid-air without coming into contact with anything. The player must then typically touch the ground before being able jump again.[37]
- down-but-not-out (DBNO)
- A term for near-death state, typically found in team battle royale games, in which a player becomes incapacitated instead of dying after losing health points. Players in this state can be revived by teammates as long as they still have health.[38][relevant?]
- downloadable content(DLC)
- Additional content for a video game that is acquired through a digital delivery system.
- DPM
- Abbreviation of damage per minute, used as a metric in some games to allow the player to determine their offensive power.
- DPS
- draft
- A game mode associated with collectible card games including digital variants. A draft mode enables a player to create a deck of cards in such games by selecting one card of a number of randomly selected cards at a time. The player then uses the completed deck to play in matches against other players or computer opponents until they meet a certain win or loss record.
- DRM
- drop rate
- The probability of obtaining a particular item from a loot box or booster pack in certain video games, particularly in games with microtransactions.
- drop-in, drop-out
- A type of competitive or cooperative multiplayer game that enables a player to join the game at any time without waiting and leave without any penalty, and without affecting the game for other players.
- dungeon
- In an open world game, refers to any hostile location where the player is likely to come under attack. Often these are enclosed areas such as a cave, ship, or building; hence the term dungeon.
- dungeon crawl
- A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.
- dynamic game difficulty balancing
- The automatic change in parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, with the aim of avoiding player boredom or frustration.
- dynamic music
- Game music which reacts to what is happening in the game.[11]
E[edit]
- electronic sports
- Organized competitions around competitive video games, typically using games from the first-person shooter and multiplayer online battle arena genres, and often played for prize money and recognition.
- Elo hell
- The phenomenon of being stuck at a lower rank than your true skill level in competitive video games that use the Elo rating system due to teammates of inferior skill.
- emergent gameplay
- Gameplay that develops as a result of player creativity, rather than the game's programmed structure.[11]EVE Online is well-known for its emergent gameplay, which allows player-formed alliances to fight extended 'wars' over valuable territory and resources, or simply become 'space pirates' and prey on other player-operated vessels.
- emulator
- A software program that is designed to replicate the software and hardware of a video game console on more-modern computers and other devices. Emulators typically include the ability to load software images of cartridges and other similar hardware-based game distribution methods from the earlier hardware generations, in addition to more-traditional software images.
- end game
- The gameplay available in a massively multiplayer online game for characters that have completed all of the currently-available content.
- endless mode
- A game mode in which players are challenged to last as long as possible against a continuing threat with limited resources or player-character lives, with their performance ranked on how long they survive before succumbing to the threat (such as the death of the player-character) or on score. This mode is typically offered in games that otherwise have normal endings that can be reached, providing an additional challenge to the players once the main game is completed.
- energy
- 1. A game mechanic using a character resource-pool which governs how often the character is allowed to use a special ability.
- 2. How often a player is allowed to play a particular free-to-play game; energy can be replenished instantly with an in-app purchase, or replenished slowly by waiting and not playing the game.
- engine
- ESP cheats(extra-sensory perception cheats)
- A package of multiple cheats. e.g., 'distance ESP' shows the distance between the enemy and the player, 'player ESP' makes enemies highly visible, and 'weapon ESP' shows enemy weapons.[9]:120
- experience point(XP)
- In games that feature the ability for the player-character to gain levels, such as role-playing video games, experience points are used to denote progress towards the next character level.
F[edit]
G[edit]
Ghost cars in racing games generally appear as translucent or flashing versions of the player's vehicle. Based on previously recorded lap times, they serve only to represent the fastest lap time and do not interact dynamically with other competitors. A skilled player will use the ghost to improve their time, matching the ghost's racing line as it travels the course. Many racing games, including Gran Turismo, F-Zero, and Mario Kart offer a ghost function. Some also have ghosts set by staff members and developers, often showing perfect routes and lap times.
A variation of the feature, dubbed by Firemonkeys Studios as 'Time-Shifted Multiplayer', was implemented in the mobile racing game Real Racing 3.[45] It works by recording the lap times of players in each race, and uses statistics from other players to recreate their lap times for the player to beat. These ghost cars can collide with the player and other vehicles, and are fully visible to the player.
In some rhythm games, such as the Elite Beat Agents and Osu! Tatakae! Ouendan!, saved replay data can be used in one of the player slots in a multiplayer game.
H[edit]
- handheld console
- A portable gaming console; i.e. one that is not connected to a TV or other peripheral device. Nintendo's Game Boy is the most-recognizable example.
- hate
- A mechanism by which non-player characters prioritize which player(s) to attack.
- head bob
- In first-person view games, the up-and-down (and sometimes left-and-right) motion of the player's camera to simulate the bobbing of the player-character's head when walking or running. It is often an option that can be disabled as it may induce motion sickness in players.
- headshot
- head swap
- An animation technique in which a new head is put on an existing character model, to save memory or animation effort.
- heal over time (HoT)
- An effect that restores health over a period of time; antonym of DoT.
- health
- A numerical property showing how much damage a character can take before being incapacitated. Getting hurt lowers this meter and if it reaches zero that character can no longer continue. Depending on the game this can mean many different things (i.e. death, serious injury, knockout, or exhaustion).
- heat map
- In video games, a heat map is typically an overhead representation of a game level showing, through background game data collection, a statistic such as where player characters died. Brighter spots or highly concentrated areas show where these events occurred the most. Such maps may be used by developers to help refine map design.
- hit marker
- A visual effect that occurs every time the player-character lands a hit on the opponent; commonly seen in first-person shooter games like Call of Duty.
- hit points
- hitbox
- The virtual envelope describing precisely where the game will register any hits on a game target.
- hitscan
- Commonly seen in first-person shooters, hitscan is used to determine hits along a path with no travel time. Some games use this technique to detect hits with firearms in contrast to slower projectiles which have noticeable travel time.
- horde mode
- A type of game mode in co-operative multiplayer games. Players work together to defend one or more objectives or simply to have at least one man standing as they fight through discrete waves of enemies, with each subsequent wave featuring more numerous and powerful enemies. Such modes often include elements of tower defense games where players can deploy defensive tools such as turrets or traps to injure or slow enemies. The game may offer short periods between waves where players can spend in-game currency or similar points to improve their defenses, their equipment, or similar boosts. Horde modes can be based on a fixed number of waves or in an endless mode where players attempt to last as long as possible.
I[edit]
- in-app purchase (IAP)
- A microtransaction in a mobile game (or regular app), usually for virtual goods in free or cheap games.[4]
- indie game
- Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large publisher, though there are exceptions.
- infinite health
- infinite life
- Influencer
- A video game player or social media personality that is used as part of a game's promotion. Typically the influencer will be given a pre-release copy of a game to play and review to those people that follow them on social media or streaming sites, with the intent that those subscribers will be influenced to buy the game.
- item level
- A number attached to a game item – e.g.: weapon, armor, or clothing – which roughly indicates the item's power, commonly seen in MMORPGs. A character who does not meet the required level of the item would be unable to equip it.
- interface
- Graphic elements that communicate information to the player and aid interaction with the game, such as health bars, ammo meters and maps.[11]
- inventory
- A menu or area of the screen where items collected by the player-character during the game can be selected.[11] This interface allows the player to retrieve single-use items for an instant effect or to equip the player-character with the item.
- invincibility
- invincibility frame
- A short period of time, measured in frames, that a character is invulnerable to an attack or effect directly after an attack was dealt.
- invisible wall
- An obstruction in a video game that halts movement in a specific direction, even though terrain and features can be seen beyond the boundary.
- invulnerability
J[edit]
- john
- A slang term for the excuses of a losing player that are unrelated to game skills, eg. controller failure, lag, distractions in the real world.[50]
- joystick
- An input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Modern gaming joysticks have several buttons and may include a thumb-operated analog stick on top.
- JRPG
- Japanese role-playing video game, typically referring to a subgenre of RPGs that originated from Japan.
- jump
- A basic move where the player jumps vertically.[46]:100–101
K[edit]
A stage or level in a video game (often an arcade game) that stops the player's progress due to a software bug.[51] Kill screens can result in unpredictable gameplay and bizarre glitches.[52]
Notable arcade kill screens include:[relevant?]
- Round 256 (round 0) of the coin-operated Dig Dug, where the player cannot move and ultimately dies.[53]
- Pac-Man has a kill screen on level 256 based on an integer overflow;[46]:48[54]Ars Technica calls this 'one of the most well known accidental endings in gaming'.[53] The games Ms. Pac-Man and Jr. Pac-Man also have kill screens.[53] Pac-Man's kill screen was playable, but rendered in such a way that it was not possible to gather sufficient points to advance.
- Donkey Kong has a kill screen caused by an overflow condition, where the game timer kills the player before it is possible to beat the level.[53]Ars Technica calls it the 'second-most famous kill screen of all of gaming'[53] and Wired described it as 'mythic'.[55][56] This was popularized in the documentary The King of Kong.[53]
- Duck Hunt has a kill screen after level 99 in which the ducks fly at a higher speed, making them difficult to hit.[53]
- Galaga's kill screen occurs on level 256 (level 0), when an integer overflow occurs and the game turns into a blank screen that Joshuah Bearman described as 'an existential void'.[57]
L[edit]
M[edit]
- macro
- The handling of high-level decisions, primarily in real-time strategy games.
- magic
- Any of a variety of game mechanics to render fantastical or otherwise unnatural effects, though accessories (scrolls, potions, artifacts) or a pool of resources inherent to the character (mana, magic points, etc).
- main
- To focus on playing a certain character in a game, sometimes exclusively.
- main quest
- A chain of quests that comprise a game's storyline which must be completed to finish the game. In comparison, side quests offer rewards but don't advance the main quest.
- map
- masocore
- A portmanteau of masochist and hardcore, referring to a genre of punishingly difficult games, particularly the Dark Souls series, Bloodborne, Nioh, and indie games such as I Wanna Be the Guy and Super Meat Boy.[65] The genre is popular among hardcore gamers.[66]
- massively multiplayer online game(MMO)
- A game that involves a large community of players co-existing in an online world, in cooperation or competition with one another.
- massively multiplayer online role-playing game(MMORPG)
- An MMO that incorporates traditional role-playing game mechanics. Games such as EverQuest and Dark Age of Camelot were progenitors of the genre. The most popular and most well-known game of this type is World of Warcraft.
- matchmaking
- A game system that automatically sorts players with similar playing styles, desires, objectives, or skill levels into a team or a group. In competitive games or modes, a matchmaking rating (MMR) is a number assigned to each player based on skill and is the basis for matching players. This rating goes up or down based on individual or team performance.
- maxed out
- 1. Reaching the maximum level that a character (or in some cases, a weapon or other game item) can have.
- 2. Raising a character's statistics to the maximum value.
- 3. In real-time strategy games, recruiting units until the maximum number is reached.
- metagame
- In games that encourage repeated playthroughs, including match-based multiplayer games, the metagame or meta refers to gameplay elements that are typically not part of the main game but can be invoked by the player to alter future playthroughs of the main game. For example, in some Roguelike games, the metagame is used to unlock the ability to have new items appear in the randomized levels, while for a collectable card-based game such as Hearthstone: Heroes of Warcraft, the overall card and deck construction is considered part of the metagame.
- metastory
- The sum total of all known or implied stories of every character in the game, every branching storyline, all potential outcomes and backstory.[11]
- Metroidvania
- A genre of exploration-focused games, usually featuring a large interconnected world. Access to certain areas and defeating certain enemies requires items found elsewhere, necessitating exploration and defeating enemies to obtain them. These games are usually side-scrolling platformers or viewed from the top-down, although they can be found in 3D as well. Many borrow features from Roguelike games, such as permanent death. Named for two pioneers of the genre, the Metroid and Castlevania series.
- micro
- The handling of detailed gameplay elements by the player.
- microtransaction
- A business model used in games where players can purchase virtual goods via micropayments.
- min-maxing
- The practice of playing a role-playing game, wargame or video game with the intent of creating the 'best' character by means of minimizing undesired or unimportant traits and maximizing desired ones.[67] This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields. This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.[68]
- miniboss
- minigame
- A 'game-within-a-game', often provided as a diversion from the game's plot. Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world.
- mission
- MMO
- MMORPG
- MMR
- mob
- Mob is a term for an in-game enemy who roams a specific area. It is an abbreviation of 'mobile', and was first used in text-based online games in reference to non-player characters.
- MOBA
- mod
- A third-party addition or alteration to a game. Mods may take the form of new character skins, altered game mechanics or the creation of a new story or an entirely new game-world. Some games (such as Fallout 4 and Skyrim) provide tools to create game mods, while other games that don't officially support game modifications can be altered or extended with the use of third-party tools.
- mode
- 1. Technical or non-play modes for the hardware or software of a video game, such as a diagnostic or configuration mode, video or sound test, or the attract mode of arcade games.
- 2. Gameplay modes which affect the game mechanics.
- motion control
- A game system that requires physical movement by the player to control player character actions. Popularized by the Nintendo Wii, motion control is available on most recent console and handheld systems.[17]
- mouselook
- MP
- 1. Abbreviation of magic points.
- 2. Abbreviation of multiplayer.
- MUD
- A multiplayer real-time virtual world, usually text-based.
- multi-load games
- Games, typically from the 1980s, that would only load one portion of the game into memory at a time. This technique let developers make each in-memory portion of the game more complex.[69][page needed][70]
- multiplatform
- A game which can be played on multiple platforms.
- multiplayer
- A game that allows multiple players to play at once.
- multiplayer online battle arena(MOBA)
- A genre of real-time strategy games popularized by Defense of the Ancients that pits teams of players to defend their home base from enemy onslaughts.
- multiple character control
- A feature of role-playing video games where the player controls multiple characters in real-time. The PlayStation 2 was first with this feature in the Summoner and Dynasty Warriors series.
- multiple endings
- When a game's story has multiple final outcomes, as compared to a linear story which typically ends with the defeat of the game's final boss. Players may have to meet certain requirements in order to view each ending.
- multiplier
- In games with a scoring system, a gameplay element that increases the value of the points earned by the given multiplier value while the multiplier is active. A common feature of most pinball tables.
N[edit]
- nerf
- A change intended to weaken a particular item, tactic, ability, or character, ostensibly for balancing purposes. Contrast with buff.[71]
- New Game Plus
- An option to play through an already-completed game's story again, carrying over characters, attributes, or equipment from a prior playthrough.
- newbie
- Someone new to the game, generally used as a pejorative, although usually light-heartedly. See noob.
- noclip mode
- A cheat that allows players to pass through normally impenetrable objects – walls, ceilings, and floors – by disabling clipping.[9]:119
- non-player character(NPC)
- A computer-controlled character or any character that is not under a player's direct control.
- noob
- A pejorative used to insult a player who is making mistakes that an experienced player would be expected to avoid. See newbie.
- noscope
- Similar to quickscoping, this is when a player uses a sniper rifle to achieve a kill without using its scope.
- note highway
- A visual element of most rhythm games that show the notes the player must match as they scroll along the screen. This is more commonly considered a 'highway' when the notes scroll down the screen on a perspective-based grid, making it appear as a road highway.
O[edit]
- old-school gaming
- one-trick
- When a player continually chooses to play as a specific character in a wide roster, and often refuses to switch.[72]
- online game
- A game where part of the game engine is on a server and requires an Internet connection. Many multiplayer games support online play.
- open beta
- The opposite of a closed beta; the test players are not bound by non-disclosure agreements and are free to show the game to others.
- open world
- A game world where the player has much greater freedom in choosing the order that they visit areas within the world, rather than being restricted to a pre-defined or heavily constricted order of visiting areas. While 'open world' and 'sandbox' are sometimes used interchangeably, the terms refer to different concepts and are not synonymous.
- overpowered(OP)
- An item, ability or other effect that is too powerful, disturbing the game balance.
- overworld
- 1. In open world games such as RPGs, an area that serves to connect other areas of the game world.
- 2. In platform games, levels that are considered above-ground, in contrast to cave-like levels which are referred to as underworlds.
P[edit]
- pack-in game
- A game that is included with the purchase of a video game console as a form of product bundling. .
- paddle
- A game controller that primarily included a large dial that could be turned either clockwise or counter-clockwise to generate movement in one dimension within a game.
- party
- 1. In a cooperative multiplayer game, a team of players working to complete the same mission or quest.
- 2. The collection of characters the player may control or have the most direct access to. The characters themselves are typically referred to as 'party members'.
- party game
- A multiplayer game, usually consisting of a series of short minigames, that can be easily played in a social setting.
- patch
- The process by which a developer of a video game creates an update to an already released game with the intention of possibly adding new content, fixing any bugs in the current game, balancing character issues (especially prevalent in online multiplayer games with competitive focuses), or updating the game to be compatible with DLC releases. .
- pause
- The option to temporarily suspend play of a video game, allowing the player to take a break or attend to an urgent matter outside of the game, or to perform other actions, such as adjusting options, saving the current game and/or ending the current game session. In multiplayer online or networked games, pausing may not be available as a feature, as such games require continuous activity from all participating players in order to properly function.
- perks
- Special bonuses that video game players can add to their characters to give special abilities. Similar to power ups, but permanent rather than temporary.
- permadeath
- When a player must restart the game from the beginning when their character dies, instead of from a saved game or save point.
- persistent state world(PSW)
- An online game-world that exists independently of the players and is semi-permanently affected by their actions.
- pervasive game
- A game that blends its in-game world with the physical world.[73] The term has been associated with ubiquitous games, mixed-reality games, and location-awaremobile games.[74] Examples of pervasive games include Pokémon Go and Pac-Manhattan.[75][76]
- physical release
- A version of a video game released on an optical disc or other storage device, as opposed to a digital download.
- ping
- 1. In online games, the network latency between the client and server.
- 2. A means of highlighting a feature on a game's map that is seen on the user interface of allied players.
- ping system
- In co-operative multiplayer games, a ping system is a gameplay feature that allows players on the same team to visibly highlight, or 'ping', other features on the map (such as waypoints, enemies, or treasure) to their allied players. While ping systems existed in various genres such as MOBAs before, Apex Legends in the late 2010s was cited with populirizing the system for first-person shooters that enabled effective communication between players without the need for voice chat.[77]
- pixel hunting
- A game element that involves searching an entire scene for a single (often pixel-sized) point of interactivity. Common in adventure games, most players consider 'hunt-the-pixel' puzzles to be a tedious chore, borne of inadequate game design.[citation needed] The text-adventure version of this problem is called 'guess-the-verb' or 'syntax puzzle'.
- platform
- 1. The specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate.
- 2. A resting piece of ground, frequently floating, in a platform game (see below).
- platform game
- A video game genre which involves heavy use of jumping, climbing, and other acrobatic maneuvers to guide the player-character between suspended platforms and over obstacles in the game environment.[11]
- player-character (PC)
- The character controlled and played by the human player in a video game. Often the game's main protagonist. Tidus from Final Fantasy X, Doomguy from the Doom series, and Commander Shepard from the Mass Effect series are all 'player-characters' developed by their game studios.
- player versus environment(PvE)
- Refers to fighting computer-controlled enemies (non-player characters), as opposed to player versus player (PvP).
- player versus player(PvP)
- Refers to competing against other players, as opposed to player versus environment (PvE).
- playthrough
- The act of playing a game from start to finish, in one or several sessions.
- point of no return
- A point in a game from which the player cannot return to previous areas.
- port
- popping off
- Used mostly in the context of esports competitions or video game streaming, a gamer is said to 'pop off' when they stand up abruptly from their chair. in celebration or frustration, after moments of extreme tension
- power-up
- An object that temporarily gives extra abilities or buffs to the game character. Persistent power-ups are called perks.
- power creep
- The gradual unbalancing of a game due to successive releases of new content.[78] The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place. Game expansions are usually stronger than previously existing content, giving consumers an incentive to buy it for competitions against other players or as new challenges for the single-player experience. While the average power level within the game rises, older content falls out of balance and becomes regressively outdated or relatively underpowered, effectively rendering it useless from a competitive or challenge-seeking viewpoint.
- power spike
- The moment in which a character sees a rise in relative strength from leveling up larger than that of a normal milestone. This is usually due to an item becoming available or certain abilities being unlocked.
- proc
- 'Proc' and 'proccing' is the activation or occurrence of a random gaming event. Particularly common for massively multiplayer online games, procs are random events where special equipment provide the user with temporary extra powers, or when the opposing enemy suddenly becomes more powerful in some way. The term's origin is uncertain, possibly from programmed random occurrence, process, or procedure.[79]
- procedural generation
- When the game algorithmically combines randomly generated elements, particularly in game world creation.
- professional gaming
- progression system
- The game mechanics that determine how a player improves their player-character over the course of a game or several games, such as gaining experience points to level up characters, performing tasks to gain new abilities, or part of a metagame improvement.
- publisher
- The company that (in whole or in part) finances, distributes and markets the game. This is distinct from the developer, though the publisher may own the developer.[11]
- PvE
- PvP
- Pwned
- Dominated by an opponent, usually another player. Intentional misspelling of 'owned' that was made popular in World of Warcraft.
Q[edit]
- QTE
- quest
- Any objective-based activity created in-game for the purpose of either story (story quest) or character-level advancement (side quest). Quests follow many common types, such as defeating a number of specific monsters, gathering a number of specific items, or safely escorting a non-player character. Some quests involve more-detailed information and mechanics and are either greatly enjoyed by players as a break from the common monotony or are reviled as uselessly more-complicated than necessary.
- quick time event(QTE)
- An event within a game that typically requires the player to press an indicated controller button or move a controller's analog controls within a short time window to succeed in the event and progress forward, while failure to do so may harm the player-character or lead to a game-over situation. Such controls are generally non-standard for the game, and the action performed in a quick time event is usually not possible to execute in regular gameplay.[80]
- quicksave
- A mechanism in a video game where progress to or from a saved game can be done by pressing a single controller button or keystroke, instead of opening a file dialog to locate the save file. Typically, there is only one quickload location and quicksaving will overwrite any previously saved state.
- quickscoping
- A technique in first-person shooter video games used to attack a target by quickly aiming down sights on a weapon and immediately shooting.
R[edit]
This is different from games such as first-person shooters (FPS), wherein the player-character in those games are all standardized forms and the physical skills of the player involved are the determining factor in their success or failure within the game. In an RPG, a human player can be the best player in the world at the game, but if they are using a character build that is substandard, they can be significantly outplayed by a lesser player running a more-optimal character build.
S[edit]
Sid Meier's Pirates Cheats
A skill tree is called a 'tree' because it uses a tiered system and typically branches out into multiple paths. A tiered skill tree will require a player to achieve certain skills before the next tier of skills become available. The player may be required to achieve all skills in one tier before moving on to the next, or may only be required to complete prerequisites for individual branches. Skill trees are a common tool used for in-game balancing by game designers. Skill trees also offer a 'game within a game' in which players are not only playing a video game, but their decisions on how they allocate points into their skill trees will affect their overall gaming experience.[87]
The action roleplaying game Diablo II, released in 2000, is often cited as the true innovator of in-depth skill trees.[87]
T[edit]
The initial screen of a computer, video, or arcade game after the credits and logos of the game developer and publisher are displayed. Early title screens often included all the game options available (single player, multiplayer, configuration of controls, etc.) while modern games have opted for the title screen to serve as a splash screen. This can be attributed to the use of the title screen as a loading screen, in which to cache all the graphical elements of the main menu. Older computer and video games had relatively simple menu screens that often featured pre-rendered artwork.
In arcade games, the title screen is shown as part of the attract mode loop, usually after a game demonstration is played. The title screen and high score list urge potential players to insert coins. In console games, especially if the screen is not merged with the main menu, it urges the player to press start. Similarly, in computer games, the message 'Hit any key' is often displayed. Controls that lack an actual 'Start' button use a different prompt; the Wii, for example, usually prompts to press the 'A' button and the 'B' trigger simultaneously, as in Super Mario Galaxy 2 or Mario Party 9. Fan-made games often parody the style of the title that inspired them.
U[edit]
- underpowered
- A character, item, tactic, or ability considered to be too weak to be balanced.
- underworld
- A collection of isolated dungeon- or cave-like levels which are connected by an open overworld.
- unlock
- Gaining access to previously unavailable content in a video game by fulfilling certain conditions.
- upgrade
- A game mechanic to make a given item, character, etc. more powerful. Equipment is commonly upgraded through crafting while a character upgrade may be an alternative to advancing a character level.
V[edit]
- vaporware
- Video games which are announced and appear in active development for some time but are never released nor officially cancelled.
- video game design
- The process of designing a video game, including content and game mechanics.
- virtual reality (VR)
- Virtual reality is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can simulate the real world or it can be fantastical, creating an experience that is not possible in reality. Current VR technology commonly uses headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to 'look around' the artificial world, move around in it, and interact with virtual features or items.
- visual novel
- A genre of video games with interactive stories. These games typically use static imagery, anime-styled character art, and detailed backgrounds, with character dialogue presented in text boxes. Players may alter the path of the story by choosing from dialog trees or a small list of actions.
W[edit]
In most games, characters have one or more win quotes that they use indiscriminately, but sometimes special win quotes are used in special circumstances. For example, in The King of Fighters '94, each character has special win quotes against each of the 8 teams; in Street Fighter Alpha, players can choose one of four win quotes by holding certain button combinations after winning a battle; in Street Fighter III: Giant Attack, characters sometime use special win quotes if they finish the battle with a certain move; and in SNK vs. Capcom: Match of the Millennium, players can input their own win quotes in edit mode.
Some win quotes have characters break the fourth wall, such as Chun-Li's Marvel Super Heroes vs. Street Fighter win quote in which she suspects the game is set on the easiest difficulty setting; or are in-jokes referring to other video games, like Sakura's Street Fighter Alpha 3 win quote in which she says she prefers 'street fighting to sparring in rival schools.'
X[edit]
- XP
Y[edit]
- YouTube bait
- Games that are made for an audience; games created with YouTubers or Twitch streamers in mind.
Z[edit]
- zerging
- Tactic in strategy games in which the player utilizes overwhelming numbers of inexpensive, disposable units rather than skill or strategy.[11]
- zero-day patch
- A software patch that is set to be released on the day of the game's official release ('the 0th day'), reflecting updates and fixes that were added after the game has gone gold. Etymologically-derived from the computer security and piracy terms Zero-day and 0-day warez.
- zero-player game
- A game that has no sentient players and only has CPUs.[99]
- zone
- 1. A section of a MUD or MMO's shared environment within which communications may be limited or game mechanics altered to encourage certain types of gameplay.
- 2. A synonym for world.
See also[edit]
References[edit]
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