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Video game graphics

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1851: 445: 1165: 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. 723: 1695: 1053: 36: 2201: 566: 137: 1211:
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 1507:
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
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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.
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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 1767:
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
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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.
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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. 1738:
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
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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
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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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The graphics for virtual reality gaming consist of a special kind of stereo 3D graphics to fit the up-close display. The requirements for
968: 1009: 1662: 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. 100: 673:), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and 72: 2134: 2103: 1536: 1499:
refers to a three-dimensional representation of the game world where foreground objects (i.e. game characters) are typically
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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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Examples of games that make use of pseudo-3D techniques include
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Examples of games utilizing third-person perspective include
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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 2213: 1456:" because of their capability to render complex 2171: 2169: 2167: 2165: 2163: 2161: 2159: 1000:. Full motion video was also used in several 588: 416: 1868:are also higher to reduce the potential for 1110:construction and management simulation games 2156: 1749: 1683: 1203:computer display technology, and sometimes 815:Games of this type were produced mainly by 1845: 1010:The Beast Within: A Gabriel Knight Mystery 595: 581: 423: 409: 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 1849: 1693: 1163: 1051: 967:games. As a result, the format became a 721: 27:Computer graphics related to video games 2176:Rollings, Andrew; Ernest Adams (2006). 1063: 14: 2214: 1875: 1159: 1037:typically make use of two-dimensional 645:Some of the earliest video games were 611:techniques have been used to display 2132: 2057: 1899: 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 904: 58:adding citations to reliable sources 29: 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 24: 1951:Image-based modeling and rendering 1815: 1551:genre, fixed 3D was first seen in 1537:The Legend of Zelda: Majora's Mask 969:well-known failure in video gaming 711: 25: 2233: 1292:Isometric graphics in video games 390:List of text-based computer games 2199: 1479: 1303:("two-and-a-half-dimensional"), 1077:, also sometimes referred to as 742:refer to the use of geometrical 564: 443: 385:List of stereoscopic video games 135: 34: 1810: 1567:. It was later brought back by 45:needs additional citations for 2084: 2051: 2026: 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 13: 1: 2019: 1826:Stereoscopic video games use 1581:Further examples include the 634: 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 7: 2179:Fundamentals of Game Design 1941:Real-time computer graphics 1918: 1491: 335:First-person shooter engine 10: 2238: 1903: 1879: 1857: 1819: 1753: 1690:First person (video games) 1687: 1595:); the role-playing games 1441: 1289: 1283: 1180: 1067: 1041:as opposed to 3D-rendered 1026: 908: 715: 638: 487:Artistic expression within 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 ( 1855: 1774:action-adventure games 1705: 1474:Perspective projection 1404:(parallax scrolling); 1392:(oblique projection); 1321:axonometric projection 1178: 1136:action-adventure games 1060: 736: 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. 1853: 1765:graphical perspective 1756:Virtual camera system 1713:graphical perspective 1697: 1521:). The developers of 1508:multiple viewpoints. 1437: 1431:Final Fantasy Tactics 1167: 1055: 1022: 725: 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 1179: 1061: 737: 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 764:computer graphics 605: 604: 510:Interactive movie 471: 433: 432: 313:Computer graphics 209:Third-person view 169:First-person view 130: 129: 122: 104: 16:(Redirected from 2229: 2204: 2203: 2202: 2195: 2184: 2183: 2182:. Prentice Hall. 2173: 2154: 2153: 2151: 2150: 2141:. Archived from 2133:Pedriana, Paul. 2130: 2124: 2123: 2117: 2109: 2088: 2082: 2081: 2079: 2078: 2055: 2049: 2048: 2046: 2045: 2030: 2013:Text-based games 1832:depth perception 1623:(Andrew Spencer/ 1353:parallax mapping 1153:Grand Theft Auto 1033:Games utilizing 915:Interactive film 677:, a subgenre of 651:text-based games 609:computer graphic 597: 590: 583: 569: 568: 567: 548:Video game music 469: 447: 435: 434: 425: 418: 411: 139: 132: 131: 125: 118: 114: 111: 105: 103: 62: 38: 30: 21: 2237: 2236: 2232: 2231: 2230: 2228: 2227: 2226: 2212: 2211: 2210: 2200: 2198: 2190: 2188: 2187: 2174: 2157: 2148: 2146: 2131: 2127: 2111: 2110: 2106: 2090: 2089: 2085: 2076: 2074: 2072: 2056: 2052: 2043: 2041: 2032: 2031: 2027: 2022: 2017: 1971:Graphics engine 1956:Game art design 1921: 1912: 1904:Main articles: 1902: 1884: 1878: 1862: 1848: 1824: 1818: 1816:Stereo graphics 1813: 1804:Crash Bandicoot 1798:Legend of Zelda 1758: 1752: 1740:motion sickness 1717:adventure games 1692: 1686: 1604:Parasite Eve II 1549:survival horror 1494: 1482: 1446: 1440: 1416:(scaling); and 1305:3/4 perspective 1298: 1288: 1282: 1185: 1162: 1127:Railroad Tycoon 1095:helicopter view 1079:bird's-eye view 1072: 1070:Bird's-eye view 1066: 1039:bitmap graphics 1031: 1025: 1005:adventure games 991:Surgical Strike 917: 909:Main articles: 907: 812:raster displays 740:Vector graphics 720: 718:Vector graphics 714: 712:Vector graphics 694:graphical games 687:permanent death 663:vector graphics 655:text characters 643: 641:Text-based game 637: 601: 565: 563: 558: 557: 528:Game art design 523: 515: 514: 490: 488: 480: 479: 457: 429: 400: 399: 365: 357: 356: 330:Graphics engine 325:Game art design 237: 229: 228: 204:Text-based game 159: 126: 115: 109: 106: 63: 61: 51: 39: 28: 23: 22: 15: 12: 11: 5: 2235: 2225: 2224: 2209: 2208: 2186: 2185: 2155: 2125: 2104: 2083: 2070: 2050: 2024: 2023: 2021: 2018: 2016: 2015: 2010: 2005: 2000: 1989: 1988: 1983: 1978: 1973: 1968: 1963: 1958: 1953: 1948: 1943: 1938: 1933: 1922: 1920: 1917: 1901: 1898: 1880:Main article: 1877: 1874: 1858:Main article: 1847: 1844: 1836:stereo display 1820:Main article: 1817: 1814: 1812: 1809: 1786:Super Mario 64 1778:camera systems 1754:Main article: 1751: 1748: 1688:Main article: 1685: 1682: 1655:Microsoft Kids 1650:3D Movie Maker 1627:), as well as 1493: 1490: 1481: 1478: 1458:cinematography 1439: 1436: 1284:Main article: 1281: 1278: 1224:platform games 1181:Main article: 1161: 1158: 1065: 1062: 1024: 1021: 1016:Phantasmagoria 960:ROM cartridges 906: 903: 802:, much like a 716:Main article: 713: 710: 639:Main article: 636: 633: 603: 602: 600: 599: 592: 585: 577: 574: 573: 560: 559: 556: 555: 550: 545: 535: 524: 521: 520: 517: 516: 513: 512: 507: 502: 497: 495:Video game art 491: 486: 485: 482: 481: 478: 477: 472: 464: 458: 453: 452: 449: 448: 440: 439: 431: 430: 428: 427: 420: 413: 405: 402: 401: 398: 397: 392: 387: 382: 377: 372: 366: 363: 362: 359: 358: 355: 354: 349: 344: 343: 342: 337: 327: 322: 321: 320: 310: 309: 308: 303: 293: 292: 291: 286: 281: 276: 271: 261: 260: 259: 254: 249: 238: 235: 234: 231: 230: 227: 226: 221: 216: 211: 206: 201: 196: 191: 186: 181: 176: 171: 166: 160: 157: 156: 153: 152: 146: 145: 141: 140: 128: 127: 42: 40: 33: 26: 9: 6: 4: 3: 2: 2234: 2223: 2220: 2219: 2217: 2207: 2197: 2196: 2193: 2181: 2180: 2172: 2170: 2168: 2166: 2164: 2162: 2160: 2145:on 2009-01-23 2144: 2140: 2136: 2129: 2121: 2115: 2107: 2101: 2097: 2093: 2087: 2073: 2071:9780313338687 2067: 2063: 2062: 2054: 2040:on 2011-12-04 2039: 2035: 2029: 2025: 2014: 2011: 2009: 2006: 2004: 2001: 1999: 1996: 1995: 1994: 1993: 1987: 1984: 1982: 1979: 1977: 1974: 1972: 1969: 1967: 1964: 1962: 1959: 1957: 1954: 1952: 1949: 1947: 1944: 1942: 1939: 1937: 1934: 1932: 1929: 1928: 1927: 1926: 1916: 1911: 1910:Mixed reality 1907: 1897: 1895: 1891: 1890: 1889:multi-monitor 1883: 1873: 1871: 1867: 1861: 1852: 1843: 1841: 1837: 1833: 1829: 1823: 1808: 1806: 1805: 1800: 1799: 1794: 1793: 1788: 1787: 1781: 1779: 1775: 1771: 1766: 1762: 1757: 1747: 1743: 1741: 1735: 1733: 1728: 1726: 1722: 1718: 1714: 1710: 1703: 1702: 1696: 1691: 1681: 1679: 1675: 1674: 1673:Baldur's Gate 1669: 1665: 1664: 1658: 1656: 1652: 1651: 1646: 1642: 1641: 1640:Grim Fandango 1636: 1632: 1631: 1626: 1622: 1621: 1616: 1615: 1610: 1606: 1605: 1600: 1599: 1594: 1590: 1589: 1588:Final Fantasy 1584: 1579: 1576: 1575: 1574:Resident Evil 1570: 1566: 1565: 1560: 1559: 1554: 1550: 1545: 1543: 1539: 1538: 1533: 1532: 1526: 1525: 1520: 1519: 1514: 1509: 1506: 1502: 1498: 1489: 1487: 1480:Voxel engines 1477: 1475: 1471: 1467: 1463: 1459: 1455: 1451: 1445: 1435: 1433: 1432: 1427: 1426: 1421: 1420: 1415: 1414: 1413:Space Harrier 1409: 1408: 1403: 1402: 1397: 1396: 1391: 1390: 1385: 1384: 1379: 1378: 1373: 1372: 1367: 1366: 1360: 1357: 1354: 1350: 1346: 1342: 1338: 1334: 1330: 1326: 1322: 1318: 1314: 1310: 1306: 1302: 1297: 1293: 1287: 1277: 1275: 1274: 1269: 1268: 1263: 1262: 1257: 1253: 1252: 1247: 1246: 1245:Double Dragon 1241: 1237: 1236: 1231: 1230: 1225: 1220: 1218: 1214: 1213:shoot 'em ups 1208: 1206: 1202: 1198: 1194: 1193:side-scroller 1190: 1184: 1176: 1172: 1171: 1166: 1157: 1155: 1154: 1149: 1148: 1143: 1142: 1137: 1133: 1129: 1128: 1123: 1122: 1117: 1116: 1111: 1107: 1104:video games, 1103: 1100: 1096: 1092: 1091:overhead view 1088: 1084: 1080: 1076: 1071: 1059: 1054: 1050: 1048: 1044: 1040: 1036: 1030: 1020: 1018: 1017: 1012: 1011: 1006: 1003: 999: 998: 993: 992: 987: 986: 981: 980:rail shooters 977: 972: 970: 965: 961: 957: 953: 949: 945: 941: 937: 933: 929: 925: 921: 916: 912: 902: 899: 896: 892: 891: 886: 885: 880: 879: 874: 873: 868: 867: 862: 861: 856: 855: 850: 849: 844: 843: 838: 837: 832: 831: 826: 822: 821:Cinematronics 818: 813: 809: 806:. 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Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art

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