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Deathmatch (video games)

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speed—i.e. they are equally matched except for the actual controlling part. For a novice player the difference (i.e. experience, not taking into account the actual skill) between a human opponent and a computer controlled opponent may be near nil, however for a skilled player the lack of human intelligence is usually easily noticed in most bot implementations; regardless of the actual skill of the bot—which lack of intelligence can be at least somewhat compensated for in terms of e.g. extreme (superhuman) accuracy and aim. However, some systems deliberately inform the player when inspecting the score list which player(s) are bots and which are human (e.g. OpenArena). In the event that the player is aware of the nature of the opponent it will affect the cognitive process of the player regardless of the player's skill.
1117:"Staying dead" – after dying, player representations lie on the ground (where applicable) and are shown the results of the game in progress. They have to perform some action, usually click the "Fire" key or button, to respawn and reenter combat. This principle prevents players who might have been forced by real world situations (be it a sudden cough or a door ring) to leave the computer from dying over and over. In standard deathmatch, a player who stays dead is not a problem, as the goal is to score the most frags, not die the least times. In LMS, however, a player that would be allowed to stay dead after being killed for the first time might wait through most of the fight and respawn when there's only one opponent remaining. Because of this, 474:—in all of which the player exploits the particular characteristics of the physics engine in question to obtain a high speed and/or height, or other attribute(s); e.g. with rocket-jumping the player will jump and fire at rocket at the floor area immediately under the feet of the same player, which will cause the player to jump higher compared to a regular jump as a result of the rocket blast (at the obvious expense of the health variable being somewhat reduced from self-inflicted injury). The types of techniques available and how the techniques may be performed by the player differs from the physics implementation as is as such also game dependent. 77: 1009:"suicide-cause tracking" – if a player dies by "suicide" that was caused by some other player's action, such as knocking him off the cliff or triggering a crusher or gas chamber, the player that caused such death is credited the kill and the killed player does not lose a frag (it's not counted as a suicide). This concept increases the entertainment potential of the game (as it gives players options to be "cunning"), but it at the same time adds complexity, which may be the reason why Epic's main competitor, Id software, did not implement this concept into 422: 272: 1108:"Camping", which is a recognized expression for staying in one location (usually somewhat protected or with only one access route) and eventually using long range weapons, such as a sniper rifle, from that location. In standard deathmatch, campers usually accumulate fewer frags than players who actively search for enemies, because close range combat usually generates frags faster than sniping from afar. In LMS, however, camping increases the average lifespan. 139: 36: 201: 534:
or leaves the game, and may announce how many frags are left in total and other important messages, including errors or warnings from the game; instant text messages from other players are also displayed with this system. The private message system, in contrast, only prints messages for individual players, e.g. if player A picks up a weapon, player A will get a message to confirm that the weapon was picked up.
641:"Sure, it was fun to shoot monsters, but ultimately these were soulless creatures controlled by a computer. Now gamers could play against spontaneous human beings—opponents who could think and strategize and scream. We can kill each other!' If we can get this done, this is going to be the fucking coolest game that the planet Earth has ever fucking seen in its entire history!'" 509:; i.e. extra health, armor, ammunition and other (more powerful than default) weapons. Once collected by a player the power-up will respawn after a defined time at the same location, the time for an item to respawn depends upon the game mode and the type of the item. In some deathmatch modes power-ups will not respawn at all. 1056:
rocket) also counts as consecutive kill. The titles of these kills are: Double Kill (2), Multi kill (3), Ultra kill (4), Megakill (5), MONSTERKILL (6; 5 in the original Unreal Tournament). For comparison, id Software's "Quake III Arena" tracks double kills, but a third kill soon after results in another double kill award.
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The health variable will determine if a player is wounded; however, a wounded player does not entail reduced mobility or functionality in most games, and in most games a player will not bleed to death. A player will die when the health value reaches equal to or less than 0, if the value is reduced to
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The Last Man Standing (LMS) version of deathmatch is fundamentally different from deathmatch. In deathmatch, it does not matter how many times the player dies, only how many times the player kills. In LMS, it is the exact opposite — the important task is "not to die". Because of this, two activities
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spawn protection (usually 2–4 seconds), which is a period of invulnerability after a player (re)enters combat (such as after being killed and respawning); spawn protection was automatically terminated when the player used a weapon (including non-attack usage, such as zooming the sniper rifle). Spawn
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Items do not respawn, e.g. health, armour, ammunition; however weapons had a fixed status as available to any arbitrary player except the player who acquired the weapon — i.e. the weapon did not in fact disappear as items do when picked up. The player who acquires the weapon can only collect it anew
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may or may not cause damage, depending on the game and the rules used — if it does, players that kill a teammate (called a team kill) usually decrease their own score and the team's score by one point; in certain games, they may also themselves be killed as punishment, and/or may be removed from the
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Common in many games is some form of message broadcast and private message system; the broadcast message system announces public events, e.g. if a player died it will often be informed who died and how, if fragged, then often by what weapon; the same system will also often announce if a player joins
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which is an arbitrary graphics model but that operates on the same set of movements as the base model. A human player's character and computer bot's character features the same set of physical properties, initial health, initial armour, weapon capabilities, the same available character maneuvers and
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overview display of the map as background for the score list. Some games have a system to allow each player to announce they are now ready to begin the new session, some do not. The new sessions might be on a different map—based on a map list kept on the server—or it might always be on the same map
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Newtonian physics are often only somewhat accurately simulated, common in many games is the ability of the player to modify the player's own vector to some degree while airborne, e.g. by retarding a forward airborne flight by moving backwards, or even jumping around a corner. Other notable concepts
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Deathmatches have different rules and goals depending on the game, but an example of a typical FPS-deathmatch session is where every player is versus every other player. The game begins with each player being "spawned" (starting) at random locations—picked from a fixed predefined set. Being spawned
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Any arbitrary multiplayer game with the goal for each player to kill every other player(s) as many times as possible can be considered to be a form of deathmatch. In real time strategy games, deathmatch can refer to a game mode where all players begin their empires with large amounts of resources.
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consecutive kills: when a player kills a combatant within 5 seconds after a previous kill, a consecutive kill occurs. The timer starts ticking anew, allowing a third kill, a fourth kill etc. Alternatively, killing several enemies with a mega weapon (such as the Redeemer, which resembles a nuclear
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killing sprees: Killing 5, 10, 15, 20 or 25 combatants without dying is called a killing spree, each greater kill count being considered more valuable and having a unique title (respectively; Killing Spree, Rampage, Dominating, Unstoppable, Godlike). The game tracked how many times has the player
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game developers Russ Haft and Steve Montero challenged each other to a game of Bi-Planes, a 1981 Intellivision release in which multiple players control fighter planes with the primary purpose of repeatedly killing each other until a limit is reached. Once killed, a player would be respawned in a
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In most games, when a player dies (i.e. is fragged), the player will lose all equipment gained and the screen will continue to display the visible (still animated) scene that the player normally sees, and the score list is usually displayed—the frags. The display does not go black when the player
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inversely proportional to the value of the armor times the actual damage caused; with the obvious differences in various implementations. Some games may account for the location of the body injured when the damage is deduced, while many—especially older implementations—do not. In most games, no
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The goal for each player is killing the other players by any means possible which counts as a frag, either by direct assault or manipulating the map, the latter counts as a frag in some games, some not; in either case—to attain the highest score—this process should be repeated as many times as
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Modern implementations allow for new players to join after the game has started, the maximum number of players that can join is arbitrary for each game, map and rules and can be selected by the server. Some maps are suitable for small numbers of players, some are suitable for larger numbers.
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hits from a machine gun directly to the head without any armour, jumping extreme inhuman distances and falling extreme distances to mention a few things. These factors together may make the player experience the game less real as the game contains highly unreal and unrealistic elements.
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This saves them the time of accumulation and lets hostilities commence much faster and with greater force. Destroying all the enemies is the only way to win, while in other modes some other victory conditions may be used (king of the hill, building a wonder...)
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If the session does have a frag or time limit a new session will start briefly after the current session has been concluded, during the respite the players will be allowed to observe the score list, chat and will usually see an animated
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possible, with each iteration performed as quickly as possible. The session may have a time limit, a frag limit, or no limit at all. If there is a limit then the player with the most frags will eventually win when the session ends.
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Objects re-appear 30 seconds after being picked up and can be picked up by anyone; bonus objects which provide significant advantages (invisibility power-up etc.) re-appear after much longer delay, some of them may not reappear at
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Within months, these rules were modified into "Deathmatch 2.0" rules (included in Doom v1.2 patch). These rules were optional, the administrator of the game could decide on using DM 1.0 or DM 2.0 rules.
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are common. Some games feature a way to disable and/or reduce the level of gore. However, the setting of the game is usually that of a fictional world, the player may resurrect in the form of mentioned
516:—i.e. all other things being equal, the player who controls the strongest power-ups (collecting the items most often) is the one that will have the best potential for making the best score. 960:
was the first FPS deathmatch game to feature AI operated deathmatch players (bots), although not as a feature of the released product, but rather in the form of a community created content.
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It was the first FPS to deliver its level of multiplayer customization through a plethora of options affecting aspects of the level played like gravity or weapon persistence.
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It introduced a unique point system that awards different numbers of points for different kills (for instance, a missile kill is worth a point more than a bullet kill).
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Suicide (such as falling into lava or causing an explosion too close to the player, or getting crushed by a crushing ceiling etc.) did not entail negative score points.
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The lost equipment (usually not including the armor) of a dead player can usually be picked up by any player (even the fragged player, respawned) who gets to it first.
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after respawning (this sometimes leads to lack of ammunition if a player survives long enough, eventually leading to one's death due to being unable to fight back)
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for the mission mode, and featured an early deathmatch mode, where either two players could compete against each other or up to four players could compete in a
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for example). Both the human and computer operated character do have the same basic visual appearance but will in most modern games be able to select a
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entails having the score, health, armor and equipment reset to default values which usually is 0 score, full (100%) health, no armour and a basic
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The first to feature multiple character classes with their own weapons; some items also functioned differently based on the class using them.
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fixed location, enjoying a short period of protection from attacks. The contest was referred to, at that time, as a deathmatch.
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Some games give a different name to these types of matches, while still using the same underlying concept. For example, in
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addresses this unfairness by indicating players who are camping and providing other players with navigation to campers.
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protection prevents "easy frags" — killing a player which just spawned and is slightly disoriented and almost unarmed.
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It has been suggested that in 1983, Drew Major and Kyle Powell probably played the world's first deathmatch with
17: 770:(or just one, in the case of battle royale games), and lose these as they die. Players who run out of lives are 350:
In a typical first-person shooter (FPS) deathmatch session, players connect individual computers together via a
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kills with each weapon, being killed by particular weapon, and being killed when holding particular weapon.
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featured eight-player deathmatch. Another early example of a deathmatch mode in a first-person shooter was
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The armor variable affects the health variable by reducing the damage taken, the reduction in health is
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amount of armor causes any reduced mobility—i.e. is never experienced as a weight issue by the player.
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and smashing furniture or tech. Romero stated that "what we were doing was something that invented
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released in 1996 by ID Software, was the first FPS deathmatch game to feature in-game joining.
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headshots (lethal hits of combatant heads with sniper rifles and some other powerful weapons)
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Early evidence of the term's application to graphical video games exists. On August 6, 1982,
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It was the first FPS to have voice macros and the ability to talk to players via microphone.
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Certain power-ups are especially powerful, which can often lead to the game rotating around
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and the characters will usually have superhuman abilities, e.g. able to tolerate numerous
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and honed an expansive multiplayer mode that pioneered a variety of deathmatch features.
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is a human operated character in the game or a character operated by a computer software
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fights. The term "death match" in this sense appeared in the 1992 fighting arcade game
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was originally used in wrestling, starting in the 1950s, to denote certain brutal
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that are not specifically addressed in deathmatch have to be controlled in LMS.
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game for repeat offenses. The team with the highest frag-count at the end wins.
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in the context of multiplayer video games may have been coined by game designer
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precision of fire with each weapon (percentage of hits to fired ammunition)
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Notable power-ups that are featured in most consecutive games are i.a. the
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Notable power-ups that are featured in most consecutive games include the
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This game's approach to combat achievements tracking is different from
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was first used, there existed games with a similar gameplay mode.
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automatically respawns a player immediately after being killed.
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The first-person shooter version of deathmatch, originating in
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derived from the physics of FPS game engines are i.a. at least
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According to Romero, the deathmatch concept was inspired by
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during breaks, while developing elaborate rules involving
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Most modern deathmatch games features a high level of
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Atari to Zelda: Japan's Videogames in Global Contexts
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The first FPS to include multiple character classes.
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It was the first FPS to have an in-game scoreboard.
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The Guide to Great Video Game Design 326:The deathmatch is an evolution of competitive 1471: 1154: 823:Picking up an object removes it from the map. 430:a very low negative value, the result may be 1388: 1405:"Haft vs Montero 1982 Bi-Planes on YouTube" 885:was first released as shareware in 1994 by 64:Learn how and when to remove these messages 1478: 1464: 897:mode to the first-person-shooter genre as 869:The first FPS to include DM specific maps. 766:), players start with a certain number of 1188: 1178: 259:Learn how and when to remove this message 241:Learn how and when to remove this message 183:Learn how and when to remove this message 121:Learn how and when to remove this message 1363: 917: 420: 270: 217:Relevant discussion may be found on the 84:This article includes a list of general 1485: 1330: 1217: 530:if there is no such rotating map list. 14: 1920: 1700:Turns, rounds and time-keeping systems 1423: 1252: 1160: 1459: 505:All normal maps will contain various 1318:participating institution membership 1092: 1019: 873: 772:eliminated for the rest of the match 194: 132: 70: 29: 1218:Thomson, Iain (February 21, 2008). 24: 1060: 90:it lacks sufficient corresponding 25: 1949: 1027:"combat achievements tracking" – 45:This article has multiple issues. 1253:Kalata, Kurt (August 12, 2012). 1082:weapon with a slow rate of fire) 311:, where the goal is to kill (or 199: 137: 75: 34: 620:, while he and lead programmer 53:or discuss these issues on the 1357: 1324: 1282: 1265: 1246: 1211: 1050:achieved each of these titles. 13: 1: 1147: 741: 709: 653:, the team frequently played 456: 1497:Glossary of video game terms 782:History, fundamental changes 7: 1161:Timmer, John (2009-02-05). 1125: 519: 500: 345: 163:the claims made and adding 10: 1954: 1099:Last man standing (gaming) 1096: 966:popularized rocket-jumping 855:Corridor 7: Alien Invasion 847:Corridor 7: Alien Invasion 830:Suicide counts as −1 frag. 702:, deathmatch is known as " 537: 425:A player in spectator mode 377: 342:moving into other genres. 295:mode integrated into many 1938:Fiction about death games 1869: 1816: 1795: 1720: 1570: 1539: 1503: 1494: 1407:. Youtube.com. 1982-08-06 1297:Oxford English Dictionary 1278:Killer List of Videogames 1132:Player versus environment 984: 628:multiplayer mode for the 434:depending upon the game. 412: 1728:Destructible environment 941: 584:. It allowed two-player 1331:Kushner, David (2004). 1302:Oxford University Press 1224:Personal Computer World 786: 105:more precise citations. 1424:Rogers, Scott (2014). 1364:Consalvo, Mia (2016). 1310:10.1093/OED/6191712561 1180:10.1186/1471-2202-10-9 1173:. Arstechnica.com: 9. 1119:Unreal Tournament 2003 1111:Unreal Tournament 2003 426: 281: 1770:Procedural generation 1432:John Wiley & Sons 926:Hexen: Beyond Heretic 919:Hexen: Beyond Heretic 887:Apogee Software, Ltd. 542:Even before the term 514:controlling power-ups 424: 274: 1557:Non-player character 1137:Player versus player 624:were developing the 586:cooperative gameplay 566:third-person shooter 554:first-person shooter 301:first-person shooter 210:factual accuracy is 1933:Esports terminology 1796:Movement techniques 1580:Collision detection 1300:(Online ed.). 1259:Hardcore Gaming 101 979:concept and feature 840:concept and feature 578:'s 1992 video game 360:client–server model 275:Deathmatch mode in 1877:Advance And Secure 1374:. pp. 201–3. 1142:Battle royale game 893:It introduced the 819:The changes were: 764:battle royale game 683:in our shooters." 601:hardcore wrestling 552:was a multiplayer 427: 382:In this context a 356:peer-to-peer model 305:real-time strategy 282: 148:possibly contains 1915: 1914: 1892:Last man standing 1675:Scripted sequence 1350:978-0-8129-7215-3 1316:(Subscription or 1220:"Gaming timeline" 1093:Last Man Standing 1069:Unreal Tournament 1030:Unreal Tournament 1021:Unreal Tournament 899:Capture the Triad 882:Rise of the Triad 875:Rise of the Triad 860:Capstone Software 762:deathmatch (or a 760:last man standing 696:" is used and in 656:Street Fighter II 269: 268: 261: 251: 250: 243: 193: 192: 185: 150:original research 131: 130: 123: 68: 16:(Redirected from 1945: 1928:Video game modes 1907:King of the hill 1882:Capture the flag 1765:Persistent world 1733:Instance dungeon 1660:Random encounter 1655:Quick time event 1562:Player character 1521:Experience point 1480: 1473: 1466: 1457: 1456: 1452: 1450: 1448: 1416: 1415: 1413: 1412: 1392: 1386: 1385: 1361: 1355: 1354: 1338: 1328: 1322: 1321: 1313: 1293: 1286: 1280: 1269: 1263: 1262: 1250: 1244: 1243: 1237: 1235: 1230:on June 29, 2014 1226:. 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1905: 1903: 1900: 1898: 1897:New Game Plus 1895: 1893: 1890: 1888: 1885: 1883: 1880: 1878: 1875: 1874: 1872: 1868: 1862: 1859: 1857: 1856:Single-player 1854: 1850: 1847: 1845: 1842: 1841: 1840: 1837: 1835: 1832: 1830: 1827: 1825: 1822: 1821: 1819: 1817:Forms of play 1815: 1809: 1806: 1804: 1801: 1800: 1798: 1794: 1788: 1785: 1783: 1780: 1776: 1773: 1772: 1771: 1768: 1766: 1763: 1761: 1758: 1756: 1753: 1749: 1746: 1744: 1741: 1740: 1739: 1736: 1734: 1731: 1729: 1726: 1725: 1723: 1719: 1711: 1708: 1707: 1706: 1703: 1701: 1698: 1696: 1695:Tank controls 1693: 1691: 1690:Status effect 1688: 1686: 1683: 1681: 1678: 1676: 1673: 1671: 1668: 1666: 1663: 1661: 1658: 1656: 1653: 1651: 1648: 1646: 1643: 1641: 1638: 1636: 1633: 1631: 1628: 1626: 1623: 1621: 1620:Line of sight 1618: 1616: 1613: 1611: 1608: 1606: 1603: 1601: 1598: 1596: 1593: 1591: 1590:Dialogue tree 1588: 1586: 1583: 1581: 1578: 1577: 1575: 1573: 1569: 1563: 1560: 1558: 1555: 1553: 1550: 1548: 1545: 1544: 1542: 1538: 1532: 1529: 1527: 1524: 1522: 1519: 1517: 1514: 1512: 1509: 1508: 1506: 1502: 1498: 1493: 1488: 1481: 1476: 1474: 1469: 1467: 1462: 1461: 1458: 1443: 1437: 1433: 1429: 1428: 1422: 1421: 1406: 1401: 1397: 1391: 1383: 1377: 1373: 1369: 1368: 1360: 1352: 1346: 1342: 1337: 1336: 1327: 1319: 1311: 1307: 1303: 1299: 1298: 1292: 1291:"death-match" 1285: 1279: 1275: 1274: 1268: 1260: 1256: 1249: 1241: 1229: 1225: 1221: 1214: 1200: 1196: 1191: 1186: 1181: 1176: 1172: 1168: 1164: 1157: 1153: 1143: 1140: 1138: 1135: 1133: 1130: 1129: 1120: 1116: 1113: 1112: 1107: 1106: 1105: 1100: 1087: 1084: 1081: 1077: 1074: 1073: 1072: 1070: 1063: 1054: 1048: 1045: 1042: 1039: 1038: 1036: 1032: 1031: 1026: 1025: 1022: 1014: 1013: 1008: 1004: 1003: 1002: 1000: 996: 995: 987: 982: 980: 976: 969: 965: 962: 959: 956: 953: 952: 948: 947: 944: 936: 935: 934: 932: 928: 927: 920: 912: 909: 906: 903: 900: 896: 892: 891: 890: 888: 884: 883: 876: 868: 865: 864: 863: 861: 857: 856: 848: 843: 841: 837: 829: 825: 822: 821: 820: 817: 810: 806: 805: 804: 802: 798: 797: 789: 779: 775: 773: 769: 765: 761: 756: 753: 752:Friendly fire 749: 739: 736: 735:Intellivision 731: 729: 725: 721: 717: 707: 705: 701: 700: 695: 691: 690: 684: 682: 678: 674: 670: 669: 664: 663: 658: 657: 652: 648: 640: 639: 638: 636: 635: 631: 627: 623: 619: 615: 610: 608: 607: 602: 598: 593: 591: 587: 583: 582: 577: 573: 572:Last Survivor 570: 567: 563: 559: 555: 551: 550: 545: 535: 531: 528: 517: 515: 510: 508: 498: 495: 491: 486: 485: 480: 475: 473: 469: 465: 464:bunny-hopping 454: 451: 448: 443: 441: 435: 433: 423: 419: 410: 406: 403: 399: 395: 394: 389: 385: 375: 373: 369: 363: 361: 357: 353: 343: 341: 337: 333: 329: 324: 322: 318: 314: 310: 306: 302: 298: 297:shooter games 294: 290: 286: 280: 279: 273: 263: 260: 245: 242: 234: 224: 220: 214: 213: 206: 197: 196: 187: 184: 176: 166: 162: 158: 152: 151: 146:This article 144: 135: 134: 125: 122: 114: 111:February 2009 104: 100: 94: 93: 87: 82: 73: 72: 67: 65: 58: 57: 52: 51: 46: 41: 32: 31: 19: 1886: 1861:Speedrunning 1665:Replay value 1531:Critical hit 1445:. Retrieved 1426: 1409:. Retrieved 1396:Ghostarchive 1394:Archived at 1390: 1366: 1359: 1334: 1326: 1295: 1284: 1272: 1267: 1258: 1248: 1238:– via 1232:. Retrieved 1228:the original 1213: 1202:. Retrieved 1170: 1166: 1156: 1118: 1109: 1102: 1068: 1066: 1061: 1028: 1020: 1010: 992: 990: 985: 978: 972: 967: 963: 957: 949: 942: 929:released by 924: 923: 918: 898: 880: 879: 874: 858:released by 853: 852: 846: 839: 836:soul spheres 835: 833: 818: 814: 794: 792: 787: 776: 757: 747: 745: 732: 713: 703: 697: 693: 692:, the name " 689:Perfect Dark 687: 685: 680: 676: 666: 660: 654: 644: 632: 622:John Carmack 613: 611: 606:World Heroes 604: 596: 594: 579: 571: 547: 543: 541: 532: 523: 513: 511: 504: 489: 482: 476: 460: 452: 446: 444: 436: 428: 416: 407: 401: 391: 383: 381: 372:melee weapon 364: 349: 340:racing games 325: 320: 316: 299:, including 289:free-for-all 288: 284: 283: 276: 255: 237: 228: 209: 179: 170: 147: 117: 108: 89: 61: 54: 48: 47:Please help 44: 1849:Competitive 1844:Cooperative 1839:Multiplayer 1743:Bonus stage 1710:Fast travel 1234:October 21, 975:quad damage 801:id Software 651:id Software 618:John Romero 597:death match 595:The phrase 569:arcade game 494:point blank 332:game genres 328:multiplayer 309:video games 303:(FPS), and 278:AssaultCube 103:introducing 1922:Categories 1887:Deathmatch 1870:Game modes 1760:Open world 1670:Saved game 1640:Permadeath 1630:Paper doll 1595:Fog of war 1540:Characters 1504:Attributes 1487:Video game 1447:12 January 1411:2011-05-31 1320:required.) 1273:Gun Buster 1204:2011-05-31 1148:References 1033:(1999, by 997:(1998, by 849:CD version 742:Variations 710:Precursors 681:deathmatch 677:deathmatch 673:trash-talk 662:Fatal Fury 630:video game 614:deathmatch 581:Gun Buster 544:deathmatch 490:respawning 457:Simulation 447:in concept 398:Reaper bot 321:time limit 317:frag limit 285:Deathmatch 231:April 2021 157:improve it 86:references 50:improve it 1829:Nonlinear 1782:Overworld 1600:Game over 1572:Mechanics 1372:MIT Press 933:in 1995. 862:in 1994. 612:The term 549:MIDI Maze 507:power-ups 219:talk page 173:June 2019 161:verifying 56:talk page 1902:Survival 1824:Emergent 1808:Strafing 1775:Map seed 1755:Mini-map 1748:Minigame 1680:Spawning 1645:Power-up 1635:Password 1585:Cutscene 1489:concepts 1398:and the 1240:HighBeam 1199:19193204 1126:See also 728:Maze War 564:'s 1988 558:Atari ST 556:for the 520:Sessions 501:Powerups 346:Gameplay 334:such as 293:gameplay 212:disputed 1721:Scenery 1276:at the 1190:2667181 1080:hitscan 538:History 440:respawn 432:gibbing 378:Players 368:firearm 291:, is a 155:Please 99:improve 1834:Twitch 1787:Skybox 1511:Health 1438:  1378:  1347:  1197:  1187:  994:Unreal 986:Unreal 724:Spasim 716:Snipes 704:Slayer 694:Combat 527:pseudo 413:Deaths 384:player 370:and a 313:"frag" 307:(RTS) 88:, but 1738:Level 1685:Stats 1650:Quest 1526:Magic 1314: 964:Quake 958:Quake 951:Quake 943:Quake 768:lives 758:In a 746:In a 649:. At 576:Taito 396:(see 358:or a 354:in a 319:or a 1705:Warp 1615:Item 1547:Boss 1516:Life 1449:2018 1436:ISBN 1376:ISBN 1345:ISBN 1236:2012 1195:PMID 1035:Epic 999:Epic 827:all. 796:Doom 788:Doom 726:and 699:Halo 665:and 634:Doom 562:Sega 484:gibs 470:and 402:skin 338:and 1605:HUD 1552:Bot 1341:149 1306:doi 1185:PMC 1175:doi 799:by 706:". 626:LAN 393:bot 390:—a 159:by 1924:: 1430:. 1402:: 1370:. 1343:. 1304:. 1294:. 1257:. 1222:. 1193:. 1183:. 1171:10 1169:. 1165:. 730:. 659:, 466:, 388:AI 59:. 1479:e 1472:t 1465:v 1451:. 1414:. 1384:. 1353:. 1312:. 1308:: 1261:. 1242:. 1207:. 1177:: 968:. 901:. 262:) 256:( 244:) 238:( 233:) 229:( 225:. 215:. 186:) 180:( 175:) 171:( 153:. 124:) 118:( 113:) 109:( 95:. 66:) 62:( 20:)

Index

Team deathmatch
improve it
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references
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introducing
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original research
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disputed
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AssaultCube
gameplay
shooter games
first-person shooter
real-time strategy
video games
"frag"
multiplayer
game genres
fighting games

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