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Showing below up to 179 results in range #1 to #179.

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  1. Undefined Cardinality of Gameplay‏‎ (3 categories)
  2. Wave‏‎ (3 categories)
  3. Cardinality Of Gameworld‏‎ (3 categories)
  4. To Accelerate Time‏‎ (3 categories)
  5. To Pause Time‏‎ (3 categories)
  6. To Save‏‎ (3 categories)
  7. Undefined Gameworld Cardinality‏‎ (3 categories)
  8. World‏‎ (3 categories)
  9. Persistent Gameworld‏‎ (3 categories)
  10. Stylus Pen‏‎ (3 categories)
  11. To Fast Forward Time‏‎ (3 categories)
  12. To Pause Time with Gameworld Agency‏‎ (3 categories)
  13. To Undo Time‏‎ (3 categories)
  14. To Pause Time without Gameworld Agency‏‎ (3 categories)
  15. Character customization‏‎ (3 categories)
  16. Synchronized Button Press‏‎ (3 categories)
  17. To Localize Time‏‎ (3 categories)
  18. To Skip Time‏‎ (3 categories)
  19. Touch-Sensitive Screen‏‎ (3 categories)
  20. To Start Time‏‎ (3 categories)
  21. To Manipulate Time‏‎ (3 categories)
  22. Mission‏‎ (3 categories)
  23. To Decelerate Time‏‎ (3 categories)
  24. To Rewind Time‏‎ (3 categories)
  25. 1-Dimensional Gameplay‏‎ (3 categories)
  26. Spawnpoint‏‎ (3 categories)
  27. To Transport‏‎ (2 categories)
  28. 1-Dimensional Gameworld‏‎ (2 categories)
  29. Aural Output‏‎ (2 categories)
  30. Compound Action‏‎ (2 categories)
  31. Digital Pushbutton‏‎ (2 categories)
  32. Evaluation of Ending‏‎ (2 categories)
  33. Gameplay Rules‏‎ (2 categories)
  34. Head Up Display‏‎ (2 categories)
  35. Interface‏‎ (2 categories)
  36. Located Camera‏‎ (2 categories)
  37. Multiple Entity Manipulation‏‎ (2 categories)
  38. Performance Record‏‎ (2 categories)
  39. Presentation Hardware‏‎ (2 categories)
  40. Roaming Camera‏‎ (2 categories)
  41. Segmentation of Gameplay‏‎ (2 categories)
  42. Special Weapon Indicator‏‎ (2 categories)
  43. Temporal Resource‏‎ (2 categories)
  44. To Exchange‏‎ (2 categories)
  45. To Traverse‏‎ (2 categories)
  46. 2-Dimensional Gameplay‏‎ (2 categories)
  47. Available templates‏‎ (2 categories)
  48. Cardinality of Gameplay‏‎ (2 categories)
  49. Confirmation‏‎ (2 categories)
  50. Direction Pad‏‎ (2 categories)
  51. Expiration‏‎ (2 categories)
  52. Gameworld Exhaustion‏‎ (2 categories)
  53. Health Indicator‏‎ (2 categories)
  54. Interleaved Games‏‎ (2 categories)
  55. Locus of Manipulation‏‎ (2 categories)
  56. Narrative Exhaustion‏‎ (2 categories)
  57. Presentation Software‏‎ (2 categories)
  58. Rotary Paddle Control‏‎ (2 categories)
  59. Sensory Output‏‎ (2 categories)
  60. Temporal Segmentation‏‎ (2 categories)
  61. To Capture‏‎ (2 categories)
  62. To Select‏‎ (2 categories)
  63. VR Goggles‏‎ (2 categories)
  64. 2-Dimensional Gameworld‏‎ (2 categories)
  65. Bonus Stage‏‎ (2 categories)
  66. Challenge Segmentation‏‎ (2 categories)
  67. Control Bindings Display‏‎ (2 categories)
  68. Dominant Strategy‏‎ (2 categories)
  69. Gameworld Rules‏‎ (2 categories)
  70. Intransitive Relationships‏‎ (2 categories)
  71. Manipulation Method‏‎ (2 categories)
  72. Narrative Segmentation‏‎ (2 categories)
  73. Player Configurable Buttons/Keys‏‎ (2 categories)
  74. Pseudo-Physical Rules‏‎ (2 categories)
  75. Side-Quest‏‎ (2 categories)
  76. Success Level‏‎ (2 categories)
  77. Third-person Point of View‏‎ (2 categories)
  78. To Collect‏‎ (2 categories)
  79. To Generate‏‎ (2 categories)
  80. To Shoot‏‎ (2 categories)
  81. To Visit‏‎ (2 categories)
  82. Vehicular Instrumentation‏‎ (2 categories)
  83. 3-Dimensional Gameplay‏‎ (2 categories)
  84. Boss Challenge‏‎ (2 categories)
  85. Dynamic Difficulty Adjustment‏‎ (2 categories)
  86. Feedback‏‎ (2 categories)
  87. Goal Metrics‏‎ (2 categories)
  88. Incomplete Information‏‎ (2 categories)
  89. Level‏‎ (2 categories)
  90. Map Display‏‎ (2 categories)
  91. Next Piece Indicator‏‎ (2 categories)
  92. Player Manipulable Rules‏‎ (2 categories)
  93. Puzzle‏‎ (2 categories)
  94. Rules‏‎ (2 categories)
  95. Single Entity Manipulation‏‎ (2 categories)
  96. Three Dimensional Camera Motion‏‎ (2 categories)
  97. To Collide‏‎ (2 categories)
  98. To Possess‏‎ (2 categories)
  99. Video Monitor‏‎ (2 categories)
  100. 3-Dimensional Gameworld‏‎ (2 categories)
  101. Buttonpress Indicator‏‎ (2 categories)
  102. Checkpoint‏‎ (2 categories)
  103. Cropping‏‎ (2 categories)
  104. Economies of Scale‏‎ (2 categories)
  105. First-person Point of View‏‎ (2 categories)
  106. Goals‏‎ (2 categories)
  107. Indirect Manipulation‏‎ (2 categories)
  108. Life Support‏‎ (2 categories)
  109. Menu Interface‏‎ (2 categories)
  110. No Game End‏‎ (2 categories)
  111. Point Of View‏‎ (2 categories)
  112. Radar Display‏‎ (2 categories)
  113. Rules Synergies‏‎ (2 categories)
  114. Solidity‏‎ (2 categories)
  115. Tactile Output‏‎ (2 categories)
  116. Three Dimensional Frame‏‎ (2 categories)
  117. To Create‏‎ (2 categories)
  118. To Manage Resources‏‎ (2 categories)
  119. To Release‏‎ (2 categories)
  120. To Target‏‎ (2 categories)
  121. Transitive Relationships‏‎ (2 categories)
  122. Visual Display Hardware‏‎ (2 categories)
  123. Agent Goals‏‎ (2 categories)
  124. Camera-based World View‏‎ (2 categories)
  125. Closed Cycle Haptics‏‎ (2 categories)
  126. Economies of Scope‏‎ (2 categories)
  127. Fourway Joystick‏‎ (2 categories)
  128. Gravity‏‎ (2 categories)
  129. Input‏‎ (2 categories)
  130. Lightgun‏‎ (2 categories)
  131. Open Cycle Haptics‏‎ (2 categories)
  132. Point and Click Interface‏‎ (2 categories)
  133. Randomness‏‎ (2 categories)
  134. Savepoint‏‎ (2 categories)
  135. Spatial Checkpoint‏‎ (2 categories)
  136. Taking Turns‏‎ (2 categories)
  137. Thruster (two-way) Joystick‏‎ (2 categories)
  138. To Remove‏‎ (2 categories)
  139. To Teleport‏‎ (2 categories)
  140. Two Dimensional Camera Motion‏‎ (2 categories)
  141. Visual Output‏‎ (2 categories)
  142. 0-Dimension Gameplay‏‎ (2 categories)
  143. Analog Pushbutton‏‎ (2 categories)
  144. Camera Binding‏‎ (2 categories)
  145. Collectables‏‎ (2 categories)
  146. Entity Manipulation‏‎ (2 categories)
  147. Game Ends‏‎ (2 categories)
  148. Input Devices‏‎ (2 categories)
  149. Lives‏‎ (2 categories)
  150. Optional Goals‏‎ (2 categories)
  151. Points Indicator‏‎ (2 categories)
  152. Required Goals‏‎ (2 categories)
  153. Score‏‎ (2 categories)
  154. Spatial Segmentation‏‎ (2 categories)
  155. Targeted Camera‏‎ (2 categories)
  156. Time‏‎ (2 categories)
  157. To Move‏‎ (2 categories)
  158. To Transfer‏‎ (2 categories)
  159. Two Dimensional Frame‏‎ (2 categories)
  160. Warning‏‎ (2 categories)
  161. Audio Display Hardware‏‎ (2 categories)
  162. Camera Dimensions‏‎ (2 categories)
  163. Complete Information‏‎ (2 categories)
  164. Difficulty Levels‏‎ (2 categories)
  165. Entity Programming Interface‏‎ (2 categories)
  166. Game Goals‏‎ (2 categories)
  167. Haptic Display‏‎ (2 categories)
  168. Input Method‏‎ (2 categories)
  169. Lives Indicator‏‎ (2 categories)
  170. Multiplayer‏‎ (2 categories)
  171. Passing‏‎ (2 categories)
  172. Presentation‏‎ (2 categories)
  173. Resource Exhaustion‏‎ (2 categories)
  174. Second-person Point of View‏‎ (2 categories)
  175. Temporal Coordination‏‎ (2 categories)
  176. Time Indicator‏‎ (2 categories)
  177. To Evade‏‎ (2 categories)
  178. To Own‏‎ (2 categories)
  179. To Rotate‏‎ (2 categories)

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