Pages with the most categories

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Showing below up to 129 results in range #51 to #179.

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  1. Expiration‏‎ (2 categories)
  2. Gameworld Exhaustion‏‎ (2 categories)
  3. Health Indicator‏‎ (2 categories)
  4. Interleaved Games‏‎ (2 categories)
  5. Locus of Manipulation‏‎ (2 categories)
  6. Narrative Exhaustion‏‎ (2 categories)
  7. Presentation Software‏‎ (2 categories)
  8. Rotary Paddle Control‏‎ (2 categories)
  9. Sensory Output‏‎ (2 categories)
  10. Temporal Segmentation‏‎ (2 categories)
  11. To Capture‏‎ (2 categories)
  12. To Select‏‎ (2 categories)
  13. VR Goggles‏‎ (2 categories)
  14. 2-Dimensional Gameworld‏‎ (2 categories)
  15. Bonus Stage‏‎ (2 categories)
  16. Challenge Segmentation‏‎ (2 categories)
  17. Control Bindings Display‏‎ (2 categories)
  18. Dominant Strategy‏‎ (2 categories)
  19. Gameworld Rules‏‎ (2 categories)
  20. Intransitive Relationships‏‎ (2 categories)
  21. Manipulation Method‏‎ (2 categories)
  22. Narrative Segmentation‏‎ (2 categories)
  23. Player Configurable Buttons/Keys‏‎ (2 categories)
  24. Pseudo-Physical Rules‏‎ (2 categories)
  25. Side-Quest‏‎ (2 categories)
  26. Success Level‏‎ (2 categories)
  27. Third-person Point of View‏‎ (2 categories)
  28. To Collect‏‎ (2 categories)
  29. To Generate‏‎ (2 categories)
  30. To Shoot‏‎ (2 categories)
  31. To Visit‏‎ (2 categories)
  32. Vehicular Instrumentation‏‎ (2 categories)
  33. 3-Dimensional Gameplay‏‎ (2 categories)
  34. Boss Challenge‏‎ (2 categories)
  35. Dynamic Difficulty Adjustment‏‎ (2 categories)
  36. Feedback‏‎ (2 categories)
  37. Goal Metrics‏‎ (2 categories)
  38. Incomplete Information‏‎ (2 categories)
  39. Level‏‎ (2 categories)
  40. Map Display‏‎ (2 categories)
  41. Next Piece Indicator‏‎ (2 categories)
  42. Player Manipulable Rules‏‎ (2 categories)
  43. Puzzle‏‎ (2 categories)
  44. Rules‏‎ (2 categories)
  45. Single Entity Manipulation‏‎ (2 categories)
  46. Three Dimensional Camera Motion‏‎ (2 categories)
  47. To Collide‏‎ (2 categories)
  48. To Possess‏‎ (2 categories)
  49. Video Monitor‏‎ (2 categories)
  50. 3-Dimensional Gameworld‏‎ (2 categories)
  51. Buttonpress Indicator‏‎ (2 categories)
  52. Checkpoint‏‎ (2 categories)
  53. Cropping‏‎ (2 categories)
  54. Economies of Scale‏‎ (2 categories)
  55. First-person Point of View‏‎ (2 categories)
  56. Goals‏‎ (2 categories)
  57. Indirect Manipulation‏‎ (2 categories)
  58. Life Support‏‎ (2 categories)
  59. Menu Interface‏‎ (2 categories)
  60. No Game End‏‎ (2 categories)
  61. Point Of View‏‎ (2 categories)
  62. Radar Display‏‎ (2 categories)
  63. Rules Synergies‏‎ (2 categories)
  64. Solidity‏‎ (2 categories)
  65. Tactile Output‏‎ (2 categories)
  66. Three Dimensional Frame‏‎ (2 categories)
  67. To Create‏‎ (2 categories)
  68. To Manage Resources‏‎ (2 categories)
  69. To Release‏‎ (2 categories)
  70. To Target‏‎ (2 categories)
  71. Transitive Relationships‏‎ (2 categories)
  72. Visual Display Hardware‏‎ (2 categories)
  73. Agent Goals‏‎ (2 categories)
  74. Camera-based World View‏‎ (2 categories)
  75. Closed Cycle Haptics‏‎ (2 categories)
  76. Economies of Scope‏‎ (2 categories)
  77. Fourway Joystick‏‎ (2 categories)
  78. Gravity‏‎ (2 categories)
  79. Input‏‎ (2 categories)
  80. Lightgun‏‎ (2 categories)
  81. Open Cycle Haptics‏‎ (2 categories)
  82. Point and Click Interface‏‎ (2 categories)
  83. Randomness‏‎ (2 categories)
  84. Savepoint‏‎ (2 categories)
  85. Spatial Checkpoint‏‎ (2 categories)
  86. Taking Turns‏‎ (2 categories)
  87. Thruster (two-way) Joystick‏‎ (2 categories)
  88. To Remove‏‎ (2 categories)
  89. To Teleport‏‎ (2 categories)
  90. Two Dimensional Camera Motion‏‎ (2 categories)
  91. Visual Output‏‎ (2 categories)
  92. 0-Dimension Gameplay‏‎ (2 categories)
  93. Analog Pushbutton‏‎ (2 categories)
  94. Camera Binding‏‎ (2 categories)
  95. Collectables‏‎ (2 categories)
  96. Entity Manipulation‏‎ (2 categories)
  97. Game Ends‏‎ (2 categories)
  98. Input Devices‏‎ (2 categories)
  99. Lives‏‎ (2 categories)
  100. Optional Goals‏‎ (2 categories)
  101. Points Indicator‏‎ (2 categories)
  102. Required Goals‏‎ (2 categories)
  103. Score‏‎ (2 categories)
  104. Spatial Segmentation‏‎ (2 categories)
  105. Targeted Camera‏‎ (2 categories)
  106. Time‏‎ (2 categories)
  107. To Move‏‎ (2 categories)
  108. To Transfer‏‎ (2 categories)
  109. Two Dimensional Frame‏‎ (2 categories)
  110. Warning‏‎ (2 categories)
  111. Audio Display Hardware‏‎ (2 categories)
  112. Camera Dimensions‏‎ (2 categories)
  113. Complete Information‏‎ (2 categories)
  114. Difficulty Levels‏‎ (2 categories)
  115. Entity Programming Interface‏‎ (2 categories)
  116. Game Goals‏‎ (2 categories)
  117. Haptic Display‏‎ (2 categories)
  118. Input Method‏‎ (2 categories)
  119. Lives Indicator‏‎ (2 categories)
  120. Multiplayer‏‎ (2 categories)
  121. Passing‏‎ (2 categories)
  122. Presentation‏‎ (2 categories)
  123. Resource Exhaustion‏‎ (2 categories)
  124. Second-person Point of View‏‎ (2 categories)
  125. Temporal Coordination‏‎ (2 categories)
  126. Time Indicator‏‎ (2 categories)
  127. To Evade‏‎ (2 categories)
  128. To Own‏‎ (2 categories)
  129. To Rotate‏‎ (2 categories)

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