Pages with the most categories

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

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

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