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

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