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  2. Game balance - Wikipedia

    en.wikipedia.org/wiki/Game_balance

    Some games offer the player a choice of difficulty level before play begins. Video games often allow players to influence their balance by offering a choice of "difficulty levels". [32] These affect how challenging the game is to play, and usually run on a general scale of "easy", "medium", and "hard".

  3. Level (video games) - Wikipedia

    en.wikipedia.org/wiki/Level_(video_games)

    In video games, a level (also referred to as a map, mission, stage, course, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. [ 1 ]

  4. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  5. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    Level 256 in Pac-Man is unbeatable due to a bug associated with an integer overflow in the game's code. A stage or level in a video game (often an arcade game) that stops the player's progress due to a software bug. [87] Not to be mistaken for a game over screen, kill screens can result in unpredictable gameplay and bizarre glitches. [88] kill ...

  6. Tempest (video game) - Wikipedia

    en.wikipedia.org/wiki/Tempest_(video_game)

    The game's difficulty advances smoothly, and the play is extremely well balanced". [15] Tempest is #10 on the KLOV's list of most popular games, tied with Centipede. The game has been cited as an influence on the careers of video game designers Jeff Minter and John O'Neill. [16]

  7. Nintendo hard - Wikipedia

    en.wikipedia.org/wiki/Nintendo_hard

    The Nintendo hard difficulty of many games released for the Nintendo Entertainment System (NES) was influenced by the popularity of arcade games in the mid-1980s, a period where players put countless coins in machines trying to beat a game that was brutally hard yet very enjoyable. [1]

  8. Game difficulty - Wikipedia

    en.wikipedia.org/?title=Game_difficulty&redirect=no

    This page was last edited on 30 March 2018, at 01:33 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may ...

  9. Quake (video game) - Wikipedia

    en.wikipedia.org/wiki/Quake_(video_game)

    The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with a total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each episode represents individual dimensions that the player can access through the Slipgate ...