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The levels in Spelunky are procedurally generated by rearranging premade tiles of geometry into a level with an entrance, exit, a solvable path between the two, and obstacles to that path. [2] Other games procedurally generate other aspects of gameplay, such as the weapons in Borderlands which have randomized stats and configurations. [3]
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 ...
Adventure: A set of game sessions united by characters and by narrative sequence, setting or goal. [1] [2]Armor Class (or AC): The difficulty to hit a specified target, abstracted from its dodging capacity and armor.
For some games, grinding is an integral part of the gameplay and is required if the player wants to make significant progress. In some cases, progression may be entirely negated if the player does not grind enough, for example an area necessary for the story may be locked until a certain action is repeated a certain amount of time to prove the experience of the player.
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Level design or environment design, [7] is a discipline of game development involving the making of video game levels—locales, stages or missions. [8] [9] [10] This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools.
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