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1-Up
In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in arcade games and action games during the 1980s, and mechanics such as checkpoints and power-ups made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks. History Lives may have originated fr ...
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Power-ups
In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a Game mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power pellets from ''Pac-Man'' (regarded as the first power-up) and the Super Mushroom from ''Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video gam ...
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Power-up
In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in '' Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power pellets from '' Pac-Man'' (regarded as the first power-up) and the Super Mushroom from '' Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games, by the fact that t ...
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Action Games
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games. In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end ...
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Score (game)
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. Video games In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade gam ...
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Save Scumming
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Checkpoint (video Gaming)
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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The Sands Of Time
Sands of time may refer to: *Sands of time (idiom), a figurative expression in the English language relating the passage of time to the sand in an hourglass. Music albums * ''Sands of Time'' (Jay and the Americans album), a 1969 album by Jay and the Americans * ''Sands of Time'' (S.O.S. Band album), a 1986 R&B album by the S.O.S. Band * ''Sands of Time'' (EP), the 2002 debut EP by Black Majesty * ''Sands of Time'' (Black Majesty album), a 2003 power metal album by Black Majesty *''Sands of Time'', a 2003 hardcore album by Born from Pain *''Sands of Time'' (Clive Palmer album), a 2004 album by Clive Palmer * ''Sands of Time'' (Nothing's Carved in Stone album), a 2010 rock album by Nothing's Carved in Stone Songs and music *"Sands of Time", a song from Fleetwood Mac's 1971 album '' Future Games'' *"Sands of Time", a 1972 song by Vodka Collins *"Sands of Time", a song from Edguy's 2000 album '' The Savage Poetry'' *"Sands of Time", a song from Wayne Hancock's 2001 album, ''A-Town Bl ...
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Quick Time Event
In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead. The term "quick time event" is attributed to Yu Suzuki, director of the game ''Shenmue'' which used the QTE feature (then called "quick timer events") to a great degree. However, Roberta Williams's 1984 release of ''King's Quest I'' is considered the first game to include timed events in its gameplay. They allow for the game designer to create sequences of actions ...
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Lives And Health In Gaming
Lives may refer to: * The plural form of a ''life'' * Lives, Iran, a village in Khuzestan Province, Iran * The number of lives in a video game * ''Parallel Lives'', aka ''Lives of the Noble Greeks and Romans'', a series of biographies of famous men, written by Plutarch and thus often called ''Plutarch's Lives'' or ''The Lives of Plutarch'' * ''LiVES'', a video editing program and VJ tool * "Lives", a song by Daron Malakian and Scars on Broadway from the album ''Dictator'' * "Lives", a song by Modest Mouse from the album ''The Moon & Antarctica'' * A short form of ''Lives of the Most Excellent Painters, Sculptors, and Architects'', a 16th-century book by Giorgio Vasari * 'LIVES' - Lincolnshire Integrated Voluntary Emergency Service, Prehospital care provider in Lincolnshire, UK See also *Live (other) *Life (other) *Living (other) Living or The Living may refer to: Common meanings *Life, a condition that distinguishes organisms from inorganic objects and ...
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Arkham Asylum
The Elizabeth Arkham Asylum for the Criminally Insane (), commonly referred to as Arkham Asylum, is a fictional psychiatric hospital/prison, named after the city of Arkham which appeared first in the stories of H. P. Lovecraft, and later appearing in American comic books published by DC Comics, commonly in stories featuring the superhero Batman. It first appeared in ''Batman'' #258 (October 1974), written by Dennis O'Neil with art by Irv Novick. The asylum serves as a (forensic) psychiatric hospital for the Gotham City area, housing patients who are criminally insane, as well as select prisoners with unusual medical requirements that are beyond a conventional prison's ability to accommodate. Its high-profile patients are often members of Batman's rogues gallery. History Located in Gotham City, Arkham Asylum is where Batman's foes who are considered to be mentally ill are brought as patients (other foes are incarcerated at Blackgate Penitentiary). Although it has had numerou ...
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