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	<id>https://gameontology.com/index.php?action=history&amp;feed=atom&amp;title=Radar_Display</id>
	<title>Radar Display - Revision history</title>
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	<updated>2026-04-29T09:22:55Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Radar_Display&amp;diff=161&amp;oldid=prev</id>
		<title>*&gt;Jp at 15:27, 15 August 2009</title>
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		<updated>2009-08-15T15:27:19Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
Radar displays provide the player a view of where other game entities are in relation to the entity or entities that the the player controls. Though specific implementations vary from game to game, this radar view often ignores walls and similar objects, allowing players to see where other game entities are as &amp;quot;blips&amp;quot; on the radar display even though they aren&amp;#039;t in direct view. Radar displays commonly appear in stealth and espionage games, such as Metal Gear Solid [Kojima, 1998] and Tom Clancy&amp;#039;s Splinter Cell [Hattem, 2002] and combat flight simulations like Falcon 4.0 [Blankenship and Gilman, 1998].&lt;br /&gt;
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====Part-Of====&lt;br /&gt;
*[[Head Up Display]]&lt;br /&gt;
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====References====&lt;br /&gt;
Blankenship, S. and Gilman, L. (1998). Falcon 4.0. Hasbro Interactive, windows edition.&lt;br /&gt;
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Hattem, J. (2002). Tom Clancy&amp;#039;s Splinter Cell. Ubi Soft Entertainment, xbox edition.&lt;br /&gt;
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Kojima, H. (1998). Metal Gear Solid. Konami Corporation, playstation edition.&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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