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	<title>Two Dimensional Frame - Revision history</title>
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	<updated>2026-05-04T16:47:47Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Two_Dimensional_Frame&amp;diff=53&amp;oldid=prev</id>
		<title>*&gt;Jp: 2 revision(s)</title>
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		<updated>2008-12-18T20:47:29Z</updated>

		<summary type="html">&lt;p&gt;2 revision(s)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
The game world is represented to the player visually using two dimensional graphics. The dimensionality of this representation is independent of the dimensionality of the game&amp;#039;s world or gameplay. That is, a two dimensional camera view may be used to depict a game world with more or less than two dimensions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strong example&amp;#039;&amp;#039;&amp;#039; Metroid [Nintendo, 1986] presents the game world to the player in two dimensions, using flat graphics that have height and width, but no depth.&lt;br /&gt;
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====Parent====&lt;br /&gt;
*[[Camera Dimensions]]&lt;br /&gt;
&lt;br /&gt;
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====Children====&lt;br /&gt;
None&lt;br /&gt;
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====References====&lt;br /&gt;
Nintendo, developer (1986). Metroid. Nintendo, nintendo entertainment system edition.&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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