Pages with the most categories

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Showing below up to 179 results in range #1 to #179.

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  1. To Decelerate Time‏‎ (3 categories)
  2. To Rewind Time‏‎ (3 categories)
  3. Mission‏‎ (3 categories)
  4. 1-Dimensional Gameplay‏‎ (3 categories)
  5. Spawnpoint‏‎ (3 categories)
  6. To Pause Time‏‎ (3 categories)
  7. To Save‏‎ (3 categories)
  8. Undefined Cardinality of Gameplay‏‎ (3 categories)
  9. Wave‏‎ (3 categories)
  10. Cardinality Of Gameworld‏‎ (3 categories)
  11. To Accelerate Time‏‎ (3 categories)
  12. To Fast Forward Time‏‎ (3 categories)
  13. To Pause Time with Gameworld Agency‏‎ (3 categories)
  14. Undefined Gameworld Cardinality‏‎ (3 categories)
  15. World‏‎ (3 categories)
  16. Persistent Gameworld‏‎ (3 categories)
  17. Stylus Pen‏‎ (3 categories)
  18. To Pause Time without Gameworld Agency‏‎ (3 categories)
  19. To Undo Time‏‎ (3 categories)
  20. To Localize Time‏‎ (3 categories)
  21. To Skip Time‏‎ (3 categories)
  22. Character customization‏‎ (3 categories)
  23. Synchronized Button Press‏‎ (3 categories)
  24. To Start Time‏‎ (3 categories)
  25. Touch-Sensitive Screen‏‎ (3 categories)
  26. To Manipulate Time‏‎ (3 categories)
  27. To Move‏‎ (2 categories)
  28. To Teleport‏‎ (2 categories)
  29. Two Dimensional Camera Motion‏‎ (2 categories)
  30. Visual Output‏‎ (2 categories)
  31. 0-Dimension Gameplay‏‎ (2 categories)
  32. Analog Pushbutton‏‎ (2 categories)
  33. Camera Binding‏‎ (2 categories)
  34. Collectables‏‎ (2 categories)
  35. Entity Manipulation‏‎ (2 categories)
  36. Game Ends‏‎ (2 categories)
  37. Input Devices‏‎ (2 categories)
  38. Lives‏‎ (2 categories)
  39. Optional Goals‏‎ (2 categories)
  40. Points Indicator‏‎ (2 categories)
  41. Required Goals‏‎ (2 categories)
  42. Score‏‎ (2 categories)
  43. Spatial Segmentation‏‎ (2 categories)
  44. Targeted Camera‏‎ (2 categories)
  45. Time‏‎ (2 categories)
  46. To Evade‏‎ (2 categories)
  47. To Own‏‎ (2 categories)
  48. To Rotate‏‎ (2 categories)
  49. To Transfer‏‎ (2 categories)
  50. Two Dimensional Frame‏‎ (2 categories)
  51. Warning‏‎ (2 categories)
  52. Audio Display Hardware‏‎ (2 categories)
  53. Camera Dimensions‏‎ (2 categories)
  54. Complete Information‏‎ (2 categories)
  55. Difficulty Levels‏‎ (2 categories)
  56. Entity Programming Interface‏‎ (2 categories)
  57. Game Goals‏‎ (2 categories)
  58. Haptic Display‏‎ (2 categories)
  59. Input Method‏‎ (2 categories)
  60. Lives Indicator‏‎ (2 categories)
  61. Multiplayer‏‎ (2 categories)
  62. Passing‏‎ (2 categories)
  63. Presentation‏‎ (2 categories)
  64. Resource Exhaustion‏‎ (2 categories)
  65. Second-person Point of View‏‎ (2 categories)
  66. Temporal Coordination‏‎ (2 categories)
  67. Time Indicator‏‎ (2 categories)
  68. To Exchange‏‎ (2 categories)
  69. To Transport‏‎ (2 categories)
  70. 1-Dimensional Gameworld‏‎ (2 categories)
  71. Aural Output‏‎ (2 categories)
  72. Compound Action‏‎ (2 categories)
  73. Digital Pushbutton‏‎ (2 categories)
  74. Evaluation of Ending‏‎ (2 categories)
  75. Gameplay Rules‏‎ (2 categories)
  76. Head Up Display‏‎ (2 categories)
  77. Interface‏‎ (2 categories)
  78. Located Camera‏‎ (2 categories)
  79. Multiple Entity Manipulation‏‎ (2 categories)
  80. Performance Record‏‎ (2 categories)
  81. Presentation Hardware‏‎ (2 categories)
  82. Roaming Camera‏‎ (2 categories)
  83. Segmentation of Gameplay‏‎ (2 categories)
  84. Special Weapon Indicator‏‎ (2 categories)
  85. Temporal Resource‏‎ (2 categories)
  86. To Select‏‎ (2 categories)
  87. To Traverse‏‎ (2 categories)
  88. 2-Dimensional Gameplay‏‎ (2 categories)
  89. Available templates‏‎ (2 categories)
  90. Cardinality of Gameplay‏‎ (2 categories)
  91. Confirmation‏‎ (2 categories)
  92. Direction Pad‏‎ (2 categories)
  93. Expiration‏‎ (2 categories)
  94. Gameworld Exhaustion‏‎ (2 categories)
  95. Health Indicator‏‎ (2 categories)
  96. Interleaved Games‏‎ (2 categories)
  97. Locus of Manipulation‏‎ (2 categories)
  98. Narrative Exhaustion‏‎ (2 categories)
  99. Presentation Software‏‎ (2 categories)
  100. Rotary Paddle Control‏‎ (2 categories)
  101. Sensory Output‏‎ (2 categories)
  102. Temporal Segmentation‏‎ (2 categories)
  103. To Capture‏‎ (2 categories)
  104. To Generate‏‎ (2 categories)
  105. To Shoot‏‎ (2 categories)
  106. VR Goggles‏‎ (2 categories)
  107. 2-Dimensional Gameworld‏‎ (2 categories)
  108. Bonus Stage‏‎ (2 categories)
  109. Challenge Segmentation‏‎ (2 categories)
  110. Control Bindings Display‏‎ (2 categories)
  111. Dominant Strategy‏‎ (2 categories)
  112. Gameworld Rules‏‎ (2 categories)
  113. Intransitive Relationships‏‎ (2 categories)
  114. Manipulation Method‏‎ (2 categories)
  115. Narrative Segmentation‏‎ (2 categories)
  116. Player Configurable Buttons/Keys‏‎ (2 categories)
  117. Pseudo-Physical Rules‏‎ (2 categories)
  118. Side-Quest‏‎ (2 categories)
  119. Success Level‏‎ (2 categories)
  120. Third-person Point of View‏‎ (2 categories)
  121. To Collect‏‎ (2 categories)
  122. To Possess‏‎ (2 categories)
  123. To Visit‏‎ (2 categories)
  124. Vehicular Instrumentation‏‎ (2 categories)
  125. 3-Dimensional Gameplay‏‎ (2 categories)
  126. Boss Challenge‏‎ (2 categories)
  127. Dynamic Difficulty Adjustment‏‎ (2 categories)
  128. Feedback‏‎ (2 categories)
  129. Goal Metrics‏‎ (2 categories)
  130. Incomplete Information‏‎ (2 categories)
  131. Level‏‎ (2 categories)
  132. Map Display‏‎ (2 categories)
  133. Next Piece Indicator‏‎ (2 categories)
  134. Player Manipulable Rules‏‎ (2 categories)
  135. Puzzle‏‎ (2 categories)
  136. Rules‏‎ (2 categories)
  137. Single Entity Manipulation‏‎ (2 categories)
  138. Three Dimensional Camera Motion‏‎ (2 categories)
  139. To Collide‏‎ (2 categories)
  140. To Manage Resources‏‎ (2 categories)
  141. To Release‏‎ (2 categories)
  142. Video Monitor‏‎ (2 categories)
  143. 3-Dimensional Gameworld‏‎ (2 categories)
  144. Buttonpress Indicator‏‎ (2 categories)
  145. Checkpoint‏‎ (2 categories)
  146. Cropping‏‎ (2 categories)
  147. Economies of Scale‏‎ (2 categories)
  148. First-person Point of View‏‎ (2 categories)
  149. Goals‏‎ (2 categories)
  150. Indirect Manipulation‏‎ (2 categories)
  151. Life Support‏‎ (2 categories)
  152. Menu Interface‏‎ (2 categories)
  153. No Game End‏‎ (2 categories)
  154. Point Of View‏‎ (2 categories)
  155. Radar Display‏‎ (2 categories)
  156. Rules Synergies‏‎ (2 categories)
  157. Solidity‏‎ (2 categories)
  158. Tactile Output‏‎ (2 categories)
  159. Three Dimensional Frame‏‎ (2 categories)
  160. To Create‏‎ (2 categories)
  161. To Remove‏‎ (2 categories)
  162. To Target‏‎ (2 categories)
  163. Transitive Relationships‏‎ (2 categories)
  164. Visual Display Hardware‏‎ (2 categories)
  165. Agent Goals‏‎ (2 categories)
  166. Camera-based World View‏‎ (2 categories)
  167. Closed Cycle Haptics‏‎ (2 categories)
  168. Economies of Scope‏‎ (2 categories)
  169. Fourway Joystick‏‎ (2 categories)
  170. Gravity‏‎ (2 categories)
  171. Input‏‎ (2 categories)
  172. Lightgun‏‎ (2 categories)
  173. Open Cycle Haptics‏‎ (2 categories)
  174. Point and Click Interface‏‎ (2 categories)
  175. Randomness‏‎ (2 categories)
  176. Savepoint‏‎ (2 categories)
  177. Spatial Checkpoint‏‎ (2 categories)
  178. Taking Turns‏‎ (2 categories)
  179. Thruster (two-way) Joystick‏‎ (2 categories)

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