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

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