491:-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typically in many games they cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. This viewpoint is also frequently used to represent the perspective of a driver within a vehicle, as in flight and racing simulators; it is common to make use of positional audio, where the volume of ambient sounds varies depending on their position with respect to the player's avatar.
465:
341:
42:
624:
probably occurred in the summer of 1973. A single player traverses a maze of corridors rendered using fixed perspective. Multiplayer capabilities, with players attempting to shoot each other, were probably added later in 1973 (two machines linked via a serial connection) and in the summer of 1974
647:(1976) by high-school student Erik K. Witz and Nick Boland, also based on PLATO, is sometimes claimed to be the first true FPS. The game includes a bitmap image of a gun and other armaments that point at the monsters and other players, with the walls rendered as vector lines. Set in A.D. 2020,
498:
perspective. A first-person perspective allows for easier aiming, since there is no representation of the avatar to block the player's view, but the absence of an avatar can make it difficult to master the timing and distances required to jump between platforms, and may cause
1178:. It would be widely imitated in the years to follow, and marked the beginning of many conventions in the genre, including collecting different weapons that can be switched between using the keyboard's number keys, and ammo conservation. 1996 saw the release of
1247:
used by most previous games in the FPS genre. It also escaped the "pure vertical walls" graphical restrictions of earlier games in the genre, and allowed the player six degrees of freedom of movement (up/down, left/right, forward/backward,
1000:
in 1989, another military combat arcade machine that achieved a further level of realism by implementing a rotating point of view, thus creating the effect of turning corners left and right, in addition to just walking forward.
983:
arcade game started the trend of realistic military-themed action shooters, and featured side-scrolling environments and high-quality graphics for the time. It was followed the subsequent year by a sequel, titled
1049:
was particularly influential, with fast filled-polygon graphics, a mathematical model of how the vehicle components interact, force feedback, and instant replay after crashes. In the following years, two
1210:
template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design (
494:
Games with a first-person perspective do not require sophisticated animations for the player's avatar, nor do they need to implement a manual or automated camera-control scheme as in
378:, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being
934:
a year later, increased the computing power and graphical capabilities available in consumer-level machines, leading to a new wave of innovation. 1987 saw the release of
1218:
allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating a far more believable 3D environment than
1112:, which introduced the concept of showing the player's hand on-screen, strengthening the illusion that the player is viewing the world through the character's eyes.
413:
rather than any using the perspective, with several shooter games, while belonging to other subgenres, using a first person perspective, such as, traditionally,
327:
2000:
1150:
was among the first to feature texture mapped environments, polygonal objects, and basic lighting. The engine was later enhanced for usage in the games
1152:
506:
Players have come to expect first-person games to accurately scale objects to appropriate sizes, although the key objects such as dropped items or
1398:
1648:
1547:
1192:, featuring similar graphics and polygonal structures to other games at the time and furthering the first-person element included in 1994's
405:(FPS) are a popular genre emerging in the 1990s in which the graphical perspective is an integral component of the gameplay. Although, like
1146:
284:
1878:
346:
1608:
It may be that the networked version didn't happen until '74 because I can't remember exactly when the network was put on the Imlacs.
1564:
986:
2079:
1494:
539:, typically employ a first-person perspective where players aim at moving targets on a stationary screen. They in turn evolved into
320:
294:
1121:
was released in arcades in 1992. It features on-foot gameplay and a control scheme where the player moves using an eight-direction
1180:
289:
1717:
1102:
arcade VR platform, which featured first person deathmatch style games with polygon player avatars. In late 1991, the fledgling
1020:
824:
806:
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274:
990:, that introduced a pseudo-3D perspective and the illusion of depth. The success and popularity of these two games led to
915:
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93:
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83:
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s transition to a futuristic theme, the common PLATO genesis is coincidental. A further PLATO FPS was the tank game
382:, the graphical perspective from outside of any character (but possibly focused on a character); some games such as
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1244:
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161:
1985:
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for assassinating an enemy agent at long range using an unsteady sniper scope. The same year saw the release of
2010:
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combo that has become the standard means of control on personal computers. On consoles meanwhile, games like
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103:
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with a first-person 3D wireframe view. It allowed online multiplayer over the worldwide university-based
609:. The uncertainty about which was first stems from the lack of any accurate dates for the development of
523:
First-person perspectives are used in various different genres, including several distinct sub-genres of
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251:
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118:
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from Sirius
Software. Not a shooter, it has smooth, arbitrary movement using what was later labeled a
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arcade game leaned entirely on action rather than tactics, but offered 3D color vector renderings of
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919:, allowing two players at once, and foreshadowing a common gameplay mode for 3D games of the 1990s.
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It is not clear exactly when the earliest FPS video game was created. There are two claimants,
1940:
1916:
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1230:, and the game was responsible for the word's subsequent entry into the video gaming lexicon.
1202:
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mode where two players compete against each other or up to four players compete in two teams.
871:
552:
450:
414:
217:
113:
2033:
1979:
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1734:
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1533:
1593:"Stories from the Maze War 30 Year Retrospective: Steve Colley's Story of the original Maze"
1343:
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1214:
was limited to a grid based system where walls had to be orthogonal to each other, whereas
1454:
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1027:
In the late 1980s, interest in 3D first-person driving simulations resulted in games like
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resulted in similarly styled games from other developers and for other systems, including
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454:
229:
108:
1839:
1041:
1174:
1083:
1079:
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979:
909:
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Flight simulators were a first-person staple for home computers beginning in 1979 with
709:
475:
17:
566:
had been using first-person perspectives since the late 1960s, dating back to Kasco's
2073:
1348:
1331:
1094:
853:
842:
717:
for the Apple II. It went on to influence two major first-person games of the 1990s:
684:
638:
543:, which also typically employ a first-person perspective but move the player through
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536:
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446:
442:
183:
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689:
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1979 saw the release of two first-person space combat games: the Exidy arcade game
571:
563:
458:
418:
410:
354:'s right hand firing their gun (bottom right) denotes the first-person perspective.
205:
173:
1814:
1243:
used a fully 3D polygonal graphics engine to render opponents, departing from the
555:. The most popular type of game to employ a first-person perspective today is the
464:
1638:
578:(1969). The use of first-person perspectives in driving video games date back to
27:
This article is about the visual perspective. For the narrative perspective, see
1518:
1295:
1164:
1108:
1103:
1046:
747:
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559:(FPS), which allows player-guided navigation through a three-dimensional space.
234:
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128:
1959:
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811:
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was originally developed in the spring of 1974 with a documented debut at the
548:
470:
434:
389:
First-person can be used as sole perspective in games belonging of almost any
359:
757:
Other shooters with a first-person view from the early 1980s include Taito's
613:—even its developer cannot remember exactly. In contrast, the development of
1945:
1273:
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allowing players to look from any angle, and helped formalize the mouse and
1130:
1126:
970:
936:
903:
769:
679:
200:
156:
1921:
1481:
Voorhees, Gerald (2014). "Chapter 31: Shooting". In Perron, Bernard (ed.).
948:
to speedily draw square corridors. It also offered a networked multiplayer
940:, an important transitional game for the genre. Unlike its contemporaries,
340:
2005:
1789:
1431:
1122:
923:
605:
425:. Other genres that typically feature a first person perspective include
78:
1565:"Meet The Doctor-Engineer Who Basically Invented The Modern Racing Game"
41:
1882:
1234:
has been considered the most important first-person shooter ever made.
1640:
The
Friendly Orange Glow: The Untold Story of the Rise of Cyberculture
1539:
1459:
1185:
1062:
1035:
893:
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on a fixed path. Rail shooter and shooting gallery games that use
507:
463:
461:, either as main perspective or for specific actions or sections.
339:
256:
991:
953:
767:
for the Apple II the same year, Sega's stereoscopic arcade game
68:
1511:"Did You Know... Game & Pop Culture Fun Facts & Trivia"
835:
where the player is locked into one of four orientations, like
668:, introduced in 1975, generally acknowledged as a precursor to
453:, although it has virtually been used in all genres, including
1222:'s levels, all of which had a flat-floor space and corridors.
1169:
1075:
1226:
allowed competitive matches between multiple players, termed
1054:-esque MS-DOS games appeared, each including a track editor:
617:
is much better documented and the dates are more certain.
1368:
901:
engine, giving it a visual fluidity seen in future games
510:
may be exaggerated in order to improve their visibility.
1995:
1993:
1718:"Nasir Gebelli and the early days of Sirius Software"
1365:"Sniper 3d world's famous first person shooting game"
1258:
series since 1996, and derived titles such as 1998's
814:
found a niche with first-person aerial combat games:
409:, the term has come to define a specific subgenre of
401:
helped define the format throughout the 1980s, while
1535:
Gamers at Work: Stories Behind the Games People Play
1162:. Later in 1992, id improved the technology used in
1010:
featured first-person shooter levels and included a
962:was a major release for the new platforms, as were
487:Games with a first-person perspective are usually
468:First-person can be used for virtually any genre;
478:in first person, an unusual choice for the genre.
2056:"How WASD became the standard PC control system"
1427:"How Mirror's Edge fights simulation sickness"
1392:
1390:
1388:
1386:
913:. It was followed in 1983 by the split-screen
1483:The Routledge Companion to Video Game Studies
1098:. In 1991, Dactyl Nightmare appeared for the
321:
8:
891:, came the 1982 release of Paul Edelstein's
1336:Journal of Computer-Mediated Communication
328:
314:
36:
1347:
1153:Ultima Underworld II: Labyrinth of Worlds
633:the same year. The game is a rudimentary
1332:"What We Know About First Person Gaming"
531:, which evolved from early-21st-century
1397:Rollings, Andrew; Ernest Adams (2006).
1322:
1092:, and the fighting & shooting game
53:
2001:"The Greatest Games of All Time: Doom"
1627:, May 24, 2005. Retrieved Feb 16, 2009
1586:
1584:
1082:with a first-person perspective: the
7:
1643:. Knopf Doubleday Publishing Group.
1286:controls that have become the norm.
1147:Ultima Underworld: The Stygian Abyss
1137:for the mission mode and features a
34:Graphical perspective in video games
374:rendered from the viewpoint of the
347:S.T.A.L.K.E.R.: Shadow of Chernobyl
2034:"Importance of FPS In Video Games"
1060:from Spectrum Holobyte (1990) and
952:(communicating via the computer's
25:
1838:Duberman, David (February 1983).
1813:Brahm, Christopher (2018-04-02).
1664:Dutton, Fred (October 23, 2010).
295:List of text-based computer games
1521:. April–May 2017. pp. 26–7.
1453:Ashcraft, Brian (16 July 2008).
1349:10.1111/j.1083-6101.2009.01479.x
1181:The Elder Scrolls II: Daggerfall
386:do not belong to either format.
290:List of stereoscopic video games
40:
2032:Davar, Jenny (March 28, 2008).
1722:The Golden Age Arcade Historian
1637:Brian Dear (14 November 2017).
1455:"Mirror's Edge Motion Sickness"
1403:. Prentice Hall. Archived from
1621:Geek Trivia: First shots fired
1363:Ann, Tory (October 10, 2021).
535:and in turn late-20th-century
275:List of four-dimensional games
1:
1532:Ramsay, Morgan (2012-06-08).
1425:Miller, Ross (17 July 2008).
1282:from 2001, helped define the
395:first-person party-based RPGs
94:Isometric video game graphics
1666:"Atari revives Star Raiders"
1330:Weber, Rene (July 1, 2009).
1198:, to which it was a sequel.
1007:Golgo 13: Top Secret Episode
635:space flight simulation game
300:Category:Video game graphics
84:Full motion video based game
2054:Wilde, Tyler (2016-06-25).
1788:Jimmy, Maher (2012-01-23).
1400:Fundamentals of Game Design
1301:First-person shooter engine
1129:using a mounted positional
831:Amidst a flurry of faux-3D
620:The initial development of
240:First-person shooter engine
2101:
860:Escape from the Mindmaster
427:amateur flight simulations
69:2.5D & 3/4 perspective
26:
1986:Killer List of Videogames
1900:Killer List of Videogames
1741:Killer List of Videogames
1706:Killer List of Videogames
1689:Killer List of Videogames
790:for the Apple II in 1984.
99:Side-scrolling video game
2080:First-person video games
1597:DigiBarn Computer Museum
1195:The Elder Scrolls: Arena
1066:from Broderbund (1991).
533:electro-mechanical games
474:(screenshot above) is a
431:combat flight simulators
1794:The Digital Antiquarian
1133:. It allows two-player
968:and the tank simulator
833:first-person maze games
750:and the surface of the
713:for Intellivision, and
399:first-person maze games
280:List of FMV-based games
104:Stereoscopic video game
18:First-person video game
1168:by adding support for
631:University of Illinois
529:Shooting gallery games
479:
423:shooting gallery games
355:
350:; the presence of the
89:Graphic adventure game
29:first-person narrative
987:Operation Thunderbolt
888:Dungeons of Daggorath
804:and followed up with
695:Atari 8-bit computers
467:
407:third-person shooters
403:first-person shooters
372:graphical perspective
343:
252:Virtual camera system
119:Tile-based video game
1961:Virtual Reality 1991
1489:. pp. 251–258.
1487:Taylor & Francis
1250:pitch, roll, and yaw
1135:cooperative gameplay
797:FS1 Flight Simulator
707:for the Atari 2600,
697:. The popularity of
557:first-person shooter
169:3D computer graphics
147:2D computer graphics
124:Top-down perspective
2085:Video game graphics
2013:on October 11, 2012
1563:Torchinsky, Jason.
956:ports). Sublogic's
922:The arrival of the
807:Flight Simulator II
625:(fully networked).
562:Electro-mechanical
384:interactive fiction
285:List of FPS engines
55:Video game graphics
49:Part of a series on
1879:Playing With Power
1862:"Capture the Flag"
1724:. August 28, 2015.
1371:on August 14, 2022
1306:Simulator sickness
1190:Bethesda Softworks
784:in 1983, and EA's
657:Castle Wolfenstein
553:light gun shooters
480:
439:driving simulators
415:light gun shooters
356:
344:A screenshot from
223:Real-time graphics
152:Parallax scrolling
1840:"Product Reviews"
1650:978-1-101-87156-0
1549:978-1-4302-3352-7
1284:dual analog stick
1045:arcade game from
977:In 1987, Taito's
930:in 1985, and the
872:3-D Monster Chase
825:F-15 Strike Eagle
655:, although as to
503:in some players.
338:
337:
218:Computer graphics
114:Third-person view
74:First-person view
16:(Redirected from
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2064:
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2051:
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2020:
2018:
2009:. Archived from
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1988:
1977:
1971:
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1956:
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1944:. Archived from
1932:
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1925:
1920:. Archived from
1912:"Crossed Swords"
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1394:
1381:
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1376:
1367:. Archived from
1360:
1354:
1353:
1351:
1342:(4): 1016–1037.
1327:
1264:, advanced from
1208:Wolfenstein 3D's
1084:hack & slash
916:Capture the Flag
775:Novagen Software
661:
376:player character
352:player character
330:
323:
316:
44:
37:
21:
2100:
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2026:
2016:
2014:
1999:
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1991:
1978:
1974:
1966:
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1936:"The Super Spy"
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1311:Virtual reality
1292:
1206:(1993) refined
1072:
1039:(1989). 1989's
866:3D Monster Maze
735:
715:Shadow Hawk One
659:
521:
516:
501:motion sickness
485:
455:survival horror
334:
305:
304:
270:
262:
261:
235:Graphics engine
230:Game art design
142:
134:
133:
109:Text-based game
64:
35:
32:
23:
22:
15:
12:
11:
5:
2098:
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2065:
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2024:
1989:
1972:
1951:
1948:on 2014-01-01.
1927:
1924:on 2014-01-01.
1903:
1886:
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1819:The Game Hoard
1815:"3-Demon (PC)"
1805:
1780:
1771:"Spitfire Ace"
1762:
1744:
1727:
1709:
1692:
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1542:. p. 24.
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1321:
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1318:
1315:
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1308:
1303:
1298:
1291:
1288:
1237:The 1995 game
1220:Wolfenstein 3D
1212:Wolfenstein 3D
1175:Wolfenstein 3D
1089:Crossed Swords
1071:
1068:
1016:Arsys Software
980:Operation Wolf
910:Wolfenstein 3D
882:Phantom Slayer
734:
731:
720:Wing Commander
710:Space Spartans
537:carnival games
520:
517:
515:
512:
484:
483:Game mechanics
481:
447:immersive sims
366:(also spelled
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1625:TechRepublic
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1080:beat 'em ups
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1057:Stunt Driver
1055:
1052:Hard Drivin'
1051:
1042:Hard Drivin'
1040:
1034:
1028:
1026:
1021:Star Cruiser
1019:
1012:sniper rifle
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822:(1982), and
820:Spitfire Ace
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760:Space Seeker
758:
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748:TIE Fighters
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621:
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591:Night Driver
589:
579:
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572:Chicago Coin
567:
564:racing games
561:
522:
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496:third-person
493:
486:
469:
451:walking sims
388:
380:third-person
368:first person
367:
364:first-person
363:
357:
345:
206:Digitization
174:3D rendering
73:
1895:Hard Drivin
1866:Atari Mania
1775:Atari Mania
1757:Atari Mania
1602:January 19,
1519:Gametraders
1466:24 February
1438:24 February
1375:October 11,
1296:3D graphics
1165:Catacomb 3D
1109:Catacomb 3D
1104:id Software
1047:Atari Games
1033:(1987) and
816:Hellcat Ace
687:'s seminal
574:'s version
570:(1968) and
551:are called
476:beat 'em up
435:dating sims
360:video games
245:Tile engine
211:Rotoscoping
189:Cel shading
129:Vector game
2074:Categories
1981:Gun Buster
1967:2023-10-02
1824:2024-07-26
1799:2024-07-26
1574:2017-07-29
1411:2009-02-11
1317:References
1139:deathmatch
1118:Gun Buster
1100:Virtuality
1030:Test Drive
994:releasing
965:Starglider
950:deathmatch
946:raycasting
932:Apple IIGS
899:raycasting
812:MicroProse
752:Death Star
704:Starmaster
671:Battlezone
549:light guns
471:Zeno Clash
2039:March 29,
1790:"Escape!"
1736:SubRoc-3D
1684:Star Wars
1670:Eurogamer
1274:WASD keys
1270:3D engine
1261:Half-Life
1144:In 1992,
1131:light gun
1106:released
1095:Super Spy
1078:released
1074:In 1990,
1004:In 1988,
971:Arcticfox
942:MIDI Maze
937:MIDI Maze
904:MIDI Maze
810:in 1983.
781:Encounter
773:in 1982,
770:SubRoc-3D
765:Horizon V
763:in 1981,
743:Star Wars
680:Star Fire
649:Futurewar
645:Futurewar
594:in 1976.
370:) is any
201:Animation
157:Pixel art
2060:PC Gamer
2006:GameSpot
1591:en, en.
1569:Jalopnik
1432:Engadget
1290:See also
1123:joystick
1115:Taito's
924:Atari ST
828:(1985).
818:(1982),
802:Sublogic
740:'s 1983
622:Maze War
611:Maze War
606:Maze War
576:Speedway
568:Indy 500
79:Fixed 3D
1984:at the
1941:AllGame
1917:AllGame
1898:at the
1739:at the
1704:at the
1687:at the
1252:). The
1245:sprites
1240:Descent
877:3-Demon
848:Escape!
838:Spectre
665:Panther
519:Origins
514:History
179:Polygon
1647:
1546:
1540:Apress
1493:
1460:Kotaku
1186:MS-DOS
1063:Stunts
1036:Vette!
894:Wayout
885:, and
787:Skyfox
726:X-Wing
627:Spasim
615:Spasim
600:Spasim
545:levels
508:levers
489:avatar
449:, and
421:, and
194:Skybox
162:Sprite
141:Topics
1844:Antic
1255:Quake
1086:game
1070:1990s
944:used
928:Amiga
800:from
738:Atari
733:1980s
660:'
586:Atari
391:genre
269:Lists
257:Voxel
63:Types
2041:2008
2019:2009
1850:(6).
1645:ISBN
1604:2016
1544:ISBN
1491:ISBN
1468:2016
1440:2016
1377:2021
1279:Halo
1266:Doom
1232:Doom
1224:Doom
1216:Doom
1203:Doom
1184:for
1156:and
1127:aims
1125:and
992:Sega
954:MIDI
926:and
907:and
723:and
693:for
683:and
653:Doom
603:and
584:and
457:and
397:and
1883:1UP
1344:doi
1188:by
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1076:SNK
1018:'s
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358:In
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