List of maze video games in the context of "First-person (video games)"

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⭐ Core Definition: List of maze video games

This is a list of maze video games by type.

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👉 List of maze video games in the context of First-person (video games)

In video games, first-person (also spelled first person) is any graphical perspective rendered from the viewpoint of the player character, 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 third-person, the graphical perspective from outside of any character (but possibly focused on a character); some games such as interactive fiction do not belong to either format.

First-person can be used as sole perspective in games belonging of almost any genre; first-person party-based RPGs and first-person maze games helped define the format throughout the 1980s, while first-person shooters (FPS) are a popular genre emerging in the 1990s in which the graphical perspective is an integral component of the gameplay. Although, like third-person shooters (TPS), the term has come to define a specific subgenre of shooter games rather than any using the perspective, with several shooter games, while belonging to other subgenres, using a first person perspective, such as, traditionally, light gun shooters, rail shooters, and shooting gallery games. Other genres that typically feature a first person perspective include amateur flight simulations, combat flight simulators, dating sims, driving simulators, visual novels, immersive sims, and walking sims, although it has virtually been used in all genres, including survival horror and stealth games, either as main perspective or for specific actions or sections.

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List of maze video games in the context of Golden age of arcade video games

The golden age of arcade video games was the period of rapid growth, technological development, and cultural influence of arcade video games from the late 1970s to the early 1980s. The release of Space Invaders in 1978 led to a wave of shoot-'em-up games such as Galaxian and the vector graphics-based Asteroids in 1979, made possible by new computing technology that had greater power and lower costs. Arcade video games switched from black-and-white to color, with titles such as Frogger and Centipede taking advantage of the visual opportunities of bright palettes.

Video game arcades became a part of popular culture and a primary channel for new games. Video game genres were still being established, but included space-themed shooter games such as Defender and Galaga, maze chase games that followed the design established by Pac-Man, driving and racing games which more frequently used 3D perspectives such as Turbo and Pole Position, character action games such as Pac-Man and Frogger, and the beginning of what would later be called platform games touched off by Donkey Kong. Games began starring named player characters, such as Pac-Man, Mario, and Q*bert, and some of these characters crossed over into other media including songs, cartoons, and movies. The 1982 film Tron was closely tied to an arcade game of the same name.

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List of maze video games in the context of Power-up

In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in Bubble Bobble. Well known examples of power-ups that have entered popular culture include the power capsules from Pac-Man (regarded as the first power-up) and the Super Mushroom from Super Mario Bros., which ranked first in UGO Networks' Top 11 Video Game Powerups.

Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games, by the fact that they take effect immediately, feature designs that do not necessarily fit into the game world (often used letters or symbols emblazoned on a design), and are found in specific genres of games. Power-ups are mostly found in action-oriented games such as maze games, run and guns, shoot 'em ups, first-person shooters, and platform games.

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List of maze video games in the context of Devil World

Devil World is a maze video game developed by Nintendo and Intelligent Systems and published by Nintendo for the Family Computer and Nintendo Entertainment System. It was released for the Famicom in Japan on October 5, 1984, and for the Nintendo Entertainment System in Europe on July 15, 1987. It was re-released on the Wii's Virtual Console in Japan on January 22, 2008, and in PAL regions on October 31, 2008. Nintendo of America's content policies prohibiting religious icons prevented the game's release in North America. It is Shigeru Miyamoto's first console-exclusive game after a legacy of arcade development, and for many years was his only game not to be localized to North America until it was released as part of the Nintendo Classics service for Nintendo Switch on October 31, 2023.

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List of maze video games in the context of Atari, Inc. v. North American Philips Consumer Electronics Corp.

Atari, Inc. v. North American Philips Consumer Electronics Corp., 672 F.2d 607 (7th Cir. 1982), is one of the first legal cases applying copyright law to video games, barring sales of the game K.C. Munchkin! for its similarities to Pac-Man. Atari had licensed the commercially successful arcade game Pac-Man from Namco and Midway, to produce a version for their Atari 2600 console. Around the same time, Philips created Munchkin as a similar maze-chase game, leading Atari to sue them for copyright infringement.

Relevant copyright case law was limited at the time, disputing whether video game graphics even qualified as fixed audiovisual works, as seen in traditional games. Courts were consistently finding for plaintiffs, that games qualified for copyright protection, both as audiovisual works and for their underlying code. However, Atari Inc. v. Amusement World was a leading case where courts decided for the defendant, based on the idea-expression distinction that copyright cannot protect the idea for a game, only the game's unique expression.

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