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        <title>The Long Library wiki</title>
        <description></description>
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       <dc:date>2010-09-10T06:42:47-07:00</dc:date>
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                <rdf:li rdf:resource="http://go.fireandrobot.com/doku.php?id=gashadokuro&amp;amp;rev=1270252506"/>
                <rdf:li rdf:resource="http://go.fireandrobot.com/doku.php?id=genre_guise&amp;amp;rev=1243556301"/>
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        <title>The Long Library wiki</title>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=alternate_underwater_arsenal&amp;amp;rev=1212748945">
        <dc:format>text/html</dc:format>
        <dc:date>2008-06-06T03:42:25-07:00</dc:date>
        <title>Alternate Underwater Arsenal</title>
        <link>http://go.fireandrobot.com/doku.php?id=alternate_underwater_arsenal&amp;amp;rev=1212748945</link>
        <description>An alternate underwater arsenal exists in a handful of videogames, consisting of one or more weapons used only within the briny deep.

Examples

	* wp&gt;Devil May Cry (includes the needle gun, which is the only weapon that can only be used underwater)
	* wp&gt;Marathon Infinity
	* wp&gt;Metal Slug 3 (the standard bomb is replaced by a depth-charge when used underwater)
	* wp&gt;Turok 2: Seeds of Evil (includes a second arrangement of weapons for underwater use, including the speargun and torpedo launcher) …</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=animate_object&amp;amp;rev=1244797051">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-12T01:57:31-07:00</dc:date>
        <title>Animate Object</title>
        <link>http://go.fireandrobot.com/doku.php?id=animate_object&amp;amp;rev=1244797051</link>
        <description>An animate object is an enemy mimicking an inconspicuous item or useful element of a game’s environment; able to move or attack, often in an attempt to subvert the player’s progress or hurt/kill them. The generally don’t reveal themselves to be hazardous until the player is near.</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=backup_call&amp;amp;rev=1212749098">
        <dc:format>text/html</dc:format>
        <dc:date>2008-06-06T03:44:58-07:00</dc:date>
        <title>Backup Call</title>
        <link>http://go.fireandrobot.com/doku.php?id=backup_call&amp;amp;rev=1212749098</link>
        <description>A backup call is when a videogame’s enemy or injured party—upon suspicion, sight, or assault of the player—summons help from at least one offscreen ally.

Common Types

Ally Call / Summon

	* wp&gt;Dragon Quest VIII: Journey of the Cursed King (a small number of enemies (such as Dingalings and Muddy Hands) are able to summon backup during encounters)
	* wp&gt;Super Mario World (along with Chargin’ Chuck’s various attacks, in certain locations he will shake his head and whistle, drawing in a …</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=demolition_interlude&amp;amp;rev=1263013157">
        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T20:59:17-07:00</dc:date>
        <title>Demolition Interlude</title>
        <link>http://go.fireandrobot.com/doku.php?id=demolition_interlude&amp;amp;rev=1263013157</link>
        <description>A demolition interlude is an interim bonus stage or minigame involving the (often timed) destruction of inanimate objects, found in fighting and beat ‘em up videogames. Examples commonly include breaking, target practice, or destruction of a large, stationary object.</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=diegetic_hud&amp;amp;rev=1231393472">
        <dc:format>text/html</dc:format>
        <dc:date>2009-01-07T21:44:32-07:00</dc:date>
        <title>Diegetic HUD</title>
        <link>http://go.fireandrobot.com/doku.php?id=diegetic_hud&amp;amp;rev=1231393472</link>
        <description>A diegetic HUD is a head-up display which (the context of the game implies) the player character can see; implemented in first-person-perspective videogames and those with an over-the-shoulder perspective.

Common Types

Cockpit View

Helmet Mounted Display

	* wp&gt;Half-Life
		* wp&gt;Half-Life 2</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2008-01-22T19:46:53-07:00</dc:date>
        <title>Disarmament</title>
        <link>http://go.fireandrobot.com/doku.php?id=disarmament&amp;amp;rev=1201060013</link>
        <description>Disarmament is the act of a videogame protagonist being stripped of significant weapons and/or armor, after having used them to some extent.

Examples

	* wp&gt;Castlevania: Symphony of the Night (ic&gt;Death)
	* wp&gt;Half-Life
	* wp&gt;The Legend of Zelda: Majora's Mask
	* wp&gt;Metroid Prime</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T19:14:26-07:00</dc:date>
        <title>Dogū</title>
        <link>http://go.fireandrobot.com/doku.php?id=dogu&amp;amp;rev=1263006866</link>
        <description>Sightings

	* wp&gt;Chelnov
	* Darkstalkers / Vampire / Vampire Saviour series (Huitzil/Phobos)
	* Doguu Senki: Haou
	* wp&gt;Dynamite Headdy
	* Megami Tensei series (Arahabaki)
	* wp&gt;StarTropics

See Also

	* Haniwa</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2009-08-29T14:24:30-07:00</dc:date>
        <title>Enemy Generator</title>
        <link>http://go.fireandrobot.com/doku.php?id=enemy_generator&amp;amp;rev=1251581070</link>
        <description>Enemy Generators are distinct structures in videogames that produce lowly assailants at a steady rate. They can be presented as ports—ranging from a door or cave entrance to a dimensional portal—through which it would be feasible for any number of enemies to emerge, though many are more like a clown car gag, forgoing logic to send forth a large if not infinite amount of bodies from a small source.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=ephemeral_diversion&amp;amp;rev=1271713479">
        <dc:format>text/html</dc:format>
        <dc:date>2010-04-19T14:44:39-07:00</dc:date>
        <title>Ephemeral Diversion</title>
        <link>http://go.fireandrobot.com/doku.php?id=ephemeral_diversion&amp;amp;rev=1271713479</link>
        <description>An ephemeral diversion is a usually-passive part of a videogame that offers even the smallest amount of interactivity.

Examples

Credits

	* wp&gt;Katamari Damacy
	* Punch-Out!! (Wii - the player is able to use the cursor to ‘correct’ misspellings  and remove the names of the fighters)
	* wp&gt;Super Smash Brothers Melee</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2009-01-07T21:59:35-07:00</dc:date>
        <title>Evolving Mechanics</title>
        <link>http://go.fireandrobot.com/doku.php?id=evolving_mechanics&amp;amp;rev=1231394375</link>
        <description>Evolving mechanics involve a steadily advancing play style throughout the course of a single videogame. They often involve advanced player characters having some form of advantage or dominance over their previous incarnations.

Examples

	* Flow (the player controls advancing evolutions of a creature, each with a separate unique ability)
	* Gumption (in development)
	* wp&gt;Space Station Silicon Valley (the player controls a microchip that can enter the bodies of various animals, each possessing i…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-04-14T23:31:13-07:00</dc:date>
        <title>Flatwoods Monster</title>
        <link>http://go.fireandrobot.com/doku.php?id=flatwoods_monster&amp;amp;rev=1271313073</link>
        <description>The Flatwoods Monster (aka Braxton County Monster, Green Monster or Phantom of Flatwoods) is a supposed extraterrestrial or cryptid reported to have briefly sojourned in the town of Flatwoods in Braxton County, West Virginia, USA on September 12, 1952. Various accounts described it as at least 10 feet tall, with a man-shaped body clad in a dark, pleated skirt. It was also reported to have bulging, non-human eyes within either a head or cowling shaped like an Ace of Spades, and short stubby arms …</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2007-06-22T23:15:07-07:00</dc:date>
        <title>Fleeting Enemy</title>
        <link>http://go.fireandrobot.com/doku.php?id=fleeting_enemy&amp;amp;rev=1182579307</link>
        <description>Fleeting enemies are videogame enemies or creatures that appear once, and never again. Different than a standard boss which usually won’t return upon death, this applies to smaller enemies that typically exist in the general gameworld and return upon each visit.</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=flood_level&amp;amp;rev=1244160196">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-04T17:03:16-07:00</dc:date>
        <title>Flood Level</title>
        <link>http://go.fireandrobot.com/doku.php?id=flood_level&amp;amp;rev=1244160196</link>
        <description>A flood level is a stage or location within a videogame that requires the player to fill/drain water to gain access to different areas.

Examples

	* wp&gt;Half-Life 2
	* wp&gt;The Legend of Zelda: Ocarina of Time
	* wp&gt;The Legend of Zelda: Twilight Princess
	* wp&gt;Quake II (a big deal in one of the expansions)
	* wp&gt;R-Type Final
	* wp&gt;Skies of Arcadia
	* wp&gt;Super Mario 64</description>
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    <item rdf:about="http://go.fireandrobot.com/doku.php?id=foster_monster&amp;amp;rev=1244179529">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-04T22:25:29-07:00</dc:date>
        <title>Foster Monster</title>
        <link>http://go.fireandrobot.com/doku.php?id=foster_monster&amp;amp;rev=1244179529</link>
        <description>A foster monster or bad mother is a videogame enemy that shoulders one or more smaller versions of itself, giving the impression of a mother with children. Often the tiny entourage will have their own attack patterns with which to contend.

Examples
Game  Appearance  wp&gt;Cave Story  
 
   wp&gt;Decap Attack    wp&gt;Diablo 2    wp&gt;Mega Man 4    wp&gt;Puss 'n Boots: Pero's Great Adventure    wp&gt;Sonic the Hedgehog 2    wp&gt;Super Mario All-Stars    wp&gt;Super Mario Bros. 3</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=fourth_wall&amp;amp;rev=1250164353">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T04:52:33-07:00</dc:date>
        <title>Fourth Wall</title>
        <link>http://go.fireandrobot.com/doku.php?id=fourth_wall&amp;amp;rev=1250164353</link>
        <description>Self-awareness during gameplay. The phrase “breaking the fourth wall” refers to the act of a character or other aspect of the gameworld directly addressing the player, television or other non-diegetic elements beyond the game.

Internal Awareness

Game Addresses...</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=gashadokuro&amp;amp;rev=1270252506">
        <dc:format>text/html</dc:format>
        <dc:date>2010-04-02T16:55:06-07:00</dc:date>
        <title>Gashadokuro</title>
        <link>http://go.fireandrobot.com/doku.php?id=gashadokuro&amp;amp;rev=1270252506</link>
        <description>In Japanese folklore, Gashadokuro are materializations of the ghosts of people who have starved to death. Appearing as a giant skeleton, they are comprised of bones collected from the starved dead.

They appear in a multitude of videogames.

Sightings</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=genre_guise&amp;amp;rev=1243556301">
        <dc:format>text/html</dc:format>
        <dc:date>2009-05-28T17:18:21-07:00</dc:date>
        <title>Genre Guise</title>
        <link>http://go.fireandrobot.com/doku.php?id=genre_guise&amp;amp;rev=1243556301</link>
        <description>A genre guise is a term for a videogame having the appearance of belonging to (and sharing many of the trappings or conventions of) a certain genre, while the gameplay places it firmly within another.

Examples

	* wp&gt;Dynasty Tactics series
	* Grow RPG
	* wp&gt;Odama
	* wp&gt;The Typing of the Dead</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=giant_running_boss&amp;amp;rev=1263013761">
        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T21:09:21-07:00</dc:date>
        <title>Giant Running Boss</title>
        <link>http://go.fireandrobot.com/doku.php?id=giant_running_boss&amp;amp;rev=1263013761</link>
        <description>A giant running boss is just that—a huge boss that runs after, around, alongside or away from the player. Videogames (or the portion of those games) with a giant running boss tend to be on rails, keeping the player as close to the behemoth as possible during the battle or sequence.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=hammerspace&amp;amp;rev=1183594443">
        <dc:format>text/html</dc:format>
        <dc:date>2007-07-04T17:14:03-07:00</dc:date>
        <title>Hammerspace</title>
        <link>http://go.fireandrobot.com/doku.php?id=hammerspace&amp;amp;rev=1183594443</link>
        <description>Hammerspace is a term—adapted from animated cartoons—for the thin air from which a character can produce an item or weapon (not to be confused with the Magic Satchel). It is one of the common liberties videogames take with in-game logic and physics, and accounts for such examples as a character being able to pull a too-large sword from over his shoulder, or bring forth a ladder from seemingly nowhere.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=haniwa&amp;amp;rev=1263005978">
        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T18:59:38-07:00</dc:date>
        <title>Haniwa</title>
        <link>http://go.fireandrobot.com/doku.php?id=haniwa&amp;amp;rev=1263005978</link>
        <description>Sightings

	* wp&gt;Animal Crossing (Gyroid)
	* Final Fantasy series (Cactuar)
	* wp&gt;La Pucelle: Tactics
	* wp&gt;Mischief Makers (Clancer)
	* wp&gt;Monster Party

See Also

	* Dogū</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=help_desk&amp;amp;rev=1237666852">
        <dc:format>text/html</dc:format>
        <dc:date>2009-03-21T13:20:52-07:00</dc:date>
        <title>Help Desk</title>
        <link>http://go.fireandrobot.com/doku.php?id=help_desk&amp;amp;rev=1237666852</link>
        <description>Information and assistance in browsing and contributing to the Long Library

Contribute

	* All are welcome to Register in order to edit the wiki
	* Use Site Discussion for any comments, questions or suggestions
	* Test Formatting Syntax in the PlayGround
	* When in doubt, use Study Carrels to flesh out concepts and examples</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=icebergvania&amp;amp;rev=1231386041">
        <dc:format>text/html</dc:format>
        <dc:date>2009-01-07T19:40:41-07:00</dc:date>
        <title>Icebergvania</title>
        <link>http://go.fireandrobot.com/doku.php?id=icebergvania&amp;amp;rev=1231386041</link>
        <description>Icebergvania  describes any videogame with a great deal of content that is easily overlooked by most players upon reaching an ending, analogous to the majority of an iceberg’s volume being hidden beneath the ocean’s surface. Although the term draws inspiration from the portmanteau, Metroidvania, its requirements extend beyond only those games with Castlevania-like mechanics and presentation, while still adhering to an emphasis on exploration.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=immersive_interface&amp;amp;rev=1208146510">
        <dc:format>text/html</dc:format>
        <dc:date>2008-04-13T21:15:10-07:00</dc:date>
        <title>Immersive Interface</title>
        <link>http://go.fireandrobot.com/doku.php?id=immersive_interface&amp;amp;rev=1208146510</link>
        <description>Videogames typically display information such as health, items and level progress on a head-up display (HUD). Immersive interface describes the more sophisticated means by which this information is relayed, rather than overlayed, to the player in order to achieve a more engrossing overall experience.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=index&amp;amp;rev=1243556212">
        <dc:format>text/html</dc:format>
        <dc:date>2009-05-28T17:16:52-07:00</dc:date>
        <title>The Long Library</title>
        <link>http://go.fireandrobot.com/doku.php?id=index&amp;amp;rev=1243556212</link>
        <description>Welcome to the Long Library, a site which explores the ambiguous relations between videogames; those curiously common, often unusual recurring themes, tropes and elements beyond standard mechanics and narrative—the dark matter of the gaming wikiverse.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=indirect_control&amp;amp;rev=1245718027">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-22T17:47:07-07:00</dc:date>
        <title>Indirect Control</title>
        <link>http://go.fireandrobot.com/doku.php?id=indirect_control&amp;amp;rev=1245718027</link>
        <description>Consider the following three categories of indirect control within videogames: 

	* In which the player guides non-player avatars/agents through programmed tasks, as in wp&gt;The Incredible Machine and wp&gt;Lemmings;
	* In which a player character or environment under the player’s direct control is used to direct a dependent object, as in wp&gt;Bubble Ghost and wp&gt;Cameltry; and
	* In which a player character controls its own player character(s) without that control transfered directly to the player—…</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=interactive_cut_scene&amp;amp;rev=1254799092">
        <dc:format>text/html</dc:format>
        <dc:date>2009-10-05T20:18:12-07:00</dc:date>
        <title>Interactive Cut Scene</title>
        <link>http://go.fireandrobot.com/doku.php?id=interactive_cut_scene&amp;amp;rev=1254799092</link>
        <description>Examples

	* wp&gt;Beyond Good &amp; Evil (video game)
	* wp&gt;BioShock
	* wp&gt;Half-Life 2
	* wp&gt;Halo 3: ODST
	* wp&gt;Metal Gear Solid
		* wp&gt;Metal Gear Solid 2: Sons of Liberty
		* wp&gt;Metal Gear Solid 3: Snake Eater

	* wp&gt;Shadow of the Colossus</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=interlibrary_loan&amp;amp;rev=1237667035">
        <dc:format>text/html</dc:format>
        <dc:date>2009-03-21T13:23:55-07:00</dc:date>
        <title>Interlibrary Loan</title>
        <link>http://go.fireandrobot.com/doku.php?id=interlibrary_loan&amp;amp;rev=1237667035</link>
        <description>Collected resources on the subject of videogame recurrences and tropes 

	* Recurring Themes and Elements in Videogames — Insert Credit Wiki
	* Videogame Tropes — TV Tropes Wiki
	* The Minus World
	* Flying Omelette's Video Game Glossary
	* The Grand List Of Console Role Playing Game Clichés</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=internal_conflict&amp;amp;rev=1263013435">
        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T21:03:55-07:00</dc:date>
        <title>Internal Conflict</title>
        <link>http://go.fireandrobot.com/doku.php?id=internal_conflict&amp;amp;rev=1263013435</link>
        <description>An internal conflict, in this case, is a battle or stage of a videogame which takes place within the body of a living or otherwise animated being. This often involves the protagonist being shrunk by some means in order to traverse the bowels of either a burdened or burdensome beast.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=item_attraction&amp;amp;rev=1239350886">
        <dc:format>text/html</dc:format>
        <dc:date>2009-04-10T01:08:06-07:00</dc:date>
        <title>Item Attraction</title>
        <link>http://go.fireandrobot.com/doku.php?id=item_attraction&amp;amp;rev=1239350886</link>
        <description>Item attraction and involves videogames in which the main character is able to attract relatively distant “pick-ups” which are absorbed into their avatar and collected.

Examples

	* wp&gt;Crackdown
	* wp&gt;God of War II
	* wp&gt;Legacy of Kain: Soul Reaver
	* wp&gt;Metroid Fusion
	* wp&gt;Metroid Prime
		* wp&gt;Metroid Prime 2: Echoes
		* wp&gt;Metroid Prime 3: Corruption</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=last_resort&amp;amp;rev=1246745715">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-04T15:15:15-07:00</dc:date>
        <title>Last Resort</title>
        <link>http://go.fireandrobot.com/doku.php?id=last_resort&amp;amp;rev=1246745715</link>
        <description>Last resort refers to any mechanic within a videogame that makes the player character more powerful when certain stats—often health—are heavily depleted. This mechanic can be utilized strategically, may often exist as a wryly subversive novelty, and at the most fundamental level, provides a better chance at resurgence during situations in which a player is otherwise most vulnerable.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=magic_satchel&amp;amp;rev=1201059553">
        <dc:format>text/html</dc:format>
        <dc:date>2008-01-22T19:39:13-07:00</dc:date>
        <title>Magic Satchel</title>
        <link>http://go.fireandrobot.com/doku.php?id=magic_satchel&amp;amp;rev=1201059553</link>
        <description>Magic satchel is a term for a specific or implied container which stores a character’s impractically large inventory within a videogame. A character will often carry more items (such as 99 potions) than is feasible or individual items that are too large to carry; the magic satchel being the concession games make to breach physics and allow an enormous stockpile of weapons and items.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=main_archives&amp;amp;rev=1254799113">
        <dc:format>text/html</dc:format>
        <dc:date>2009-10-05T20:18:33-07:00</dc:date>
        <title>Main Archives</title>
        <link>http://go.fireandrobot.com/doku.php?id=main_archives&amp;amp;rev=1254799113</link>
        <description>Collected ludonarratological recurrences

Character



	* Animate Object
	* Fleeting Enemy
	* Foster Monster
	* Giant Running Boss
	* Stacked Opponent
	* Tentpole Foe
	* Twin Bosses
	* Walking Bomb



Concept



	* Evolving Mechanics
	* Fourth Wall
	* Genre Guise
	* Hammerspace
	* Icebergvania
	* Magic Satchel
	* Metroidvania
	* Monster Closet
	* Tonsilvania
	* Zeldalike</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=metroidvania&amp;amp;rev=1177977681">
        <dc:format>text/html</dc:format>
        <dc:date>2007-04-30T17:01:21-07:00</dc:date>
        <title>Metroidvania</title>
        <link>http://go.fireandrobot.com/doku.php?id=metroidvania&amp;amp;rev=1177977681</link>
        <description>Metroidvania describes 2D, non-linear, exploration-heavy videogames that draw unmistakable influence from wp&gt;Super Metroid and its ilk within the Castlevania series.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=mixing_pot&amp;amp;rev=1238035202">
        <dc:format>text/html</dc:format>
        <dc:date>2009-03-25T19:40:02-07:00</dc:date>
        <title>Mixing Pot</title>
        <link>http://go.fireandrobot.com/doku.php?id=mixing_pot&amp;amp;rev=1238035202</link>
        <description>A mixing pot is a term to describe a chamber in which multiple items can be combined and transformed into rare items.

Examples

	* wp&gt;Dragon Quest VIII: Journey of the Cursed King (”Alchemy Pot”)
	* wp&gt;Mischief Makers (”Clan Pot”)
	* wp&gt;Power Stone 2 (a furnace for “mixing” in the Item Shop)</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=monster_closet&amp;amp;rev=1201059759">
        <dc:format>text/html</dc:format>
        <dc:date>2008-01-22T19:42:39-07:00</dc:date>
        <title>Monster Closet</title>
        <link>http://go.fireandrobot.com/doku.php?id=monster_closet&amp;amp;rev=1201059759</link>
        <description>Monster closets are hidden rooms from which monsters emerge once a player’s actions trigger a wall to open. Often this occurs out of view in order to take the player by surprise.

Examples

	* Doom
		* wp&gt;Doom II: Hell on Earth

	* wp&gt;Wolfenstein 3D</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=mothman&amp;amp;rev=1281070121">
        <dc:format>text/html</dc:format>
        <dc:date>2010-08-05T21:48:41-07:00</dc:date>
        <title>Mothman</title>
        <link>http://go.fireandrobot.com/doku.php?id=mothman&amp;amp;rev=1281070121</link>
        <description>The Mothman is a cryptid reported to have appeared in West Virginia during the 1960s; described as a winged, man-sized creature with large reflective red eyes and large moth-like wings. The Mothman more recently resides in a handful of videogames, wherein he remains just as elusive.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=navigation&amp;amp;rev=1244181644">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-04T23:00:44-07:00</dc:date>
        <title>Collections</title>
        <link>http://go.fireandrobot.com/doku.php?id=navigation&amp;amp;rev=1244181644</link>
        <description>* Main Archives
	* Phasma vocabulum

	* Reference Desk
	* Study Carrels
	* Help Desk
	* Interlibrary Loan</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=nurikabe&amp;amp;rev=1270252237">
        <dc:format>text/html</dc:format>
        <dc:date>2010-04-02T16:50:37-07:00</dc:date>
        <title>Nurikabe</title>
        <link>http://go.fireandrobot.com/doku.php?id=nurikabe&amp;amp;rev=1270252237</link>
        <description>The nurikabe, a spirit from Japanese folklore, manifests as a wall that impedes or misdirects those who travel at night. Able to extend itself indefinitely, it can only be bypassed if one knocks on a low part of the wall, causing it to disappear.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=paralysis&amp;amp;rev=1244160097">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-04T17:01:37-07:00</dc:date>
        <title>Paralysis</title>
        <link>http://go.fireandrobot.com/doku.php?id=paralysis&amp;amp;rev=1244160097</link>
        <description>Paralysis in videogames is a sudden, temporary impairment of control between a player and the player character, portrayed as a loss of voluntary movement (immobilization) of the avatar. There are various types and causes of paralysis of characters in videogames.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=phasma_vocabulum&amp;amp;rev=1263015886">
        <dc:format>text/html</dc:format>
        <dc:date>2010-01-08T21:44:46-07:00</dc:date>
        <title>Phasma vocabulum</title>
        <link>http://go.fireandrobot.com/doku.php?id=phasma_vocabulum&amp;amp;rev=1263015886</link>
        <description>A compendium of common cryptid cameos within videogames

Mythologies



American

	* Flatwoods Monster
	* Mothman

 Chinese

	* Jiang Shi

 Christian

	* Legion

 Himalayan

	* Yeti

 Japanese

	* Dogū
	* Gashadokuro
	* Haniwa
	* Nurikabe

 Rapa Nui</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=reference_desk&amp;amp;rev=1238740467">
        <dc:format>text/html</dc:format>
        <dc:date>2009-04-02T23:34:27-07:00</dc:date>
        <title>Reference Desk</title>
        <link>http://go.fireandrobot.com/doku.php?id=reference_desk&amp;amp;rev=1238740467</link>
        <description>Glossary of common Long Library terms

Avatar

An avatar is a personified manifestation of a character, player character or other entity within a videogame, or one of the actual player.

Diegesis

In videogames, diegesis includes all the “in-game” parts of the story; not limited only to those elements that the character(s) would be able to sense and/or interact with. Elements that only exist for the player’s sake—such as health bars and pause menus—are considered non-diegetic, since th…</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=screen_theory&amp;amp;rev=1254782273">
        <dc:format>text/html</dc:format>
        <dc:date>2009-10-05T15:37:53-07:00</dc:date>
        <title>Videogame Screen Theory</title>
        <link>http://go.fireandrobot.com/doku.php?id=screen_theory&amp;amp;rev=1254782273</link>
        <description>“The television screen is the retina of the mind’s eye.” -Videodrome

In the field of videogames, the screen serves as the symbolic boundary between the gameworld and the player; an illusory plane commonly referred to as the fourth wall. The areas obscured by the limits of the screen—any in-game space not viewable to the player—are collectively referred to as ic&gt;offscreen.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=scripted_battle&amp;amp;rev=1201060398">
        <dc:format>text/html</dc:format>
        <dc:date>2008-01-22T19:53:18-07:00</dc:date>
        <title>Scripted Battle</title>
        <link>http://go.fireandrobot.com/doku.php?id=scripted_battle&amp;amp;rev=1201060398</link>
        <description>Common Types

Timed Battle

Unwinnable Battle

Other Examples

	* wp&gt;Killer7

See Also

	* ic&gt;Timed Battle
	* ic&gt;Unwinnable Battle</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=silhouette_barrage&amp;amp;rev=1237762427">
        <dc:format>text/html</dc:format>
        <dc:date>2009-03-22T15:53:47-07:00</dc:date>
        <title>Silhouette Barrage</title>
        <link>http://go.fireandrobot.com/doku.php?id=silhouette_barrage&amp;amp;rev=1237762427</link>
        <description>&lt;kf&gt; nothing more unnerving than watching 2d objects go around oblique corners

Examples

	* wp&gt;Castlevania: Order of Ecclesia
	* wp&gt;Castlevania: Symphony of the Night
	* wp&gt;The Battle of Olympus
	* Noitu Love 2
	* wp&gt;Silhouette Mirage
	* wp&gt;Super Mario Sunshine
	* wp&gt;Super Smash Bros. Brawl
	* wp&gt;Zelda II: The Adventure of Link</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=slime_division&amp;amp;rev=1186566273">
        <dc:format>text/html</dc:format>
        <dc:date>2007-08-08T02:44:33-07:00</dc:date>
        <title>Slime Division</title>
        <link>http://go.fireandrobot.com/doku.php?id=slime_division&amp;amp;rev=1186566273</link>
        <description>Slime division is the act a of large slime or blob monster splitting into smaller versions of itself.

Examples

	* wp&gt;Dragon Quest VIII: Journey of the Cursed King
	* wp&gt;The Nightmare of Druaga: Fushigino Dungeon
	* wp&gt;Secret of Mana
	* wp&gt;Super Mario World 2: Yoshi's Island
	* wp&gt;Zelda II: The Adventure of Link</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=soft_landing&amp;amp;rev=1231393509">
        <dc:format>text/html</dc:format>
        <dc:date>2009-01-07T21:45:09-07:00</dc:date>
        <title>Soft Landing</title>
        <link>http://go.fireandrobot.com/doku.php?id=soft_landing&amp;amp;rev=1231393509</link>
        <description>Soft landing describes any classically fatal fall in a videogame which results in minor to no injury. This can include falls into hazardous material in some cases.

Examples

	* wp&gt;Marathon 2: Durandal
	* wp&gt;The Legend of Zelda: Twilight Princess
	* wp&gt;The Legend of Zelda: The Wind Waker
	* Portal (the player character is equipped with mechanized heel springs to prevent damage from falling, though she can still be killed by toxic liquid)</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=stacked_opponent&amp;amp;rev=1212806036">
        <dc:format>text/html</dc:format>
        <dc:date>2008-06-06T19:33:56-07:00</dc:date>
        <title>Stacked Opponent</title>
        <link>http://go.fireandrobot.com/doku.php?id=stacked_opponent&amp;amp;rev=1212806036</link>
        <description>Stacked Opponents are quite literally videogame enemies arranged of (mainly vertically) stacked parts. Combat with these foes is often a bit more involved than most, since their attacks and defenses are complimented by either or both their stature and composition.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=study_carrels&amp;amp;rev=1271514866">
        <dc:format>text/html</dc:format>
        <dc:date>2010-04-17T07:34:26-07:00</dc:date>
        <title>Study Carrels</title>
        <link>http://go.fireandrobot.com/doku.php?id=study_carrels&amp;amp;rev=1271514866</link>
        <description>Section for information and resources not yet suited for archival

Game Philosophy Dilemmas

	“ Am I still playing Shenmue when I’m playing Space Harrier within Shenmue?”

	“ What’s a good term for ‘3D silhouettes’, such as the shadow-like creatures in Ico and SotC?”</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=surface_tension&amp;amp;rev=1231393530">
        <dc:format>text/html</dc:format>
        <dc:date>2009-01-07T21:45:30-07:00</dc:date>
        <title>Surface Tension</title>
        <link>http://go.fireandrobot.com/doku.php?id=surface_tension&amp;amp;rev=1231393530</link>
        <description>Surface tension exists among videogames in which health is lost at a steady rate if the player character remains underwater for too long and sometimes replenishes upon resurfacing.

Examples

	* Half-Life series
	* Sonic the Hedgehog series
	* wp&gt;Super Mario 64
	* wp&gt;Tomb Raider</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=tentpole_foe&amp;amp;rev=1239351016">
        <dc:format>text/html</dc:format>
        <dc:date>2009-04-10T01:10:16-07:00</dc:date>
        <title>Tentpole Foe</title>
        <link>http://go.fireandrobot.com/doku.php?id=tentpole_foe&amp;amp;rev=1239351016</link>
        <description>A tentpole foe is a load-bearing boss that carries the weight of the stage or entire gameworld on its shoulders, literally or figuratively. Defeating such an enemy causes the environment to collapse, providing the player with a secondary hazard that must be escaped.</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=tonsilvania&amp;amp;rev=1201069517">
        <dc:format>text/html</dc:format>
        <dc:date>2008-01-22T22:25:17-07:00</dc:date>
        <title>Tonsilvania</title>
        <link>http://go.fireandrobot.com/doku.php?id=tonsilvania&amp;amp;rev=1201069517</link>
        <description>Tonsilvania describes platformer videogames in which swallowing and regurgitating foes is a fundamental technique.

Examples

	* wp&gt;Ardy Lightfoot
	* wp&gt;Chameleon Twist
		* wp&gt;Chameleon Twist 2

	* Kirby series
	* wp&gt;Super Mario World
		* wp&gt;Super Mario World 2: Yoshi's Island</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=twin_bosses&amp;amp;rev=1242098109">
        <dc:format>text/html</dc:format>
        <dc:date>2009-05-11T20:15:09-07:00</dc:date>
        <title>Twin Bosses</title>
        <link>http://go.fireandrobot.com/doku.php?id=twin_bosses&amp;amp;rev=1242098109</link>
        <description>Twin bosses are videogame bosses that appear as two similar characters in the same battle, usually with contrasting elements, such as ice and fire.

Examples
  wp&gt;Forgotten Worlds    Fuujin    Raijin            wp&gt;Okami    Ocarina of Time    Lechku and Nechku    Twinrova            wp&gt;Skies of Arcadia    Mao and Jao    Sinistra and Destra</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=unfortunate_detection&amp;amp;rev=1251021644">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-23T03:00:44-07:00</dc:date>
        <title>Unfortunate Detection</title>
        <link>http://go.fireandrobot.com/doku.php?id=unfortunate_detection&amp;amp;rev=1251021644</link>
        <description>In videogames, unfortunate detection involves the player agitating a reclusive enemy by observing them in some way, thus triggering a battle.

Examples

	* Beyond Good &amp; Evil (once the player photographs what are ostensibly a pair of one-eyed creatures, they retract to reveal themselves as part of the boss, “Petrolimex”)
	* wp&gt;The Legend of Zelda: Ocarina of Time (the boss “Gohma” literally looms above the player; the battle isn’t triggered until the player looks up to view its eye as …</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=walking_bomb&amp;amp;rev=1244512285">
        <dc:format>text/html</dc:format>
        <dc:date>2009-06-08T18:51:25-07:00</dc:date>
        <title>Walking Bomb</title>
        <link>http://go.fireandrobot.com/doku.php?id=walking_bomb&amp;amp;rev=1244512285</link>
        <description>Walking bombs are suicidal videogame enemies that pursue the main character, hoping to initiate contact and explode in order to inflict damage or death.

Examples

	* wp&gt;Dead Rising (When a cult member receives enough damage, they will pull out an explosive and rush the player character)
	* wp&gt;Diablo II: Lord of Destruction (”Suicide Minions” attempt to charge and blow up in the player’s vicinity)
	* Final Fantasy series (”Bombs” and their derivatives)
	* wp&gt;Gauntlet Legends (”Suicid…</description>
    </item>
    <item rdf:about="http://go.fireandrobot.com/doku.php?id=zeldalike&amp;amp;rev=1182525502">
        <dc:format>text/html</dc:format>
        <dc:date>2007-06-22T08:18:22-07:00</dc:date>
        <title>Zeldalike</title>
        <link>http://go.fireandrobot.com/doku.php?id=zeldalike&amp;amp;rev=1182525502</link>
        <description>A Zeldalike is a videogame that that draws unmistakable influence from the 3D games within the Zelda series.

Examples

	* wp&gt;Okami</description>
    </item>
</rdf:RDF>
