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  2. Fusion beat - Wikipedia

    en.wikipedia.org/wiki/Fusion_beat

    This contrasts with the pseudofusion beat wherein the pacemaker impulse does not affect the complex of the natural beat of the heart. Pseudofusion beats are normal. Rare or isolated fusion beats caused by pacemakers are normal as well, but if they occur too frequently may reduce cardiac output and so can require adjustment of the pacemaker. [3]

  3. Beaterator - Wikipedia

    en.wikipedia.org/wiki/Beaterator

    The game has Rockstar Games Social Club integration for sharing music with the community. To celebrate the game's release, Rockstar Games held an event in PlayStation Home at the Listen@Home station in North America's Central Plaza on 16 October 2009. Attendees could play select user-uploaded Beaterator tracks during the event. [2]

  4. Health (game terminology) - Wikipedia

    en.wikipedia.org/wiki/Health_(game_terminology)

    Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games , this typically takes the form of hit points ( HP ), a numerical attribute representing the health of a character or object.

  5. Pacemaker - Wikipedia

    en.wikipedia.org/wiki/Pacemaker

    Percussive pacing, also known as transthoracic mechanical pacing, is the use of the closed fist, usually on the left lower edge of the sternum over the right ventricle in the vena cava, striking from a distance of 20 – 30 cm to induce a ventricular beat (the British Journal of Anaesthesia suggests this must be done to raise the ventricular pressure to 10–15 mmHg to induce electrical activity).

  6. Active Time Battle - Wikipedia

    en.wikipedia.org/wiki/Active_Time_Battle

    Active Time Battle (also abbreviated as ATB) is a role-playing video game mechanic invented by Hiroyuki Ito. It was first used in the 1991 Final Fantasy IV , and patented in 1995 by Ito and Hironobu Sakaguchi , though the patent expired in 2010, allowing it to be used in any game. [ 1 ]

  7. Ludonarrative dissonance - Wikipedia

    en.wikipedia.org/wiki/Ludonarrative_dissonance

    Ludonarrative dissonance is the conflict between a video game's narrative told through the non-interactive elements and the narrative told through the gameplay. [1] [2] [3] Ludonarrative (from ludus, "game", and narrative) refers to the intersection of a video game's ludic elements and narrative elements. [1]

  8. Game feel - Wikipedia

    en.wikipedia.org/wiki/Game_feel

    Game feel (sometimes referred to as "look feel" or "game juice") is the intangible, tactile sensation experienced when interacting with video games. The term was popularized by the book Game Feel: A Game Designer's Guide to Virtual Sensation [1] written by Steve Swink. The term has no formal definition, but there are many defined ways to ...

  9. Pacer (video game) - Wikipedia

    en.wikipedia.org/wiki/Pacer_(video_game)

    A Kickstarter campaign by British studio R8 Games was successful in securing over £79,000 to begin development on the game which was released as an early access version through Steam in August 2015. [7] [8] The game was re-branded from Formula Fusion to Pacer in early 2019. [9] The console versions were initially set to release on September 17 ...