Arbitrary projectile cutoff range
Video game concept
Projectiles, such as bullets, have seemingly arbitrary cutoff range where they just disappear into thin air at range the player can plainly see to or can easily guess the projectile having disappeared (e.g. just past the screen edge).
17
games
5platforms
WIN 2014-03-25
WIN 2009-10-27
WIN 2013-02-27
WIN 2012-09-30
NES 1987-08
WIN 2013
LIN 2007
X360 2011-03-09
WIN 2012-05
This is as opposed to actual ballistics being simulated, or the projectiles continuing into "infinity".
NOT the same as a character or unit in strategy game refusing to shoot past a certain "effective range", but rather when the projectiles just disappear after reaching certain distance without hitting any obstacles or falling to the ground.
NOT the same as a character or unit in strategy game refusing to shoot past a certain "effective range", but rather when the projectiles just disappear after reaching certain distance without hitting any obstacles or falling to the ground.
See also: projectile limit
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The first Arbitrary projectile cutoff range video game was released on August 1987.
Runic Games, Fractal Softworks and dtp entertainment published most of these games.