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text represents dialog

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Results for "text represents dialog"

One: Kagayaku Kisetsu e One's gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that appears on the game screen which represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Little Busters! Little Busters!' gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that appears on the game screen which represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Like Life The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Ef: A Fairy Tale of the Two. This text represents either dialogue between the various characters, or the inner thoughts of the given protagonist.

Orange Pocket The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Dōsei Dōsei's gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that appears on the game screen which represents either dialogue between the various characters, or the inner thoughts of the protagonist.

HoneyComing The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Clear (visual novel) The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Gift (visual novel) The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Da Capo II The gameplay in Da Capo II utilizes the same system used in Da Capo, in which little interaction is required from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Underbar Summer The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Moon. Moon.'s gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that appears on the game screen which represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Fortune Arterial This text represents either dialogue between the various characters or the inner thoughts of the protagonist.

D.C. II: Da Capo II The gameplay in Da Capo II utilizes the same system used in D.C.: Da Capo, in which little interaction is required from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Root After and Another The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

H2O: Footprints in the Sand The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Sakura no Uta The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

Tomoyo After: It's a Wonderful Life Tomoyo After's gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that appears on the game screen which represents either dialogue between the various characters, or the inner thoughts of the protagonist.

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Wikipedia Articles: results 1 - 10 of 6915
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  1. close

    Like Life

    The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  2. close

    Root After and Another

    The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  3. close

    H2O: Footprints in the Sand

    The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  4. close

    Sakura no Uta

    The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  5. close

    Ef: A Fairy Tale of the Two.

    This text represents either dialogue between the various characters, or the inner thoughts of the given protagonist.
  6. close

    Orange Pocket

    The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  7. close

    HoneyComing

    The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  8. close

    Clear (visual novel)

    The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  9. close

    Gift (visual novel)

    The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
  10. close

    Da Capo II

    The gameplay in Da Capo II utilizes the same system used in Da Capo, in which little interaction is required from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.

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text represents dialog