Last man standing (video games)

Multiplayer deathmatch gameplay mode

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First-person shooters
Subgenres

* MMOFPS

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* Advance and secure
* Bot
* Deathmatch
* Last man standing
* Hitscan
* Rocket jumping
* Social interaction
* Strafing

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Last man standing (LMS) or last team standing (LTS) is a multiplayer deathmatch gameplay mode featured in certain computer and video games, particularly, but not exclusively, first-person shooters, and is also the basis of battle royale games. The aim of a player in a last man standing match is to neutralize their opponents and remain the sole survivor. The basic rules followed are generally the same as a regular deathmatch mode, with one important difference being that respawn is limited or not allowed at all. Each player is assigned a specific number of lives per match (or just one when there is no respawn). Once these lives have been expended, the player is no longer able to return to the current match and remains as an invisible spectator until there is a winner and the LMS round is over. In some games, the player is allowed to buy or pick up items before spawning, while other titles have the player spawn with full weapons and ammo and there are no powerups available on the map.

Several different variations of the last man standing mode exist, with the most common being team LMS. The rules are the same as the standard LMS, the winning team being the one that eliminates all members of the opposing teams while keeping at least one of its members alive.

The first last-man-standing video game with a shrinking play zone was the 1983 action game Bomberman.[1]

## See also

[edit]

* Battle royale game

## References

[edit]

1. ^ "Remembering Dyna Blaster, the first Battle Royale game I played". 20 October 2017.

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Video game concepts

Glossary of video game terms

Attributes|

* Health
* Life
* Experience point
* Magic
* Critical hit

Characters|

* Boss
* Bot
* Non-player character
* Player character

Mechanics|

* Collision detection
* Cutscene
* Dialogue tree
* Fog of war
* Game over
* HUD
* Invisible wall
* Item
* Line of sight
* Loading screen
* Paper doll
* Password
* Permadeath
* Power-up
* Quest
* Quick time event
* Random encounter
* Replay value
* Saved game
* Scripted sequence
* Spawning
* Stats
* Status effect
* Tank controls
* Turns, rounds and time-keeping systems
* Warp
* Fast travel

Scenery|

* Destructible environment
* Instance dungeon
* Level
* Bonus stage
* Minigame
* Mini-map
* Open world
* Persistent world
* Procedural generation
* Map seed
* Overworld
* Skybox

Movement techniques|

* Rocket jumping
* Strafing

Forms of play|

* Emergent
* Nonlinear
* Twitch
* Multiplayer
* Cooperative
* Competitive
* Single-player
* Speedrunning

Game modes|

* Advance and secure
* Campaign
* Capture the flag
* Deathmatch
* Last man standing
* New Game Plus
* Survival
* King of the hill

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