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===Perks=== {{see also|Experience point#Perks|l1=Perks}} Perks are a variation of the power-up mechanic,<ref name="1up_cod4">{{cite web|last=Shamoon|first=Evan|title=Call of Duty 4: Modern Warfare (XBOX 360): Impressions of guns, perks and multiplayer mode|url=http://www.1up.com/previews/call-duty-4_7|website=[[1UP.com]]|access-date=2011-09-13|date=2007-10-08|url-status=dead|archive-url=https://web.archive.org/web/20120709105126/http://www.1up.com/previews/call-duty-4_7|archive-date=2012-07-09}}</ref> but permanent rather than temporary. The concept of permanent power-ups dates back to the early [[Nintendo Entertainment System|NES]] [[Action role-playing game|action RPGs]], ''[[Deadly Towers]]'' (1986) and ''[[Rygar (Nintendo Entertainment System)|Rygar]]'' (1987), which blurred the line between the power-ups used in [[Action-adventure game|action-adventures]] and the experience points used in [[Role-playing video game|console RPGs]].<ref name="CRPGs">{{citation|first=Roe R.|last=Adams|magazine=[[Computer Gaming World]]|date=November 1990|issue=76|pages=83β84|title=Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines|quote=While America has been concentrating on yet another ''Wizardry'', ''Ultima'', or ''Might & Magic'', each bigger and more complex than the one before it, the Japanese have slowly carved out a completely new niche in the realm of CRPG. The first CRPG entries were ''Rygar'' and ''Deadly Towers'' on the NES. These differed considerably from the "action adventure" games that had drawn quite a following on the machines beforehand. Action adventures were basically arcade games done in a fantasy setting such as ''Castlevania'', ''Trojan'', and ''Wizards & Warriors''. The new CRPGs had some of the trappings of regular CRPGs. The character could get stronger over time and gain extras which were not merely a result of a short-term "Power-Up". There were specific items that could be acquired which boosted fighting or defense on a permanent basis. Primitive stores were introduced with the concept that a player could buy something to aid him on his journey.}}</ref> An early video game that used perks, and named it as such, was the 1997 [[Role-playing video game|computer RPG]] game ''[[Fallout (video game)|Fallout]]''. Perks have been used in various other video games in recent times, including [[first-person shooter]]s such as ''[[Call of Duty 4: Modern Warfare]]'',<ref name="1up_cod4"/> ''[[Modern Warfare 2]]'', and ''[[Killing Floor (2009 video game)|Killing Floor]]'', as well as [[action game]]s like ''[[Metal Gear Online]]''.
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