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Game » consists of 4 releases. Released Sep 25, 1992
Games that feature stages in which the player is forced to continually progress, chased by a relentless and lethal threat that covers the entire height/width of the screen.
Air moving with a considerable force from an area of high pressure to an area of low pressure. Used in games to slow things down, speed them up, or make them hover.
Games that have animals (except humans) as the main character. The character must be playable.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
On the back of the Game Gear North American retail box
Levels that progress forward by themselves at a fixed rate.
Usually yellow and black striped, these flying, flower loving loving insects can come singly or in a swarm. A major producer of honey and stings.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Boulders that one has to escape are often implemented in games as a homage to Indiana Jones.
Enemies that arrive at the surface from underground. Often this is used as a method of taking the player by surprise.
Cartoon characters are personas from cartoons, which are animated moving sequences that are usually drawn but can be computer animated and can come from television, movies, anime or even the web. They can be humans, animals, or even things usually not thought of as living.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
Drowning in games occurs when a being (not suited to be in water) runs out of oxygen, time, power, or barely even touches the water surface. Further complicated by the local sea-life that can knock the air out of you, should you get close.
When a character goes to the edge of a platform and starts to wobble. Most commonly seen in side-scrolling platformers.
A door that players must go through to exit the level
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
The last boss you face in a game, usually representing the final climax of the game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A gigantic variant of the famous crustacean and the subject of a popular 00s internet meme.
Any game that involves jumping on an enemy's head as an attack, such as in Super Mario Bros.
Video games developed in Japan but based on Western IPs.
Jellyfish are ocean dwelling animals with a mushroom like top and tentacle like cilia on the bottom. They can be translucent or transparent.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Games made for a younger audience, usually between 3-9.
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