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Game » consists of 0 releases. Released Aug 10, 1997
A futuristic way of racing where the race crafts hover over the ground and race at extreme high speeds.
Boost takes a game to a new level giving players a greater level of speed. This speed opens up new doors to sports games, driving games, and any game that can benefit from the reward of speed.
The art of taking corners is an essential element for any good racing driver, and it is a technique that must be mastered in order to produce the fastest times on track.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
A line that signals the start or the end of the race. Even though it is used for racing, it could mean any type of racing game.
Sporting events that are set in the future. These sports are often extremely violent and may feature robots, mechs, or cybernetic implants.
A simple texture mapping graphics mode on the SNES that allows a background layer to be rotated and scaled. Many game developers used this to create faux-3D worlds and environments.
Rubber Band AI is an infamous hidden feature in racing games that allows computer-controlled opponents to catch up no matter how far behind they are. It is intended to keep challenging the player, but can also give AI opponents an unfair advantage.
Temporarily makes your character or the world around you go faster, either by stepping on an object, activating a power or object, or by collecting a power up. There are many other ways in which a Speed boost can be used and it depends on the game.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
A superhero is a fictional character of unprecedented physical prowess dedicated to acts of derring-do in the public interest.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
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