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Game » consists of 5 releases. Released Sep 23, 2000
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.
An option that makes the physical character models in the game have enormous heads, and occasionally equally oversized arms. Usually accessed through a cheat code.
Some creatures don't need guns or swords to hurt you. Instead they pack a punch with some kind of deadly breath attack, be it flaming, poisonous, radioactive, or just plain bad!
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.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Usually seen in 3D platformers, these games ask you to collect certain objects to open up additional levels.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Law makers and fat cats who will sell the population down the river just to gain more power and money.
A gameplay mode that pits two or more players in a fight to the death. John Romero is credited with coining the multiplayer term "deathmatch."
A dog is an animal, of which there are estimated to be 400 million of in the world. Said to be man's best friend, they naturally appear in many video games.
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.
The 2000 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 11-13.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Receiving damage or dying as a result of falling.
A place were everything is unnaturally or naturally large compared to the protagonist.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
An numeral indication of how much damage a character can sustain. The loss of all hit points results in the death of the character or another penalty.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
A gameplay mechanic allowing players to store their items and freely carry them around.
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 with language selection allow the player to choose which language is displayed or spoken in the game.
Lenticulars are images that change or move when viewed from different angles. Occasionally they are used on the cover of a game. The process is based on stereoscopic vision and is made possible through the use of arrays of carefully designed parallel lenses.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
The opposite of open-ended gameplay, linear gameplay uses scripted events, Quick time events, cut scenes, and a restricted path to tell a story exactly how the writer intends, and control elements of the action.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Loading Screens are specific screens that are displayed while a game is loading resources so that the player has something to distract them while the game loads. Loading Screens can be images, text or even mini-games - and sometimes a combination of all three.
These are often a departure from the conventional gameplay of a game. There have also been compilations; games including only minigames. The Mario Party series has a lot of minigames, too!
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