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Game » consists of 2 releases. Released January 1994
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
2D or 3D platformers that have slow methodical movements and intricate animations and puzzle solving, Resulting in the player having to "take things slow" and encourages more thinking before taking actions. Usually having more complicated controls than standard platformers that simply have you run and jump. Different modes of jumping, ledge grabbing, rolling, clambering, climbing, taking cover and usually if there is combat the player has to switch between platforming and combat modes.
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 continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Crabs in all forms and sizes, not just the giant enemy variety.
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.
When a character goes to the edge of a platform and starts to wobble. Most commonly seen in side-scrolling platformers.
Receiving damage or dying as a result of falling.
Some dogs just never get their day. Characters like this always seem to get shown up no matter what the occasion may be.
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.
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.
A phobia is an irrational fear of something that can be concrete or abstract. Many video games have characters deal with their phobias.
By definition, a pirate is a (mostly naval) robber without commission from a sovereign nation. While maritime robbery has been around since ancient times, Piracy had its highpoint during the 17th century. They are easily identified by the "Jolly Roger", which is the traditional name of the famous skull flag.
A place to fall, often bottomless, usually resulting in death.
Often appearing in role-playing games, the reluctant hero starts out not wanting to fight, but ends up getting drawn into the conflict nonetheless. If not forced into it against their will, they are often motivated by love, honor, or a sense of righteousness.
The process of tracing over live-action motion video to create animation.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
Primitive community based around common ancestry or interests.
Reptiles known for their hard shells.
When a protagonist chooses to walk as a default instead of jogging or running. The character will opt to walk even with a full tilt of the control stick.
Player characters that are infants, children, or adolescents.
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