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Game » consists of 1 releases. Released Mar 23, 1990
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.
Games where characters have a cannon for an arm.
Attachments are objects in video games that augment the user's abilities.
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.
A long, usually ominous hallway leading into a boss fight.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Games that were made entirely by one person.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
The last boss you face in a game, usually representing the final climax of the game.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
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 that allow the player to choose which level to play next, rather than a fixed linear order.
Many characters associated with electricity/lightning or speed are seen with a lightning bolt on his or her clothing or paraphernalia. Very common in the superhero/villain world.
They may be good or evil, but mad scientists are always performing experiments that are on the outer fringes of science. Ever since Mary Shelley's Frankenstein, they've been in the scene.
This concept is for games in which at least one of the main characters is male.
A mascot is an iconic character heavily used in the advertising and marketing of a product, franchise, business, or company. Notable mascots include Mario, Sonic the Hedgehog, Ulala, Mickey Mouse, and the Big Daddies.
A list of common "steps" that take place in every heroic story. Joseph Campbell proposed that it is a metaphor for the transition into adulthood.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Pixel art refers to digital images composed of visible pixels, drawn with individual pixel-level intent and precision.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
Powerful robots waiting for you at the end of every Mega Man level. They each have unique weapons that you can absorb if you defeat them; conversely, they all have unique weaknesses as well.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
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