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Game » consists of 12 releases. Released Oct 01, 1988
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.
8-bit can be a reference to actual computing power, or it can be a retro look for videogames that want to recall a bygone era.
Albatoss is a flying enemy from Super Mario Bros 2. They often drop Bob-Ombs from their claws.
Any being that is humanoid in appearance, with amphibian-like features. This covers frogs, toads, salamanders and newts (caecilians look too much like worms).
When the main protagonist is thrusted into a foreign dimension or alien world, usually due to a freak accident. The protagonist must then explore that world while trying to find a way back home.
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.
Beezos are Shy Guys with insect-like wings mounted on their backs. They are armed with tridents and attacks by charging towards the player in a straight line.
Some games have inspired the creation of literature.
Games whose menus feature a book-like motif. Often this is featured in games with a fairy tale—style narrative.
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 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.
Games in which the player is incapable - not just discouraged from - harming innocents. Sorry, no matter how bad you want to, you just can't pull that trigger.
Potentially deadly in the real world, annoying and funny in the animated world.
A character in the game actually increase in size. This may be a temporary or permanent transformation.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
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.
Cobrat is a large serpent that often hides in vases in Sub-Con.
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.
Written words that are used to describe sounds, sometimes used in comic book—inspired games, like XIII.
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.
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.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A boss character in a game which shows up again later as a regular enemy.
Digging is a strategic mechanic of many games. Digging allows the ability to unearth valuables and strategize pathways.
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.
Dream sequences are a narrative and gameplay mechanic that present the thoughts or events that occur in dreams.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
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