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The island where you get small (Diamond is Unbreakable 07)
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Game » consists of 0 releases. Released Jun 23, 2008
Rather than utilitarian names like "Level 3" or "Warehouse", many games give each level a unique title that has some relevance to its content.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
Ever since Pac-Man, games have had us navigating mazes.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
A movie reference in a game, is where a game references a film. This can be done in many different ways.
Games in which, instead of playing on "Easy" or "Hard", players play on "Marine" or "Way of the Samurai".
Par times are provided as incentive to complete levels faster. Par times are typically achievable without any advanced techniques such as rocket jumping or animation canceling.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Referencing a TV show, celebrity, song, trend, historical event, etc. is one of the easiest ways to get a laugh. This can be either a throw-away gag, like the name of an achievement, or the main subject of the game.
Product placement is the act of using branded products in high visibility settings inside movies and games in exchange for special consideration, financial purchases or otherwise. In recent years, it has become more apparent.
Used in fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are often used to maneuver opponents into disadvantageous positions.
A portrait that conveys a character's health or other statuses via their facial expressions.
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
A Secret area is a place hidden that few will find unless they know where to look.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
A blob consisting of some icky substance, the slime monster is one of the most used RPG monster clichés besides rats.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
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 boss that doesn't move around during battle. It will instead use other means to "reach" the player.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
Games that conclude with a screen displaying "The End" or a variation thereof, such as "Fin."
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
In order to circumvent various obstacles, some protagonists must travel through ventilation systems.
The characters in the Worms series of games.
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