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Game » consists of 3 releases. Released 1987
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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.
Information on the time honored tradition of killing rats. Killing rats is a much cliched first quest for many western RPGs.
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.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Genetically evolved humans, animals or aliens.
The foil of almost every early RPG lover, these rodents often live in sewers. While most rats are simple targets, games like Ratatouille make them the hero.
Monarchs and their families.
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.
Like a critical hit, this is a special action invoked from certain attacks in games or caused randomly on attacks by a character's statistic. It causes opponents to lose the ability to attack back for a certain period of time, and usually invokes the hit character to go into a special animation.
The act of traversing space while attached to a piece game geometry. Sometimes via a rope, or other grapple like object.
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.
Weapons can often be upgraded with new attachments, augmentations, or magical enchantments. These upgrades result in the original item being more powerful than originally intended.
WASD, or WADS, is the most common and often the default setting to move the player character in computer games with a first or third person perspective.
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