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Games whose titles consist of a single word.
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.
In text based games, most, if not all the game play, or graphics is created with words.
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.
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.
An online retro gaming streaming platform.
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
Ever since Pac-Man, games have had us navigating mazes.
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.
Games that can be played with a CGA monitor and graphics card. CGA, Color Graphics Adapter was the first generation of color graphics for the IBM PC.
A digital distribution service owned by Valve Corporation. Originally created to distribute Valve's own games, Steam has since become the de facto standard for digital distribution of PC games.
This concept is for games in which at least one of the main characters is male.
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.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Depending on the country, a song enters public domain after a certain number of years after release or after the death of the writer. In the United States, it is 95 years after release.
Games which have nothing to do with each other, but have the same title.
Games which feature copyright infringement, or contain the tools to make infringing material. Usually seen in games with user generated content.
Games based on literature. This does not include licenses of another adaptation.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Games that earned the "ASM-Hit"-Award. ASM (Aktueller Software Markt) was a popular German multi-platform computer games magazine that was published from 1986 until 1995.
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.
Game titles that make a statement of fact or opinion.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A large species of primates.
An organized series of matches, ending with one victor.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
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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