Power Bombcast: The Skin Doesn't Quite Fit
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Game » consists of 1 releases. Released Nov 30, 2000
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.
The concept of moving blocks around to certain areas such as highlighted squares, or switches, or in order to get past a maze.
Games which the creative minds, or rather their marketing departments, saw fit to put their name on the box.
A non-interactive sequence within a game most often used for plot advancement.
A remake/re-imagining of a game that uses lower fidelity assets, due to a deliberate design choice.
A location that prevents the player from progressing, unless they follow a specific path or perform certain actions.
This concept is for games where at least one of the main characters is female.
A heads-up display is a graphical overlay of vital information used in most modern games.
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.
This concept is for games in which at least one of the main characters is male.
Sometimes one playable character just isn't enough.
Pixel art refers to digital images composed of visible pixels, drawn with individual pixel-level intent and precision.
When you're able to push a block you know it's a videogame. Usually used to solve puzzles.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
A sound effect that plays once the player has gained a level, solved a puzzle or reached a milestone within the 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.
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."
The concept of a character leaping forwards or backwards in time.
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