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Game » consists of 2 releases. Released Feb 13, 2001
3D Platformers are games where movement, traversal and mainly jumping is the core of the gameplay. They are a tridimensional equivalent of 2D platformer one of the most popular video game genres in the third and fourth generation of video game consoles.
Games that have animals (except humans) as the main character. The character must be playable.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Some game characters just cannot swim. This usually means automatic death as soon as they hit the water.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
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.
A non-interactive sequence within a game most often used for plot advancement.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
A heads-up display is a graphical overlay of vital information used in most modern games.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
An Iconic concept of video games is the use of an idle animation for the players character, when during gameplay there's no control given. It's an example of emergent game design, and is used as a way to add depth to action characters.
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.
Mammals that have pouches and like to hop.
These are often a departure from the conventional gameplay of a game. There have also been compilations; games including only minigames. The Mario Party series has a lot of minigames, too!
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
A move used in a lot of games where the standing/moving attacker spins upon himself, damaging the surrounding enemies.
Animals that have the ability of speech and in some cases are anthropomorphic.
Games whose main character is so egotistical that the whole game just HAS to be named after them.
Games with vehicles that can be controlled. This applies to games that AREN'T focused on just driving, but just happen to have a vehicle segment or the ability to pilot one.
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