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A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Games that have animals (except humans) as the main character. The character must be playable.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Feline animals commonly kept as pets. There are many different breeds and varieties.
A style of animation that gives games a more hand drawn look.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
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.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
The 1997 Electronic Entertainment Expo (E3) took place at the Georgia World Congress Center and Georgia Dome in Atlanta, Georgia on June 19-21.
The 2001 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 17-19.
When a game lets players grab enemies and throw them as projectiles. Commonly found in platformers, but also sometimes found in over-the-top 3rd person action games.
A door that players must go through to exit the level
Earning an extra life, either by collecting a 1up or by hitting a certain score.
Wii games that can be played using a GameCube controller.
These games were popular enough to warrant an anime, whether it was a full television series, an OVA (original video animation), or a feature-length movie.
In some video games, when some characters talk, what they say has absolutely no meaning, at least to the player. Whether it has any meaning to the character speaking is another matter entirely.
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.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
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
Inflation is when you expand or fill up something with something else, usually air, to make it more full or bigger. Some mini-games have you be the first to completely inflate a balloon, or, in the case of Dig-Dug, you inflate monsters to have them explode!
An imaginary boundary in the game world that limits player movement to a specific area. They are often criticized as a poor component of level design, when an actual wall or other visible boundary could have been used to delineate a game's playing field.
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.
Games made for a younger audience, usually between 3-9.
When a character grabs a ledge, in order to pull themselves up, or shimmy to the side until there's room. Mostly seen in 3rd person adventure games, but also in many platformers.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
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