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Combo Typically found in fighting games, combos are a series of strung-together moves. |
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Cutscene A non-interactive sequence within a game most often used for plot advancement. |
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Experience Points Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task. |
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Magic The concept of affecting the universe through supernatural methods, breaking the physical laws. Can take form as an act performed by a person (magician,conjurer, wizard, ...) as a property of an item (artifact, wand, focus, ...) or as latent characteristic of a world. |
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Summoning Summoning involves bringing a distant ally into battle to either perform a single, devastating attack or to fight on the behalf of the summoner. |
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Full Combo Commonly referred to as FC, you achieve a FC when you get 100% on a song and your note streak equals the total number of notes in that song. |
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Elements Wind, water, earth and fire (and others).... often associated with magic. |
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Side Quests Quests that aren't necessary for game completion. Often they simply lengthen a game with pointless collecting. |
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Random Encounter Random encounters are often used in RPGs to put the player into combat situations when they are walking around the world map. |
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Mini-Boss An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though not as tough as the end-level Boss. |
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Leveling Up The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points. |
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Saving the World Many games feature a story which involves saving the world and its inhabitants, often single handedly. |
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Non-Player Character Characters controlled by the game for players to interact with, as opposed to player characters, the characters controlled by whomever is playing the game. |
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PlayStation Underground PlayStation Underground was a CD magazine published by Sony for the original PlayStation from 1997 to 2001. Each of the 17 issues included demos, video interviews, behind the scenes content, and much more. |
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Overworld An overworld is a simplified view of the game world, which lets the player move to different locations or levels. This is a system most commonly found in (older) RPG's. |
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Special Attack Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters. |
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Reading Whoever said gamers don't read needs to play these games. |
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3D 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! |
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Boss Rush When you fight all of the bosses of the game at once. Can either be an optional mode, or it can be forced on you at the end of the game (see: Viewtiful Joe, Mega Man, Gunstar Heoes, etc). |
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Final Boss The last boss you face in a game, usually representing the final climax of the game. |
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Turn-Based Turn based games are everywhere giving the player the ability to strategically choose his actions as the battle or events unfold. |
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Attributes Attributes are a fundamental concept in any video game that has any leveing up system, Attributes are things like Strength, Intellect, Stamina. |
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Battle Screen A mechanic used mainly in Japanese RPGs of both the action and turn-based variety. |
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Boss Fight 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. |
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Damage Numbers For games that show a number representing how much damage you've done when attacking an enemy. |





