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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.
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.
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.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
A non-interactive sequence within a game most often used for plot advancement.
This is a place of special vulnerability. Particularly used in boss fights or when simply fighting Giant Enemy Crabs that cannot be defeated by usual means.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
A speedrun describes the action of a player attempting to complete a game in the fastest time possible. The rules of speedruns can vary, but generally allow glitching and sequence breaking as long as the player does not cheat with external devices/tools or tampering with the game.
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