837: R1 to Brood
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Trophies are an incentive-based system for the completion of various objective in PS3, Vita, and PS4 titles.
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 continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
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.
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.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Games that have had an Original Soundtrack album released.
A fighting game archetype where characters with a significant similarity in fighting style to Street Fighter's Ryu & Ken.
Almost a common thing in Fighting Games where player 2 or 1 inserts the coins, pressing start or entering the online lobby when the player 1 or 2 is playing arcade mode or training mode in modern days.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
A flawless victory is a victory in which the winning player has incurred no loss of health, or in other uses, like Unreal Tournament III or Fury, no points scored against the winning team.
Primarily found in fighting or sports games, the versus screen typically masks the load time of an upcoming matchup. Sometimes codes may be entered here that will affect the game.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
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.
Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
"Hand to hand. It is the basis of all combat." -Gray Fox
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
Typically found in fighting games, combos are a series of strung-together moves.
Also referred to as block damage, chipping takes place when characters take damage even when blocking. Most commonly associated with fighting games.
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
An online retro gaming streaming platform.
A special combo-move in fighting games that is executable after building a meter throughout the match (or round).
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