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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 concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
In text based games, most, if not all the game play, or graphics is created with words.
Games whose titles consist of a single word.
This concept is for games in which at least one of the main characters is male.
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.
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 based on literature. This does not include licenses of another adaptation.
The minimap is a small, simplified version of a larger map. This plays a vital role in many games, especially Real Time Strategy, where it is important to have an overview of the entire map.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
Never Ending Games is a self-explanatory concept in which a game is unbeatable and never ends, due either to the game having no true ending or because the game is not saved (or truly continued) after the last section of the game.
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
A type of stage themed around, or made entirely out of, food - often confectionery.
Environments cycle between day and night, often with effects on other aspects of the game.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
Spies are the masters of espionage. They're also (usually) quite adept at the art of stealth, disguise, and assassination.
A game perspective that views the action from above, commonly at a fixed position and/or rotation.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
Video games that, for better or for worse, are based on an existing non-video game franchise. Usually drawn from movies, tie-in games have also been made about TV shows, novels, and even one-hit wonder pop bands.
A gameplay mechanic allowing players to store their items and freely carry them around.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
For games that have neon particles aplenty, particularly when things explode.
Game visuals based on mathematical calculations. As opposed to texture or sprite based raster graphics.
Being able to travel off one side of the screen and in from the other side.
Games whose main character is so egotistical that the whole game just HAS to be named after them.
The absence of gravity.
Porting is a term used when a game designed to run on one platform is converted to run on a different platform. Quality varies, though some titles are packaged with extras.
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