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A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
Games that feature cheerleaders. Whether they be girls with pom-poms or burly Japanese men, they know how to get people motivated.
The process of fighting, but with dance.
Dancing is the movement of a body, usually rhythmic and to some kind of music. A lot of times, it happens between two people and may be romantic.
Sometimes you want a challenge, sometimes you wanna coast.
A character or a disembodied voice will say the name of the video game. Depending on the mood of the game, this could range from shouting the game's name to ominously whispering it.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
Equines that go 'neigh' and tend to eat hay. Some are the stars of motion pictures. The truest of companions to many adventurers.
Japanese pop music, also known as J-Pop, refers to the most popular and mainstream music produced in Japan. It is commonly featured in many rhythm games as well as other genres.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
Games that incorporate licensed music from popular bands and musicians for their soundtracks.
Rhythm game's that use beat sliders usually give the player the ability to earn a note streak if they stay on track with their striking of notes consistently
Games that can be played with one hand, typically using only half of a standard controller or only the mouse/keyboard.
Planet destruction sometimes a gameplay mechanic, sometimes a plot point. Should cover pending as well as actual destruction.
‘S-Rank’ is a term used in games, most commonly awarded at the end of stages with graded missions or side objectives.
A Japanese cultural term for a white-collar employee that typically toils away in an office where suit and tie are the standard attire. They are frequently perceived as overworked, spending long hours away from their families.
An additional difficulty level that becomes unlocked after meeting certain criteria, such as beating the game or dying many times in the same area.
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