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Game » consists of 6 releases. Released Aug 31, 1999
Games that have had television shows based on them.
The ability to grab your opponent mid-air and throw him once you have your hand on him.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
The form a character takes when they have undergone a fundamental physical or psychological change. This is usually the result of training, magic, or a specific event.
A sub-genre of fighting games that focuses on more free controlling 3D movement and camera that follows the character, unlike other traditional 3D fighting games that still maintains the side view and side-scrolling orientation to the attacks.
Combos where constant inputs from the player aren't required. All that is required is that the first hit connects and then the Combo will play out until it is completed, or the player on the receiving end escapes.
Video games stories with a bad ending or endings, in which the primary conflict is unable to be resolved and/or a bad fate befalls the protagonist.
Necessary to sustain life in organic creatures, the crimson fluid known as blood tends to make appearances when the body's structure is compromised in some way, a very, very common occurrence in videogames.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Some games have inspired the creation of literature.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
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.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Bruisers are characters who depend on their fist and realize that most of life's problems can be solved with a punch. Typically bruisers don't fight with any real style or technique, instead they tend to simply rely on raw strength.
Cartoon physics refers to games which do not conform to regular physics, but the "laws" are for a humorous bent rather than conforming to reality. Sometimes it ignores physical laws, like gravity, or tweaks them, like not being totally blown away by dynamite.
Potentially deadly in the real world, annoying and funny in the animated world.
Videogames with extreme or controversial content will often be altered for release in certain countries, usually to comply with local laws or prevent cultural misunderstandings.
A character in the game actually increase in size. This may be a temporary or permanent transformation.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents. This makes losing to him/her all the more humiliating.
Typically found in fighting games, combos are a series of strung-together moves.
Downward diagonal attack from mid-air.
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.
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 flashy technique that involves slashing a helpless enemy from different angles at a rapid pace. It usually involves reappearing in another position immediately after performing a strike to follow up with another attack (usually making the enemy go upwards while the performer strikes in a rising diagonal slash that zigzags upwards), or have dopplegangers attack with you.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A non-interactive sequence within a game most often used for plot advancement.
The process of fighting, but with dance.
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