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Game » consists of 15 releases. Released Sep 08, 1995
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.
Games that have had television shows based on them.
Games that feature stages in which the player is forced to continually progress, chased by a relentless and lethal threat that covers the entire height/width of the screen.
Anthropomorphism is the concept of an object, concept or character that has human qualities or traits, such as speech, a level of intelligence similar or higher than a human's and self consciousness. "Anthro" means "of human" and related to the concept of humanity.
An atmospheric phenomenon that causes a fantastic natural light display.
Levels that progress forward by themselves at a fixed rate.
When the player character (re)visits a certain area or location that was also present in a previous game, or visited later on in the same game, with some alterations.
Games that contain levels/missions/chapters where the player starts off in immediate danger.
Bonus levels, rounds, or stages give players a chance to gain extra points, powerups, or lives. Occasionally bonus stages will play completely different than the rest of the game, like as a slot machine or pinball minigame.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
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.
An insect with broad colorful wings.
Some game characters just cannot swim. This usually means automatic death as soon as they hit the water.
Various games contains a level, stage, or world centered around candy.
Hand-drawn or computer-generated animation.
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.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
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.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
When a game takes it's collectible objects (coins, rings, etc.) and arranges them to form an arrow. Usually used to tell players where to go next.
When collectibles in a game are arranged to spell out a word, usually related to the game or the company that made it.
Games that numerically track the player's progress towards completion of a specific goal, single level, or the entire game.
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.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
A non-interactive sequence within a game most often used for plot advancement.
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