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Game » consists of 12 releases. Released Feb 02, 1994
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.
Depending on the country, a song enters public domain after a certain number of years after release or after the death of the writer. In the United States, it is 95 years after release.
When you're able to push a block you know it's a videogame. Usually used to solve puzzles.
Infamous cylinder puzzle in Carnival Night Zone.
Video game combat in which combat actions are performed in real-time, rather than through a turn-based structure.
A boss that players fight multiple times throughout the game. They usually follow the player as they progress.
The Retro Engine is a multiplatform game engine developed by Australian programmer Christian Whitehead, best known for its use in Sega's Sonic the Hedgehog series.
Retroachievements is a community created and curated site that adds Achievements and Online Leaderboards for supported emulators and platforms like Raspberry Pi
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
A maneuver involving both horizontal movement and rotation about a horizontal axis. Many characters roll in a unique fashion, and certain vehicles are even capable of rolling
A creature which is made up of mostly identical segments and has an elongated shape.
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.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Sidekicks, different from partners, are less powerful, less important characters who support the main protagonist and generally stick by their side.
The act of sliding down an elevated geological formation, often on your buttocks.
Crunchy frozen water fallen from the sky. Many games feature a snow world, a snow level, or otherwise-connected regions of wintery landscapes.
The use of a board to ride down a snow-covered slope.
Protagonists that have gravity defying hair styles and often appropriately spikey personalities.
First introduced in Sonic the Hedgehog 2, this attack has been in almost every Sonic game since.
Features a split screen versus mode across 5 ministages specific for multiplayer, instead of full blown stages from the main game, making this game's versus mode vastly inferior to the one in Sonic 2. However, like with Sonic 2, the entire single player game (except for the special stages) can be played through simultaneously by 2 players, by having the 2nd player take control of Tails.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
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.
Damaging enemies by simply jumping on top of them.
Super Forms in the Sonic the Hedgehog games are transformations achieved by characters usually using the power of the Chaos Emeralds.
When a character in a game unleashes their true power and 'levels up' in a sense. Examples are super sonic, super saiyan, no more heroes, mushrooms in mario, devil trigger... etc.
Super Speed is the ability for a character to travel at speeds normally unattainable by regular humans. Super speed can be a stock super power by characters such as the Flash & Sonic the Hedgehog, or a technologically enhanced ability like Nomad in Crysis.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
Whether by item or otherwise, temporary invincibility provides the user a brief moment where they are impervious to attack.
Whether it's an obvious callback, a bookend narration, a repeat in scenery, or a never ending time loop, many games feature an ending that gives the player a severe case of déjà vu.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
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