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Game » consists of 3 releases. Released Sep 15, 1994
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.
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.
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.
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.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
Sometimes you want a challenge, sometimes you wanna coast.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
Flattening is taking something three dimensional, and somehow making it very thin almost two dimensional. It can be used for comedic effect or a character to use it to fight through tight spaces.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Any stealth operative or athletic character knows this ability. Necessary if you're hanging on a ledge and don't want to fall.
More effective than any hospital. These games let you heal damage; ranging from a black eye to a gunshot wound, just by having a snack.
A heavily armored soldier in the service of a lord or cause. Typically a champion of good and a defender of the innocent.
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.
A mascot is an iconic character heavily used in the advertising and marketing of a product, franchise, business, or company. Notable mascots include Mario, Sonic the Hedgehog, Ulala, Mickey Mouse, and the Big Daddies.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
Several different game types like driving, shooting, and platforming in one cohesive game. Compilation releases don't count.
A stage or level designed around a theme of musical instruments or audio equipment. Most common in platformers, where the instruments often act as platforms, obstacles, or even enemies.
A marsupial indigenous to the Americas. Often also called a "possum", but that is a different marsupial altogether.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
A portion of a shooter or action game where players are forced into an on rail shooting sequence.
If a person is made of metal and has circuitry instead of a circulatory system, then their game belongs on this list.
A Rocket Jump uses the explosive force of a rocket to launch the player high into the air, usually at the expense of some of his health.
Games whose titles consist of a single word.
A mode in the game, often an unlockable, allowing players to listen to individual music tracks, voice clips and/or sound effects.
A move used in a lot of games where the standing/moving attacker spins upon himself, damaging the surrounding enemies.
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