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Game Mess Mornings 05/02/24
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When collectibles in a game are arranged to spell out a word, usually related to the game or the company that made it.
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 ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
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 trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
When characters shed tears - often due to extreme sadness.
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.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Blurred vision, switching of assets, suddenly slowed or accelerated time or other ways a game can purposefully disorient the player or character.
One of the smartest mammals on the planet and star of the Ecco the Dolphin games, dolphins live in the ocean and can perform a variety of tricks. Dolphins also have a particular fondness for fish.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
Dry Bones are skeletal Koopa Troopas that have been reanimated through magical means. Their ability to reform after being knocked apart can make them quite troublesome.
When the player's actions trigger a change in the game's soundtrack. This adds a cinematic quality to the gameplay.
Some enemies require the player to destroy them from the inside. Examples include the lake boss from The Nexus boat sequence in Gears Of War 2
Why are bad guys on so many game covers? Perhaps the developers secretly think they're cooler than the good guys.
An illusive effect in games with 2D graphics where a character attacks the player so that it seems like the attack came from either behind or in front of the screen.
All the enemies in the game show up in the credits, sometimes before the people who made the game.
When a game lets players grab enemies and throw them as projectiles. Commonly found in platformers, but also sometimes found in over-the-top 3rd person action games.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
Everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
A cluster of platforms that have the same rotating movement as a Ferris Wheel. Thusly, they always remain in a horizontal position.
Fighter Flies are enemies from the Mario series. They hop back and forth while flapping their wings.
The last boss you face in a game, usually representing the final climax of the game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
The ability to create, shape, and control fire at will. This is a common and well known power in fiction, its appearance dating back to ancient literature.
Fireworks are a form of incendiary rocket designed to explode "gently" in bright colours and cause no damage, traditionally set off to mark festive or historic events.
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