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Game » consists of 4 releases. Released Sep 18, 1991
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 feature co-operative play for 4 players.
Some television shows are ripe for interactive adaptations. Like Grey's Anatomy, or The Young Ones.
Extraterrestrials appear in many video games in a variety of styles. Sometimes they're evil, sometimes they're benevolent, and sometimes they're very similar to humans.
Games that have animals (except humans) as the main character. The character must be playable.
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.
Levels that progress forward by themselves at a fixed rate.
Belt scrolling is a 2D perspective, side-scrolling action with downward camera angle. The character is able to move not only sideways, but also vertically within a limited area, giving pseudo-3D depth. Mostly used by beat 'em up brawlers, this term is mainly used in Japan and comes from the conveyor belt like viewpoint.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
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 boss battle seen from the bosses point of view.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
Cartoon characters are personas from cartoons, which are animated moving sequences that are usually drawn but can be computer animated and can come from television, movies, anime or even the web. They can be humans, animals, or even things usually not thought of as living.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
Monsters borne of "meatball" eggs, which hatch when heated. From the Teenage Mutant Ninja Turtles franchise.
Typically found in fighting games, combos are a series of strung-together moves.
Comic book or manga characters who are also in video games. There are tons of games with superheros such as Batman and Spider-Man out there.
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.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
A person who herds cattle on ranches. Cowboys are emblematic of the early 19th century in the American southwest, and became conflated with gunslinger types in the public imagination.
An order of large reptiles that encompases the Alligator, Gharial, Caiman and Crocodile families. While dangerous on land, they're pure killing machines in the wet element.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A peaceful elevator ride to the next part of the level or to a boss fight that becomes a non-stop barrage of enemies to fight.
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.
Some versus/multiplayer modes had fighting game elements in non-fighting games.
The last boss you face in a game, usually representing the final climax of the game.
Finishing moves are typically moves that end a fight in a traditional fighting game.
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