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Game » consists of 18 releases. Released Nov 21, 1991
Rain can heavily increase the atmosphere of a video game. Some games use it to add detail to an environment, while other games use it to make it difficult to see.
A Random Number Generator (hence RNG) is a system designed to randomize a sequence of numbers. Most games technically use a table of 'random' numbers, simulating random chance.
The foil of almost every early RPG lover, these rodents often live in sewers. While most rats are simple targets, games like Ratatouille make them the hero.
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.
Though a somewhat less common archetype than black knights, red-armored knights still show up now and again in Fantasy works and elsewhere. Like Black Knights, they are often (though not always), portrayed as malevolent.
Reptilian humanoids are a common motif in mythology, folklore and fantasy. As a race, they are sometimes cited to be extremely old, even older than men and elves. Examples: Lizalfos (Zelda), Lizardmen (Warhammer) & Argonians (The Elder Scrolls) They generally walk upright like any other humanoid and sport some kind of tail.
Retroachievements is a community created and curated site that adds Achievements and Online Leaderboards for supported emulators and platforms like Raspberry Pi
Sometimes a game is so great that the developer has to go back after the game's release to add achievements.
A sound effect that plays once the player has gained a level, solved a puzzle or reached a milestone within the game.
The Rule of Three dictates that a certain action must be repeated three times, usually when fighting a boss battle, in order to complete an objective.
The Sages of Hyrule are groups of individuals picked to protect Hyrule and the Sacred Realm from evil. The identities of the sages change throughout the Legend of Zelda series.
Games that allow save file data to be transferred from one save slot to another.
Many games feature a story which involves saving the world and its inhabitants, often single handedly.
An animated transition that is used to switch from one screen to another.
A Secret area is a place hidden that few will find unless they know where to look.
Some things that are meant to be hidden can be seen clear as day thanks to innate abilities of certain characters or perhaps by equipping magical items imbued with this ability.
Shakey Cam is the use of shaking the camera in a game in order to give the feeling of chaos, disorientation or realism. It is usually used in action games when moving at fast speeds or when a large impact or explosion occurs.
Enemies that hide behind shields.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
Quests that aren't necessary for game completion. They typically offer side-stories or specific rewards.
A lead character who never says a word, despite being spoken to.
These games are designed to be played by one person, and one person only.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
Whether it's to restore your health, save your game, just for the hell of it, or all of the above, sleeping in games has numerous uses.
Sleeping is a common trope for many games, but this page is dedicated to those who take the time to put a character under the covers where they belong.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
This game came in a big cardboard box, typically bundled with a game guide.
A move used in a lot of games where the standing/moving attacker spins upon himself, damaging the surrounding enemies.
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.
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