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Game » consists of 6 releases. Released Nov 03, 1985
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.
8-bit can be a reference to actual computing power, or it can be a retro look for videogames that want to recall a bygone era.
Action RPG (Action Role-Playing Game), also known as ARPG, refers to RPGs (role-playing games) that use direct, real-time, reflex-oriented, action combat systems, instead of the more abstract turn-based or menu-based battle systems.
Attributes are a numerical representation of a character's abilities who have their roots in RPGs. Today, attributes have spilled over to a wide range of game genres.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
A mechanic used mainly in Japanese RPGs of both the action and turn-based variety.
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.
Any game where players progress through difficult challenges that usually provide points or medals based on performance.
Classes are different archetypes and playstyles that players can choose to play their game with.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
Chiptunes are musical compositions that are synthesized by a computer or console sound chip.
Allows the player to continue playing - even though they have finished the game. This allows the completion of unfinished side-quests or the results of the player's victory in the world to be seen.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
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.
Trading systems allow players to trade items, money and other objects between each other.
A page devoted to cataloguing and explaining appearances and the use of concept art in games.
The act of building something. Using resources to build units, buidlings, structures of any kind.
The act of a noble, just, or otherwise good or heroic figure becoming evil through either external manipulation or an internal shift in beliefs or desires.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
Some games let players customize their character (or characters). Degree of customization may vary, with some games simply allowing to choose between different types of clothes, while others provide more detailed tinkering of features such as the distance between a character's eyes or hair color.
Customization in games that allow users to change various parts of their equipment or moves to fit their gaming style.
A non-interactive sequence within a game most often used for plot advancement.
DoT effects are most commonly found in Role Playing Games, and it describes the effects of a gameplay mechanic (often a magic spell) that causes incremental damage over a period of time such as a fire spell leaving someone to continually burn.
In a franchise, it entails the second game that takes on a gritty and dark tone to distinguish it from the first.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Some games portray cutscenes as portraits of characters talking to each other.
Either specialized dragon killers or a honorary title bestowed upon those who have managed to slay a dragon.
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