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Game » consists of 3 releases. Released Feb 02, 2017
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.
Characters either begin with multiple outfits, unlock them through play, or purchase them as in-game items. These costumes are sometimes integral to play.
Amiibo is Nintendo's NFC figurine and card program that works across multiple games. Amiibo work natively with the Nintendo Wii U via the NFC reader in the Wii U GamePad and the New Nintendo 3DS. In 2015, Nintendo will release an accessory for the original Nintendo 3DS that lets players use Amiibo on it as well.
Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
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).
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.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
Sometimes designers add old-school things on purpose to enhance game design. These games tend to be heavily inspired by hardware limitations of older systems. NES, Atari 2600, and early computer platforms (DOS, Commodore 64, MSX, etc...) are common sources of inspiration.
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.
Missions during which players are tasked with protecting a non-playable character or object from harm until a certain goal is met.
A door that players must go through to exit the level
Receiving damage or dying as a result of falling.
Water that defies gravity by being suspended in the air.
Graphic Filters are removable filters that change the look of the graphics in a game. They can range from making a game look like an old film, to smoothing the pixellated graphics of an old game.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
When the title of the game does not appear immediately at the beginning of the game, but rather after the first mission or prologue.
This concept is for games in which at least one of the main characters is male.
These ideas stick to the one or very few gameplay mechanics or appear very barren but usually try to invoke an emotion from the player.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
Puzzle platformers are platform games where the key aspect involves solving riddles and puzzles, rather than combat.
Getting extra stuff on a new game from a previous game save on the player's system.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
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.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
Games that are controlled partially or entirely with a touch screen.
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