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#239 - The Tragically Poetic State of Video Games
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Game » consists of 0 releases. Released 1996
The concept of moving blocks around to certain areas such as highlighted squares, or switches, or in order to get past a maze.
A clone is a being created as a perfect genetic duplicate of another being, right down to the DNA.
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 main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Sometimes you want a challenge, sometimes you wanna coast.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
All the enemies in the game show up in the credits, sometimes before the people who made the game.
Content released frequently, every release contains a small portion of a whole story.
A door that players must go through to exit the level
An environmental hazard that can be exploited to inflict massive areal damage, exploding barrels are one of the most ubiquitous objects to be found in games. The most common methods of ignition include shooting and throwing. Exploding barrels are usually distinguished from the non-exploding kind by a conspicuous red tint.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
A type of stage themed around, or made entirely out of, food - often confectionery.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
Frozen water. Ice can be slippery and it can be fun for ice skating.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
This concept is a plot device used to both provide combat for the player as well as seed the overarching storyline.
A gameplay mechanic allowing players to store their items and freely carry them around.
A common type of stage based around the fire and/or lava element. Often platforming heavy and inhabited by fire-based enemies.
Ever since Pac-Man, games have had us navigating mazes.
Sometimes one playable character just isn't enough.
In some games, the differences between the difficulty settings are more significant than tweaked health, damage and currency. This could be new or changed enemies, boss battles, mechanics or items
Levels whose visual design represents objects or symbols (including text).
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 games that also feature some kind of narrative.
A location where the player character is relatively assured to avoid patterns of incoming fire or enemy movement.
Games whose titles consist of a single word.
An eight legged arachnid. Some make webs to catch prey and some are poisonous. None have made a web grand enough to be called a parlor, though.
Sometimes when players beat a game, the credits sequence will end with the phrase similar to, "Thank you for playing!".
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