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Game » consists of 1 releases. Released Oct 23, 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.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Games that contain levels/missions/chapters where the player starts off in immediate danger.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
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.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
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.
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.
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.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
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.
Content released frequently, every release contains a small portion of a whole story.
A door that players must go through to exit the level
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
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.
These games allow the character to see what is going to happen before the character actually gets there. This is normally done to give a unique perspective on the story
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
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.
God Mode is an ability, often entered through a cheat code, that gives the player god-like abilities.
A digital distribution platform that focuses on providing DRM-free computer games, both old and new.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
A heads-up display is a graphical overlay of vital information used in most modern games.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
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