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Game » consists of 0 releases. Released Jun 23, 1988
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
A Cover System is a gameplay mechanic that specifically governs the player's ability to hide behind objects to avoid detection or enemy fire.
In real life, vehicles rarely explode unless an actual explosive device is involved. Like, it almost never happens. In video games, on the other hand, cars will blow up real good with almost no encouragement.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
We all know that explosions will get you to buy a game. This is why you want stuff blowing up on your game cover!
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
Commonly seen in brawlers, typically with the word "go" next to it, this is an indicator in side-scrolling games of which way to go, and usually an indicator that all of the enemies in an area have been defeated.
Death From Above.
A concept in a game where the playable character can't run out of ammo, and doesn't need to pick up/buy ammo. In some cases, you still have to reload your weapon, but you will still have an endless amount of magazines.
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.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
A boss fight in which the player must not only battle the actual boss, but must also defeat or defend against auxiliary enemies.
In some of the older platforming games, the protagonist had no choice but to advance.
Anything that can be picked up and used temporarly. Basically any item that is optional but can be used to an advantage.
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
The ability to lie down on the ground.
Being able to fire bullets in quick succession. In earlier video games, often acquired as a power-up.
A term used to describe the flow of action in a typical action game, where the pace is pre-defined to feature fast action and require quick reflexes. As the name suggests, these are games where the player character can run and shoot at the same time.
Games whose titles consist of a single word.
Skydiving is a recreational activity consisting of jumping out of a plane while it is flying, and then free-falling until reaching a certain altitude. At this point, one releases their parachute and then floats gently to the ground.
The first weapon that is acquired in a game. It's usually a handgun or melee weapon, is unbreakabe and carries unlimited ammunition. It's also the perfect "emergency weapon".
Moving to the left or right without rotating the body axis. The technique, also called side-stepping, is useful in FPS games to avoid incoming fire without turning away from a target.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
When a certain amount of time is given to the player to reach a goal or finish an objective.
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