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Game » consists of 2 releases. Released Nov 27, 2001
Games where the characters are 2D bitmap images (sprites), but the environment and scenarios are made in a 3-Dimensional space. This technique was commonly used on consoles like the PlayStation, Sega Saturn and Nintendo DS. Many 90's First-Person Shooters also used this technique. Some used it as a stylistic choice like Paper Mario and Rakugaki Showtime.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Whenever there's a new Pixar, superhero or Harry Potter movie they have to make one of these.
Guards guard stuff, block doors, and sometimes arrest you.
Games with language selection allow the player to choose which language is displayed or spoken in the game.
These games are based off of established licenses, such as movies, comics, or TV shows. Examples are the James Bond 007 and Spider-Man franchises.
For games that feature a mission briefing before gameplay.
Options menus give you the option to change anything the game lets you change. Whether you want subtitles or not, sound effects or not, the game to be harder or not, anything you want that the game lets you change, you can change in the options menu.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
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.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
When a certain amount of time is given to the player to reach a goal or finish an objective.
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