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A viewable map that displays the entire game world. The map also usually shows the player's location in the world.
Fireworks are a form of incendiary rocket designed to explode "gently" in bright colours and cause no damage, traditionally set off to mark festive or historic events.
Used in Super Mario Bros. via the pipe system. Warp Zones became popularized on the NES/SNES.
Warping allows the player to take a shortcut, bypassing part of a game.
The strategy of demonstrating how awesome something is by putting the word "super" in its title. Incredibly popular among developers making games for the Super Nintendo, which itself counts as an example.
A game that takes gameplay mechanics, characters, or story elements from an existing series in a separate and different direction, sometimes changing genres along the way.
Three games that are individually complete but are closely related in theme or sequence
Game bundled with gaming hardware (usually a console) in order to boost sales. Most often these games are first party titles, meaning that the hardware and software are products of the same company.
An invisible object is something that can't be seen, but is still there. Sometimes it is a hidden bonus item, or part of a puzzle to be solved.
The ability of a character to jump from pole to pole. An example being in "The Incredible Hulk" where you can earn an achievement for jumping on all the poles at the World Trade Center without touching the ground.
A level that takes place either in or near water.
A soccer slide tackle is a sideways slide that attempts to knock the ball away from your opponent's feet. It can also be used in a non-sports setting - e.g. to slide tackle an enemy to the ground or simply pass through a narrow gap.
Characters that are overweight have more body fat than normal for their race, or at least look it. A character that is overweight may or may not have great strength.
When a game takes it's collectible objects (coins, rings, etc.) and arranges them to form an arrow. Usually used to tell players where to go next.
The ability to create, shape, and control fire at will. This is a common and well known power in fiction, its appearance dating back to ancient literature.
Veteran cannon fodder that have made appearances in more than one game, often with a small cosmetic change each time.
Aquatic creatures with eight tentacles covered with suction cups. They often appear as boss enemies.
When stomping on someone causes the character to bounce upwards, often to a greater height than normal.
A route shorter than the usual one.
Fish that are just as dangerous out of water as they are in it.
The act of granting freedom to prisoners or subjugated NPCs.
Sometimes, publishers find ways to release games for consoles by illicit means to get around the console makers' hardware restrictions and licensing policies. Examples of these games include Action 52 and Bible Adventures on the NES.
So you made a fighting game, and the direct sequel is a hack 'n' slash action game? Wait, what?
This sword is really sticky... best not to ask why.
Having the main protagonist(s) and foreground appear only as silhouettes against an often colourful background has become a popular art aesthetic for 2D games in the last few years.
Typically, losing experience is a penalty of dying or being hurt. Other games will allow players to use experience as currency.
Frequently seen in RPGs and Fighting games, The EHI helps players calculate the current health of opponents.
Games which have served as the basis of a comic book or vice versa.
Iron Knuckles are heavily armored enemies in The Legend of Zelda series.
Platforms that spin around their own axis. May cause disorientation.
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