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Game » consists of 3 releases. Released Jan 17, 1995
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.
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.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
The iconic mount from the Golden Axe series.
Also referred to as block damage, chipping takes place when characters take damage even when blocking. Most commonly associated with fighting games.
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.
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 last boss you face in a game, usually representing the final climax of the game.
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
Also known as the "Sega Titan Video", the ST-V is a mid-'90s cartridge-based arcade system by Sega. As it is based on the Sega Saturn hardware, many of the games released were quickly ported to that home system.
A fighting game archetype where characters with a significant similarity in fighting style to Street Fighter's Ryu & Ken.
Slashing weapons are designed to cut and slice rather than causing blunt trauma. Examples include swords, axes, claws, naginatas, or even whips.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
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.
A special combo-move in fighting games that is executable after building a meter throughout the match (or round).
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
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