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Game » consists of 18 releases. Released Dec 02, 1992
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.
8-bit can be a reference to actual computing power, or it can be a retro look for videogames that want to recall a bygone era.
Artificial life-forms ("robots") specifically designed to mimic the appearance of human beings. Although this is a male-specific term, with female-looking machines actually being "gynoids", the term "android" is generally used universally in video games.
Games where characters have a cannon for an arm.
Attachments are objects in video games that augment the user's abilities.
Levels that progress forward by themselves at a fixed rate.
Some games have inspired the creation of literature.
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 long, usually ominous hallway leading into a boss fight.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
When players must fight all of the bosses of the game at once. This can either be an optional mode, or a required sequence. Boss Rush can also mean a game where the player only fights bosses.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
When the protagonist is pursuing someone or something in an effort to kill or capture.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
A type of video game ending common in the 8-bit era where characters are just... hanging out on a cliff, usually looking into the distance in a resolute manner.
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.
Games which have served as the basis of a comic book or vice versa.
Games where the developer has held a contest during the active development process in order to determine or finalize certain aspects of the game.
A character with the ability to copy or steal powers or weapons from their enemies.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A non-interactive sequence within a game most often used for plot advancement.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
This concept deals with platforms that phase in and out of existence as time passes. It is used to create tricky platforming situations requiring excellent timing to overcome.
Generally used to fool other characters or parties into thinking you're one of them or belong there for purposes of deception, spying, or accessing data.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
An enemy that uses a spell or a skill to multiply and add another enemy to fight
Frequently seen in RPGs and Fighting games, The EHI helps players calculate the current health of opponents.
Enemy Spawners are living or non-living entities that "spawn" enemies under special conditions. Usually, these Spawners must be destroyed in order to stop a never ending flow of hostile threats.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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