UPF - 05/06/22
737: Fifa Lockhart
Arcade Pit: Team Silent Hill Rumors vs. Team Trying Our Best
Arcade Pit on Giant Bomb
ALBUMMER! 38: Imagine Dragons' Origins
Voicemail Dump Truck
738: OG Daddy
The Community Spotlight 2022.05.14
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New Logo Mug
Interlocking Dad Hat
consists of 15 releases.
Released Dec 16, 1994
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 quick burst of speed either forward or backward whilst in the air.
Games where characters have a cannon for an arm.
Attachments are objects in video games that augment the user's abilities.
Videogame bosses, generally enormous ones, that take up the entire background of the screen you fight them on, usually only extending the body parts they attack with (and for some reason, their weak point) into the foreground where the player can interact with them.
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 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.
Games released on cartridges that features extras (extra chips, receivers, etc) that the consoles cannot do without them.
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 trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A quick burst of speed that propels the player slightly forward or backwards.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
All the enemies in the game show up in the credits, sometimes before the people who made the game.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
The last boss you face in a game, usually representing the final climax of the game.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
You've made it to the end, but you can't get back to the title screen. You cannot skip the ending image. The only options are turning the console off or hitting reset.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Sliding on one's knees. Can be used to slide under objects. A variant of this is power sliding, which can be used to tactically escape a sticky situation, dodge enemy fire, or decrease range effectively to the enemy.
A common type of stage based around the fire and/or lava element. Often platforming heavy and inhabited by fire-based enemies.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
This concept is for games in which at least one of the main characters is male.
Maverick (Irregular in Japan) is the name given to Reploids that for one reason or another become a threat to humans.
A page dedicated to the art of making someone else's mech one's own.
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