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Game » consists of 2 releases. Released Q4 1992
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
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.
Games that let you choose the path you take through the story-line.
Environments cycle between day and night, often with effects on other aspects of the game.
When the player's actions trigger a change in the game's soundtrack. This adds a cinematic quality to the gameplay.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A lap is one circuit around a race track. This is featured in many, but not all racing games.
Some arcade cabinets have multiple monitors in use, either to display additional information, to have multiple player perspectives on the same machine, or to show a unique "ultra-wide" display.
PC games that support the use of two or more monitors.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
The first subscription based video game serviced offered through your cable company.
A Sega arcade board used in the early '90s, known for its gratuitous use of sprite scaling.
A route shorter than the usual one.
A mode in the game, often an unlockable, allowing players to listen to individual music tracks, voice clips and/or sound effects.
Sometimes, you want to play games with a real person who's sitting right next to you. These games have you covered.
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.
A series of arcade system boards and graphics engines developed by Sega to produce advanced, three-dimensional, sprite-scaling graphics. Capable of scaling/rotating thousands of sprites, Super Scaler produced the most advanced sprite-based graphics, from the Sega Hang-On in 1985 to the Sega System 32 in the '90s. It was an early form of 3D texture-mapping.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Traffic consists a bunch of cars, pedestrians and other vehicles using a common transport route.
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