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Game » consists of 22 releases. Released Oct 03, 1989
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.
The ability to fling oneself around an environment gracefully. Wall-running, jumping, massive drops, climbing, and other physical activities are what acrobatics is all about.
Most games based on this mythology adapts the One Thousand and One Nights tale.
Games that can be played with a CGA monitor and graphics card. CGA, Color Graphics Adapter was the first generation of color graphics for the IBM PC.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
2D or 3D platformers that have slow methodical movements and intricate animations and puzzle solving, Resulting in the player having to "take things slow" and encourages more thinking before taking actions. Usually having more complicated controls than standard platformers that simply have you run and jump. Different modes of jumping, ledge grabbing, rolling, clambering, climbing, taking cover and usually if there is combat the player has to switch between platforming and combat modes.
A non-interactive sequence within a game most often used for plot advancement.
A bright flash, usually red and seen on the borders of the screen, that indicates damage or injury.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
A physical confrontation between two opponents without any outside interference.
When a character goes to the edge of a platform and starts to wobble. Most commonly seen in side-scrolling platformers.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
Receiving damage or dying as a result of falling.
Fencing is a fighting method in which one uses a thin sword, such as a Sabre, a Épée, or a Foil to perform quick striking motions. Can be used in battle or in sport.
The last boss you face in a game, usually representing the final climax of the game.
Flip screen (or flick-screen) describes a way of dividing the game world into fixed screens, displayed one at a time. It's commonly found in 2D platformers, especially prior to the 16-bit era.
A floor that is easily destroyed. Expected traps in old mansions.
Games that have other games, usually older games from the same game series or publisher, hidden inside them and that you can play. Sometimes available in the game world or hidden as collectibles or behind challenges. this page both lists the games that are inside other games and the games that host the latter.
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.
Guards guard stuff, block doors, and sometimes arrest you.
Any stealth operative or athletic character knows this ability. Necessary if you're hanging on a ledge and don't want to fall.
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
Occasionally, it isn't just enough to let the ragdoll flop around on the ground. Some shooters have weapons that pin enemies to objects or walls when they hit.
A parallel projection technique used in 2D sprite-based games to fake the appearance of 3D depth.
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.
In many platform games the protagonist will die instantly when falling off the bottom of the map, but in some situations there are places where the protagonist can still scroll down. When it's not possible to tell which are which, it is a Leap Of Faith.
When a character grabs a ledge, in order to pull themselves up, or shimmy to the side until there's room. Mostly seen in 3rd person adventure games, but also in many platformers.
This concept is for games in which at least one of the main characters is male.
Some action-oriented games make use of motion capture technology to make character's movements realistic.
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