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The HotSpot - Episode 404
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Released Sep 15, 2020
Roguelike is a sub-genre of role-playing games characterized by the exploration of randomly-generated dungeons and permanent death. These characteristics were featured in the classic computer game Rogue, hence the term "Roguelike".
An animated transition that is used to switch from one screen to another.
A Secret area is a place hidden that few will find unless they know where to look.
In-game jokes or Easter eggs involving references to characters or events from earlier in a game or the game's series.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
The ability to complete sections of a game out of the intended order (or to skip them entirely) through skill and knowledge of the game.
Enemies that hide behind shields.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
A route shorter than the usual one.
Side-scrolling games present the world as viewed perpendicular to the direction the characters are facing on screen. With a heavy focus on lateral movement, objectives are often met by moving from one end of a stage to the other.
Forced labor, indentured servitude, humans relegated to property. One of the greatest affronts to individual freedom. Some games employ this as a gameplay mechanic or a major story point.
Arguably the most fearsome of all the reptiles - it has scales and no legs. Snakes use a variety of tactics to harm players such as poison, hypnosis, and constriction. The most deadly snakes have mastered the way of stealth.
A speedrun describes the action of a player attempting to complete a game in the fastest time possible. The rules of speedruns can vary, but generally allow glitching and sequence breaking as long as the player does not cheat with external devices/tools or tampering with the game.
An eight legged arachnid. Some make webs to catch prey and some are poisonous. None have made a web grand enough to be called a parlor, though.
A gameplay mechanic which allows the player to move faster than the normal speed. Usually for a set amount of time.
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.
Marine animals characterized by five arms extending from a central disk. They are a lot more agile in video games than they are in real life.
The recording of data related to player performance or progress in a game. This feature is commonly found in RPGs or competitive multiplayer games. It does not include statistics in sports games, unless related to player performance.
A condition which affects a character's effectiveness, either positively or negatively. Common examples include Poison or Haste.
A digital distribution service owned by Valve Corporation. Originally created to distribute Valve's own games, Steam has since become the de facto standard for digital distribution of PC games.
Valve's counterpart to Microsoft's popular achievement system.
Like a critical hit, this is a special action invoked from certain attacks in games or caused randomly on attacks by a character's statistic. It causes opponents to lose the ability to attack back for a certain period of time, and usually invokes the hit character to go into a special animation.
Subtitled Silence is when a character remains silent in a section of dialogue and a subtitle box appears usually having an ellipsis (...) or nothing at all. Most common in J-RPGs and dating sims. The character can also make a small moan or grunt.
The larval stage in the life cycle of an amphibian.
The ability to move from one area to another instantaneously - typically through some sort of special power or device.
Whether it has voice over or not, text bubbles are a way of reading the dialog that a character on screen is saying and or thinking.
Sometimes when players beat a game, the credits sequence will end with the phrase similar to, "Thank you for playing!".
Many games that feature a theft mechanic also include a some form of risk or punishment. Other games just let players steal things as if it's a perfectly normal thing to do.
Throwing weapons include knives, shurikens, axes, darts or even explosives such as grenades and molotov cocktails.
Deathtraps that alternate between being active and inactive. Usually unavoidable in active state.
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