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Game » consists of 28 releases. Released Feb 26, 2010
An upgrade, in video games, is a practice in which a new release of a game built on the same engine with the same mechanics is produced, but does not completely qualify for a sequel. However, the content difference is significant enough that it is not considered a re-release, either.
A widely popular music style, originating from a fusion of blues, R&B, country, and jazz. Includes sub-genres such as punk, heavy metal, synth rock, and pop rock, among others.
Scaleform is a software development kit used to integrate Flash based user interfaces with game engines.
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.
A fighting game archetype where characters with a significant similarity in fighting style to Street Fighter's Ryu & Ken.
Akuma's signature super move in the Street Fighter series.
Games that for some reason or another, include a slip cover. Usually Collectors Editions or first run games.
Characters or objects that appear to smash into the player's screen.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
In fighting games, some characters have special moves that are counterattacks. In order for the attack to work, the player must enter the proper command and then allow for the opponent to strike when the player's character is in the move's "wait" position.
A Stance may grant player characters access to unique abilities and attributes.
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.
A special combo-move in fighting games that is executable after building a meter throughout the match (or round).
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
A series of arcade system boards from Taito that uses commodity PC hardware. It is commonly used for third-party Japanese arcade games and pachinko machines since 2004.
Whether with a button press or menu, taunts destroy friendships and can even make the computer go crazy.
Sometimes when players beat a game, the credits sequence will end with the phrase similar to, "Thank you for playing!".
A game mode that allows you to train for combos, moves, etc.
A combo move in fighting games that 1) requires a specific button combination to activate while combo-ing & 2) delivers a special animation associated with character or environment. Depending on game, might involve a gauge or act as a finishing move.
Characters whose ages have never been revealed in a game or officially by the creators. This may be due to an added sense of mystery, to avoid controversy, or just lazy character development.
Primarily found in fighting or sports games, the versus screen typically masks the load time of an upcoming matchup. Sometimes codes may be entered here that will affect the game.
Xbox 360 and original Xbox games that have been approved to run on the Xbox One's backwards compatibility feature.
Zoning Characters (also called Keepaway Characters) is an archetype that use long range attacks to the control space in fighting games.
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