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Game » consists of 0 releases. Released Nov 24, 2022
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.
When fighting is no longer relegated to the ground, but can also take place in the air.
As time progresses, the character ages. A boy one moment, a man the next, soon the character is so old he's on the brink of death...
The most prominent fighting style in the Street Fighter games. Its devotees include Ryu, Ken, Gouken, Akuma and Gen.
Levels that progress forward by themselves at a fixed rate.
Going barefoot is to go without the assistance of any type of footwear including shoes, boots, socks, wraps, etc.
Belt scrolling is a 2D perspective, side-scrolling action with downward camera angle. The character is able to move not only sideways, but also vertically within a limited area, giving pseudo-3D depth. Mostly used by beat 'em up brawlers, this term is mainly used in Japan and comes from the conveyor belt like viewpoint.
It happens when a character loses a life or has his progress somehow hampered and comes back in a state of temporary invincibility (usually blinking).
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Bonus levels, rounds, or stages give players a chance to gain extra points, powerups, or lives. Occasionally bonus stages will play completely different than the rest of the game, like as a slot machine or pinball minigame.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
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.
Games that let you choose the path you take through the story-line.
Some non-dedicated platforms have games built into them so it can be enjoyed despite owning any games. Prior to any form of OS for platforms, the built-in games were accessed only when no game was inserted or required previous knowledge of a 'hidden' button presses. Later platforms the built-in games could be accessed through an onscreen menu.
Button Mashing is a term used to describe gameplay where certain skills can be only realized explicitly through mashing buttons, a reckless player trying to get results or when the game rewards the player(s) who bash buttons the fastest. The latter example is common in Party Games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
One of the age-old narrative structures in literature, in which a young protagonist faces conflict that transforms him or her into a mature adult. This is an especially common device in RPGs.
Games where you cooperate with other players to accomplish certain goals, yet at the same time compete for power (items) and glory (wealth).
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Cooperative play in games allows humans to play together as a team to accomplish a task. Instead of playing against a human opponent, the team must defeat an AI. Cooperative Play in some games also means 2 human versus 2 human, this occurs in some Billiards games. (Scotch Doubles / Doubles)
Crooked Cops work both sides of the law for their own benefit.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
A non-interactive sequence within a game most often used for plot advancement.
Environments cycle between day and night, often with effects on other aspects of the game.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The act of throwing someone or something out of a window. The etymology of this Latin word combines de-(down) and fenestra (window).
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