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Game » consists of 3 releases. Released Feb 10, 2003
3D Platformers are games where movement, traversal and mainly jumping is the core of the gameplay. They are a tridimensional equivalent of 2D platformer one of the most popular video game genres in the third and fourth generation of video game consoles.
The game automatically saves for you when you reach certain points. Implemented in order to reduce frustration for forgetful savers.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Platforms that are manipulated by weight. Too much weight on one side can drastically alter the equilibrium. *Not to be confused with Unstable Platforms*
Hiding items, rooms, and all kinds of things behind waterfalls is one of the oldest concepts in the history of games.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
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.
Climbing is a common tradition in games, particularly platformers. There is often a particular type of surface that can be climbed, and it has a recognizably different look than other surfaces in the game. Climbing ladders or stairs doesn't count.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
Usually seen in 3D platformers, these games ask you to collect certain objects to open up additional levels.
A style of game that has platforming elements, but with more emphasis placed on fighting enemies than precise maneuvering through the level and its obstacles. Notable examples include Ratchet & Clank and early Ninja Gaiden games.
Typically found in fighting games, combos are a series of strung-together moves.
Games where attacks directed to the crotchal region cause much more damage than other areas, sometimes as a male-only phenomenon.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
A non-interactive sequence within a game most often used for plot advancement.
A specific number that briefly floats above an enemy after an attack which displays the exact amount of damage the attack has done.
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.
This concept deals with platforms that phase in and out of existence as time passes. It is used to create tricky platforming situations requiring excellent timing to overcome.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
Drowning in games occurs when a being (not suited to be in water) runs out of oxygen, time, power, or barely even touches the water surface. Further complicated by the local sea-life that can knock the air out of you, should you get close.
The 2002 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 22-24.
A dark version of a game's hero, featuring many of the same powers. Usually wears black. Male evil twins often have goatees.
Receiving damage or dying as a result of falling.
A fictional language and/or script created exclusively for the world in which a game is set, such as Tolkien's Elvish or the language of the Talan in Outcast.
The last boss you face in a game, usually representing the final climax of the game.
Cold-blooded aquatic animals that have scales and breathe through gills.
It's not just for airplanes anymore: Game mascots and MMO players alike have taken to the skies. Players can use flight to quickly navigate large levels, find hidden items, or take opponents down.
The ability for an athlete or character, especially in extreme sports or platforming games, to rotate their bodies in a frontal or backward motion, creating inertia that propels them into a flipping motion.
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