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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.
Video game bosses are usually the main antagonist, and arch nemesis of the main protagonist. In most cases the end of a game is when the main character defeats the final boss.
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.
Usually seen in 3D platformers, these games ask you to collect certain objects to open up additional levels.
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.
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.
The 2002 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 22-24.
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.
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.
The ground pound is a move where a person in midair somehow makes themselves strike the ground with more force than if they had merely landed. Popularly known as the "butt stomp" due to Super Mario 64's variant, which appeared as though Mario was attacking foes with his rear end.
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
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
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.
This is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
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.
A common type of stage based around the fire and/or lava element. Often platforming heavy and inhabited by fire-based enemies.
Ever since Pac-Man, games have had us navigating mazes.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Games whose main character is so egotistical that the whole game just HAS to be named after them.
The player character is seen at a distance from a number of different possible perspective angles. There is generally a movable camera but it can also be in a fixed position. It most commonly refers to a viewpoint behind the player character.
Video games contain a lot of activities for players to do underwater, from exploration to combat. Sometimes games treat water as simple low gravity movement, while other games treat underwater more realistically.
Easily emasculating the puny jab, this devastating technique is associated with crimson geysers and leveled Piston Hondas. Favored by undead ninjas and diminutive boxers alike.
Also known as a triangle jump, this is the ability to hit a wall and propel yourself off of it like you were some kind of crazy ninja or parkour fiend.
The Xbox 360 has limited compatibility with original Xbox games through software emulation. Originally there were 213 Xbox games compatible with the Xbox 360, now there are 478.
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