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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.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Special codes or button combinations used to gain powers or advantages in a game. Generally hidden.
The concept of requiring the player to collect large amounts of multiple tokens to progress in the game, learn new abilities, unlock secrets or optional content, etc. It was often implemented in the early platformers of the N64 & Playstation era.
Written words that are used to describe sounds, sometimes used in comic book—inspired games, like XIII.
The concept of a helpless female character in desperate need of rescuing by the protagonist, in most cases from a villain, or from a form of impending doom.
Demons are generally creatures of evil, usually from Hell, who are often totally untrustworthy even when they're not murdering everyone and destroying everything in their path.
The last boss you face in a game, usually representing the final climax of the game.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
Magical creatures made of stone, resembling the grotesque statues commonly part of Gothic architecture such as the Notre Dame cathedral in Paris.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A glitch is an action performed within the bounds of a game engine that was not intended by the game's developers. Glitches are often performed by the player, though they can also occur independently.
Goblins are irritable, evil and mischievous creatures in folklore. They can range in size from halfling to average human size.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
When the artwork on the game's box in no way correlates to the game's actual look and feel.
Passwords are codes used to save a player's progress, primarily during the 8-bit era and, to a lesser extent, the 16-bit era.
A place to fall, often bottomless, usually resulting in death.
Classic form of numbering that gives things a more regal feel.
The skeleton is the framework of the human body.
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.
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.
The Undead is an umbrella term describing creatures that do not exhibit the key fundamental attributes that are associated with life, such as respiration, and blood circulation. They are divided into two main categories: Ethereal and Corporeal, depending on whether or not they have a body.
Werewolves are humans that can shapeshift into wolves or wolf-like creatures. They often have strength and senses that surpasses those of both humans and wolves.
Being learned scholars and masters of the arcane arts, wizards wield great power by manipulating magical energy for the forces of good and evil.
The Worlds of Power series were a set of books based on NES games. The books were brought about by Seth Godin (F.X. Nine) who became popular in his own right.
Archaic words borrowed from middle to early modern English. Many Role-Playing Games of the 90's implemented this. Examples: Hither, tither, yonder and lo.
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