Video Games Terms
Achievement: A system installed by Microsoft which awards the Xbox 360 player with virtual trophies when performing certain feats in games.
AI (Artificial Intelligence): This term is descriptive of
how smart CPU-controlled characters behave in a game. For example, if
an enemy soldier runs for cover when he sees a grenade, it's an
indication of AI. It's generally harder to defeat foes that display
good AI.
Analog control: Unlike digital control, which simply
registers as "on" or "off", analog control is highly
sensitive and takes into account to what degree the button or joystick is
pushed. It provides much greater precision, and in many 3D games it lets
use the same joystick to walk or run.
Anime
: Japanese cartoon drawing style typified by
short characters with large eyes. In video games, this style in most common in RPGs, especially those released in the 90s.
Anti-Aliasing
: A programming technique (or hardware
capability) that automatically smoothes jaggy edges, and is often used
for making low-resolution images look more attractive.
Attract Mode
: Most present in early consoles like the
Atari 2600, this mode causes a game not being played to cycle through colors on
the screen to minimize the possibility of having images burn into the screen.
It modern televisions and consoles this is done by dimming the screen after a period of inactivity.
Beat 'em up
: Term used to describe side-scrolling 2D fighters such as Final Fight and Streets of Rage.
Bit
: In the early 90's, this term was often used (and
misused) to measure the technical capabilities of a console. For
example, the NES was 8-bit because its CPU could process 8 bits of
information at a time. The Genesis is 16-bits. As technology has
progressed there are better ways to measure CPU power.
Boss
: In many video games (especially fighters), each stage ends with an
encounter with a creature or robot that is typically much larger and tougher
than the normal enemies. Which begs the
question: Why do they hire henchmen that are weaker than they are?
Bullet Hell
: Term used to describe difficult 2D shooters with waves of raining missiles.
CPU
: Technically it stands for Central Processing Unit,
but in the context of video games it's a general term used to describe
the elements of the game controlled by the computer program and not by
the player. For example, when playing a basketball game you might
control one player and the CPU will control all of the others.
Camera
: In most 3D games, the player's vantage point tends
to change, often on-the-fly. For example, in Tomb Raider you view the
action from the back of your character,
but during certain situations (like death-defying leaps) the angle may
change to a side
view to maximize the drama. Your ability to manipulate the view (swing,
zoom)
is "camera control".
Camp:
: Technique often used in first-person shooters, the
player will hide in a corner or hard-to-see spot, taking out opponents
from there.
Cel-shaded:
: Used to describe a style of graphics similar
to classic cartoons, in which objects are outlined in black and filled
in with solid colors.
"Charge" Attack
: Typically found in fighting and shooting games, this is a move that requires the player to hold the joystick (or button)
for a few seconds before unleashing the attack.
Cheats
: Special codes that allow you bypass the
normal limitations of a game. Typical
cheats allow you to gain extra lives, become invincible, access different
stages, give players big heads, etc. Some
cheats are built into games, while others can only be accessed using devices
like the Game Shark.
"Cheap hit":
A danger that is difficult or impossible to avoid. Often used to describe traps or bosses.
"Cheated Death":
A term used to describe how you miraculously survived a hopeless situation. Often seen in games like Galaxian.
Clipping:
A 3D graphics technique used for hiding parts
of objects that should be obstructed by another object. Clipping
problems result in hidden areas being visible, and objects that don't
overlap correctly.
Combo
: In many fighting games this is a string of
moves that can be executed in rapid succession.
Component Video Cable
: This cable
separates the video signal into three wires that carry the
red, green, and blue signals.
A red and white plug are used to transmit the audio.
Component is the next step up from S-Video.
Composite Video Cable
: A video cable with a single
yellow plug (usually along with the red/white audio cables).
Produces better quality than RF but not as
sharp as S-Video.
Console
: A system dedicated to playing video
games. This does not include PCs or hand-helds.
Cut-Scenes
: Short intermissions typically presented
between stages to convey elements of a storyline. These can be live or
computer-generated videos clips, and are usually non-interactive.
Difficulty Switches
: Available on certain Atari consoles (like the 2600),
these switches let you to set separate skill level for
each player. In general A is hard and B is easy. In some games, these switches serve other functions as well.
Digital control
: Until the mid-90s, most video game
controllers were digital, only registering each direction or button push as
"off" or "on". Analog controls, which
became popular on the Nintendo 64 and Playstation, provide a much finer degree
of control.
Double-Jump
: In certain platform games, you can
perform a second jump after the first while in mid-air, allowing you to reach
high platforms.
Easter Eggs
: Undocumented objects or features hidden inside of video
games. The first Easter Egg was a
secret room in the Atari 2600 game Adventure (1980).
These sometimes take the form of built-in cheat codes.
FPS
: First Person Shooter. Examples are Doom, Bioshock, and Call of Duty.
Fatality
: In certain fighting games this is a gruesome act
inflicted on your opponent after defeating him. It was popularized by
the Mortal Kombat franchise.
First-Person
: A point of view which lets you view the
action through your character's eyes. You never see you own body,
except maybe your arms. It was made popular by flight simulators and
shooters like Doom.
Flicker
: Common in early video game consoles, this
visual glitch made certain objects look transparent and hard to see. It was often the result
of hardware limitations or poor programming.
Frag
: A term associated with shooting something in a first-person shooters, usually a human-controlled opponent.
Frame-Rate
: A term that describes the smoothness of motion
in a game. The image on a television screen is really a series of still
images shown in rapid succession. A normal television show is broadcast
at 33 fps (frames per second). Certain games cannot display the action
at this rate due to various reasons, and as a result the animation can
appear choppy. Higher frame-rates (like 66 fps) result in more
attractive, fluid animation.
Full Motion Video (FMV):
Popularized by the Sega CD
in the early 90s, FMV games allowed the player to interact (to a limited degree) with live or computer-generated video.
Game Genie
: A popular device in the early 90's that
allowed you to enter "cheat" codes into games on consoles such as the Genesis or Super Nintendo.
Game Shark
: A product from the late 90's that
let you use cheat codes in your games.
"Glory Seeking"
: Taking a particularly dangerous
course of action for the opportunity to score bonus points.
For example, pursuing the vegetables in Dig
Dug.
Hack
: A game that "reuses" code from an older game.
Usually the hack plays much the like old one (except for some graphical
tweaks), although some hacks incorporate extensive modifications to the
original game. The Atari 2600 system is the system best known for
hacks.
Homebrew
: A game designed and programmed from the ground up for a classic system.
Hyperspace
: Popularized in Asteroids (1980), this causes
you ship to disappear and reappear in a random location.
It's useful to escape dangerous situations, but can sometimes put you in a far worse predicament.
Death on re-entry is also possible.
Invisible Wall
: Often seen in 3D adventures, the player is confined to an area and pushing against a boundary results in walking in place.
Isometric View
: Instead of viewing the action
directly from above or directly from the side, an isometric view allows you to
look at the action from a diagonal, tilted overhead angle.
Kart Racing
: A genre popularized by Super Mario Kart
(SNES, 1992), involves a group of cartoon characters racing around in tiny
go-carts.
Keypad
: Many early-80s video game controllers had a
3x4 set of numbered buttons built into them. Other systems, like the Atari 2600,
had separate keypad controllers.
Multi-tap
: A device that allows you to plug in more
controllers than the console has built-in controller ports for.
Noob (slang)
: An unexperienced player that foolishly goes on-line only to get "pwned".
Overlay
: Included with many older console games,
overlays are a thin piece of plastic that slide over the buttons on a keypad,
labeling the keys for the functions that pertain to that game.
Pack-in Game
: A game that comes packaged with a system. For example, the NES
pack-in was Super Mario Bros, and the Genesis pack-in was Sonic the Hedgehog.
Paddle
: Atari 2600 controllers that consist of a knob that
can turn and a single fire button. These controllers allow for precise
side-to-side movements.
Platform Game
: A game that requires you to jump on
platforms of various sizes. These games
also typically involve collecting items and jumping on enemies.
Examples include Super Mario Bros (NES),
Sonic the Hedgehog (Genesis), and Jak and Daxter (PS2).
Polygons
: Small individual shapes that fit together
to form complex 3-D models. Detailed
3D objects are composed of thousands of polygons.
Power-Up
: An item that gives you special abilities or
makes you more powerful. Power-ups sometimes only last for a limited time.
Pre-rendered graphics
: Used in many early 3D adventures,
the scenery is static and viewed from a fixed camera angle. One
advantage is that pre-rendered scenery is usually more detailed.
Pwned (slang)
: Owned, beaten, defeated. Originated from a typo of "owned".
RF (Radio Frequency) Cable
: A low quality signal sent over
coaxial cable (used for cable TV). These cables were commonly used for
old video game systems. They produce the lowest quality video signal,
and are susceptible to interference.
RPG:
See Role Playing Game.
Rapid-Fire
: Allows you to shoot fast and continuously
by tapping the fire button, or in some games, simply holding it down.
Real-Time
: Normally used to describe combat
sequences in some RPGs, the action does not stop to allow you to enter commands.
This is the opposite of "turn-based".
Resolution
: A term that describes the level of detail
in a game's graphics. An image on a
television screen is actually a series of pixels strung together.
High-resolution images look more detailed
and lifelike, which low-resolution images tend to look blocky or jagged.
Respawn
: A term oftened associated with first-person shooters, describes the act of returning to the field of play after being killed.
Role-Playing Game (RPG):
Lengthy, slow-moving games
with elaborate storylines that typically involve going on a quest.
Although traditionally turn-based, modern RPGs tend to incorporate real-time elements.
Rumble Pack
: A device that plugs into a controller to
provide vibration feedback.
S-Video Cable
: A video cable that produces better
video quality than a composite cable, but not as good as a component
cable. S-Video improves on composite by
separating the color and luminance signals.
Sandbox
: Describes an open-ended, go-anywhere style of play employed in games like Gran Theft Auto 3.
Shmups
: Short for "shoot 'em ups". Often used to describe 2D shooting games.
Shoulder buttons
: Found on the controllers of most
modern systems, these are located on the side of the controller that faces
away from the player. These are usually
pressed with your index fingers, and are usually analog (touch sensitive).
Also known as "triggers".
Shovelware
: Cheap, poorly programmed games that often flood the market to take advantage of a new trend or system.
Slow-down
: When more objects are on the screen than a
system can handle, the game tends to slow down, often to the detriment of the
gameplay.
Smart Bomb
: Popularized by Defender (1981), this weapon
instantly destroys all enemies visible on the screen. Usually only
available in limited supply.
Sprite
: Animated images that form objects or characters in 2D games. These dominated video games until
the Playstation popularized 3-D, polygon graphics in the mid-90's.
Survival Horror
: A genre popularized by Resident Evil
(Playstation, 1996). A survival horror game is an intense 3-D adventure
involving encounters with zombies and other monsters.
Switchbox
: Used with older video game consoles, this
device allows you to switch between game and television signals.
"Tempting Fate"
: A generally unwise decision
involving toying with an enemy in order to gain the opportunity to score bonus
items or points. This is often seen in
Pac-Man games.
Texture Mapping
: The programming technique that draws
graphical patterns on polygons. This
allows smooth surfaces to appear bumpy or shaded.
Third-Person
: Unlike first-person, this point of view lets you see the character you are controlling.
Track-ball
: A special controller that contains a ball
roughly the size of a cue ball that you roll with your hand.
This provides a fine degree of control, and was made popular in
early arcade games like Missile Command and Centipede.
Trigger
: See "Shoulder buttons".
Turbo
: The ability to speed up for a short stretch,
this is common in racing games. In some
games, it's known as "nitro".
Turn-based
: Normally used to describe the combat sequences
in RPGs, pauses the action to allow the user to enter commands between attacks.
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