Glossary extracted starting with manual seeds, with BOW for the domain gam and language EN
scoreboard | A graphical representation of the score, along with other items such as one-ups, energy and ammunition. |
emulator | A hardware or software device that performs like something else; for example, a PC that emulates an Atari 2600 so it can run Atari 2600 games. |
source | The code for a program before it is compiled into a binary executable. |
rts | Real-time strategy (genre), e.g |
arcade game | A game with fast action where hand-eye coordination is the primary skill needed to beat the game. |
page | An area of video memory or system RAM which holds enough data to fill the screen(or more) in the current graphics mode. |
shoot 'em up | A scrolling "Shooter" where the player must destroy waves of enemies, often including various "Power Ups" and limited "Lives". |
parallaxing | An animation technique where where the background is drawn in levels, and distant levels move at a slower speed than near levels, giving the illusion of depth. |
palette | In a 256-color VGA video mode, the colors which are available. |
party | A collection of characters all controlled by the player |
backup | A copy of a game that has been dumped from the original disc in case it should become unusable due to wear/damage |
graphics card | Many modern "Desktop" "PC"s contain a piece of hardware whose sole job is to display the graphics of a game |
coordinate | A location, or point in space, which may be addressed using arbitrary units. |
archiver | Hardware and software combination used to copy the ROM information from a cartridge plugged in to a console to a PC |
twilight hack | A hacked save game with a loader embedded in it for the Wii game The Legend of Zelda the Twilight Princess |
4-switch model | The second version of the 2600, it has four chrome switches in the front of the unit |
1-up | An extra "Life" gained in some "Arcade Games". |
exploit | A clever circumvention of security allowing a user to perform tasks that are not normally permitted |
twink | 1) An excessively overpowered character in a multiplayer game, usually through means of "Min-Maxing"; 2) A character that gets equipment from higher level characters and therefore is stronger than normal players with that level. |
level | One continuous section of an arcade game or other type of game |
credit | Usually used in reference to "Arcade Games" and the ability to purchase an extra life for credits or coins. |
repetitive | See "Repetitive". |
zerging | See "Swarming" |
game over | The end of the game, usually through player death or failure |
emulator | A piece of software which emulates another platform |
main | The main character of a player in "MMO"s. |
turn based | A type of game where the action is portioned up and gameplay pauses as action alternates between one player and the next. |
camera | In most non-"First Person" 3D games, the scene is usually considered to be depicted from a free-floating camera, either tied to the location of the players characters, or directly controllable by the player themself. |
checkpoint | See "Save Point". |
resolution | The "Pixel" dimensions (width and height) of a screen display. |
pixel hunt | A generally derogative term for a game or a puzzle that requires the player to click on a precise, sometimes arbitrary location of the screen in order to find a required object and/or proceed further in the game. |
generation | Gaming platforms are generally considered to have been released in competing waves over the decades |
poke | A way of applying a cheat (or some other modification) to 8 bit games, in which data is 'poked' into various memory addresses in the computer to alter the way the game works |
composite video cable | A video cable with a single yellow plug (usually along with the red/white audio cables) |
3d model | The representation of an object in a 3D game |
storyline | The setting for the game, including such things as an introduction to the characters, their location, and the reason they do what they do. |
frame rate | Speed of animation, usually expressed in frames per second. |
multi-tap | A device that allows you to plug in more controllers than the console has built-in controller ports for. |
reef store dream | Generic term for a videogame collector's dream in which he/she finds a fantasy store filled with prototypes, rare games, and other unusual items |
modchip | A device containing simple firmware that is usually soldered or clipped onto a circuit board typically for the purpose of altering or circumventing the normal functions of a device |
co-op | A type of game that supports cooperative multiplaying. |
pal | Phase Alternating Lines |
health bar | Used in many game to represent the health or life of the player |
keypad | Many early-80s video game controllers had a 3x4 set of numbered buttons built into them |
banner | The animated graphics displayed on a channel's icon and startup screen in the System Menu |
combo | In many fighting games this is a string of moves that can be executed in rapid succession. |
electronic entertainment expo | An annual videogame conference and show held in Los Angeles. |
casual game | A game that can be played by people who have little or no experience with standard videogames, often allowing the player to play brief portions of the game and stop quickly to return at a later date. |
tank | Character who can take a lot of damage |
real-time | Normally used to describe combat sequences in some RPGs, the action does not stop to allow you to enter commands |
revenue share | Business model in which chassis is supplied at a low price and content is leased free of charge, and net sales are shared in accordance with the operation of equipment. |
glitch | An error in a game |
platform game | A game that requires you to jump on platforms of various sizes |
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 |
save point | A location found in some games where the player can save their progress. |
wiiware | A platform started by Nintendo that allows developers to cheaply create and then sell original content at low prices (compared to the prices of brand new Wii games). |
clipping region | Rectangular area that defines where objects will be clipped. |
console | A gaming platform that is usually connected to a standard TV instead of a computer monitor |
joypad | See "Gamepad". |
random encounter | An encounter with a random collection fo enemies that has no part of the main plot of the game, but is usually there to help the player "Level" the characters and extend gameplay. |
360 | Microsoft's Xbox 360 |
twitch | A type of gameplay that tests the player's reaction and response time. |
console | The universal term used to describe a home video game system (i.e., NES, SNES, etc.) |
light gun | An input device used in many shooting games (especially at the arcade) where the player points a 'gun' at the screen to shoot at precise locations. |
console | A system dedicated to playing video games |
binary | A term used to describe the base 2 number system when used with electronics |
tsr | Terminate and Stay Resident; a program that stays in memory after it returns control to the operating system. |
fps | (2) Frames-per-second, a measure of system performance. |
tile | An image, usually 16x16 or 32x32, which blitted in sequence with other tiles to create levels. |
flipping | Changing the display start address of video memory, so that a completely new part of video memory is visible |
flip screen | A style of game where the viewpoint around the player is one fixed screen's worth of environment |
homebrew | Unofficial software created for a platform by its users, without the involvement of the vendor |
frame rate | The rate at which the display of a game updates |
graphics library | Collection of functions that control the video ouput |
psp | Sony Playstation Portable |
third person perspective | Games where the viewpoint shows the character within the game world |
swarming | The overwhelming of an opponent in a strategy combat game with masses of troops |
brick recovery | The restoration of bricked systems to partial or full functionality. |
expansion pack | A large download of additional content and story progression created by the developer to add to or enhance gameplay. |
first-person | A point of view which lets you view the action through your character's eyes |
system menu | The Wii's main interface which appears after the health warning screen when the system is powered on |
ping time | The time it takes for a computer to send data to a server |
power up | An enhancement gained in game |
hexadecimal | A term used to describe the base 16 number system, in which each digit represents four bits |
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. |
beta | (General software term) Second phase of testing software (not exclusively games) and last development phase prior to release |
visual page | The page that is currently visible on screen. |
aaa title | See "Triple-A Title". |
byte | 8 "Bits" in a computer |
franchise | a long running series as well as characters that have been portrayed in many games |
famiclone | Generic term for a Famicom/NES clone. |
producer | Someone who coordinates and supervises a game's development. |
side scroller | A type of game where the player contols a character or vehicle which continuously moves horizontally through the game world with the background scrolling across the screen behind the action. |
open world | Games which do not require a player to follow a set or linear path but allow the player to explore, take on side missions/questions/objectives as they see fit. |
animation | A technique where successive still frames of a particular object appear to constitute a seamless sequence of movements. |
"tempting fate" | A generally unwise decision involving toying with an enemy in order to gain the opportunity to score bonus items or points |
harness | Cable that connects the systems infrastructure and chassis portion of pachinko and pachislot machines as well as arcade game machines |
install base | The number of people owning a particular game system |
lobby | The area in a multi-player game where players can meet and chat prior to actually starting to the play the game. |
gatefold box | A box style in which the front folds open like a book |
button mashing | A style of game where excessive button or key pressing is required |
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. |
bitmap | Arrays of data specifying the color of each pixel in a rectangular image of arbitrary size. |
joystick | A handheld input device, usually comprising of a directional input stick and 1 or 2 buttons. |
hex editor | Program that simplifies hexadecimal code and allows you to edit the content of a ROM |
front-loaded | when the majority of a game's sales are in it's first week or month |
laptop | A variation of "Desktops" containing all elements of a personal computer in one portable device which can be used on a person's lap. |
jamma | Name used to refer to Japan Amusement Machine and Marketing Association, Inc.Industry group comprising companies that manufacture and sell arcade games |
s-video cable | A video cable that produces better video quality than a composite cable, but not as good as a component cable |
inverted look | For many games where the player has control of the "Camera", two control schemes are offered as options - a Normal and an Inverted, with the camera controls reversed between the two. |
fetch quest | A type of quest given to the player in many games where you must go to a particular location to retrieve a large number of a particular item. |
c++ | An object oriented language homebrew developers program in |
minor label variation | A minor label variation is a label that is different in some significant way from another cartridge of the same name within a Major Label Variation category (see above) |
strafing | In "Shooters" this refers to the player moving their character or vehicle side to side whilst shooting in order to try and evade return fire. |
fiscal year | a business year for a company |
desktop | A personal computer that is often found on top of or beneath a desk |
engine | The code behind a game, or portion of a game |
encryption | Encryption is a common security measure used to obscure information, making it unintelligible unless a special "key" is applied during the reading process, thus "unlocking" it |
digital control | A type of controller that is precise and is either on or off in accepting presses. |
ganked | To be killed by overwhelming odds. |
hw | Hardware |
key bind | In games where the input can be modified by the player to best fit their playing style, this refers to the act of 'binding' an action in game to a particular key on the keyboard. |
resolution | The number of pixels or character cells available on the screen. |
combo | A special attack or move within a game that requires a combination of inputs or prior actions to trigger. |
collision detection | Method of checking if two or more objects come in contact with each other. |
alpha | (General software term) First phase of testing software |
tank rush | See "Swarming" |
byte | Eight bits, on all modern processors; the smallest number of bits that can be sent to/from memory at a time. |
gamey | In games that are sold as simulations of real-life events, a tactic that is permitted by the game engine that may not meet some player's personal standards of historical accuracy. |
god mode | Usually triggered by a "Cheat", this indicates a mode where the player is invulnerable or has over-the-top abilities. |
camping | Primarily used in reference to MMORPGs, this is the habit of waiting at known "Spawn" locations for enemies to reappear so the player(s) can kill them |
loot | Items gained as a result of a successful victory or task completion in a game. |
nerfed | In games where "Patches" change the rules after launch, this is used to refer to a feature (e.g |
timed exclusive | a video game that releases on one console exclusively for a short period of time and then releases on a competing system. |
lag | Time delay between sending a command to the game and your character actually performing the action resulting in delayed gameplay |
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. |
bitblt | BIT BLock Transfer, a bit string move, usually referring to moving the bits that represent an image from memory to display |
megaton | when an announcement is due to be made that will "shake the foundations of gaming to its core" |
console | A generic term for a video game system. |
bullet hell | A form of "Shoot 'em Up" where the screen quickly becomes filled with enemies, bullets and explosions. |
boss | An enemy that typically is more difficult or takes more damage to effectively defeat, there can be Mid-Level Bosses which a user faces before the end of a level and End-Level Bosses which typically mark a level's end. |
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 |
rushing | See "Swarming". |
sdk | Stands for Software Development Kit; An SDK is a group of libraries that allow a programmer to access the primary features of a platform. |
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. |
basic | An old programming language very few apps are programmed in via a BASIC to C converter and compiler. |
transition | The sequence between levels, often consisting of storyline development, special effects, or cinematics. |
pickup group | Unknown players that are invited into a group (mostly in "MMORPG"s) to fill required spots. |
micromanagement | The ability to control and influence even small events in a game, such as not just deciding where a new building might be placed in a strategy game, but also controlling individual worker salaries. |
cartridge | The casing and hardware containing a video game software program. |
continue | The ability to continue a game even though the player may have died (a normally game terminating event). |
blit | To copy an image (or part of an image) from one place to another |
brick | A console that is no longer working due to damaged hardware or an error with the internal software/filesystem |
rom hack | User modification of a game ROM; often includes translations, new text, or new graphics |
flash | A type of data storage used internally by the Wii. |
electronic gate | A device which takes electronic signals (inputs) and outputs a signal based on the status of its inputs |
sandbox | Describes an open-ended, go-anywhere style of play employed in games like Gran Theft Auto 3. |
rom cartridge | A read-only memory (aka ROM) software contained within a casing and read by a compatible video game console or computer system. |
isometric | A top down perspective skewed at a 30° angle to provide a three dimensional appearance. |
gamepad | A handheld input device mainly used on consoles, usually comprising of a few directional input methods and a small number of additional buttons. |
sku | "Stock keeping unit", a distinct product (example1: an SKU each for Halo and Halo Collectors Edition |
point and click | A style of adventure game where the character is moved around and interacts with the environment by clicking at the target area of the game world with the mouse pointer. |
gib | Short for "Giblet", a term for the various pieces that remain after a character has been killed with sufficient force to reduce their body to smaller fragments instead of leaving behind a relatively intact body. |
shooter | 1) A type of game where the player controls a character possessing handheld weaponry which is used to shoot other player / characters; 2) A type of game where the player travels through the game world, usually controlling some kind of vehicle, shooting waves or swarms of enemies. |
dlc | Downloadable Content (e.g |
flick screen | See "Flip Screen". |
invisible wall | Often seen in 3D adventures, the player is confined to an area and pushing against a boundary results in walking in place. |
6-switch model | The original version of the 2600, it has six chrome switches in the front of the unit. |
jack tramiel | Bought Atari Inc.'s home computer and home video game divisions in 1984, and the new company is called Atari Corporation |
engine | Code used as the basis for building a game, including the various utilities and a skeleton game. |
buffed | In games where "Patches" change the rules after launch, this is used to refer to a feature (e.g |
resolution | A term that describes the level of detail in a game's graphics |
firmware | Fixed low-level code written directly into a programmable chip |
kart racing | A genre popularized by Super Mario Kart (SNES, 1992), involves a group of cartoon characters racing around in tiny go-carts. |
opengl | A 3D "Rendering" system, designed and developed to help with the different hardware specifications prevalent in the various platforms throughout the world. |
handheld | A type of gaming platform that can be carried around and usually held in its entirety with both hands. |
triple-a title | A term used to represent a game of the highest quality. |
rendering | The manner in which the graphics for a game are displayed to the user. |
spawn | The act of a character popping into existence in the game world. |
artificial intelligence | An algorithm by which the computer gives the illusion of thinking like a human |
sprite | A graphic used to depict a character or feature in a 2D game. |
tech tree | A hierarchy of technologies or achievements the player can unlock, where gaining one tech can open up branches to multiple other technologies. |
apu skipper | A technique used in Super Nintendo emulators to override its Audio Processing Unit (APU) when a particular game looks for it at startup |
god mode | State of a game, usually triggered by a keystroke sequence, where the player can not die, and may have other powers such as infinite amunition or the ability to walk through walls |
life | More accurately referred to as a death, the unit for counting how many tries a player has before a game is finished. |
mod | A modification |
sd card | A common type of memory card, used by the Wii, digital cameras, music players, etc |
shmup | See "Shoot 'em Up". |
line of sight | The line within which a particular player (or "AI" controlled enemy) can see events. |
bit | The smallest unit that can carry information in a computer - this is a base 2 number, equaling either 0 or 1. |
directx | A 3D, audio and input system for Windows, developed to help with the different hardware specifications prevalent in PCs throughout the world. |
j-cart | "Joypad" Cartridge - Gaming cartridge that enables additional players to plug directly into gaming ports on the cartridge itself. |
retrace | A total screen update, usually happening at the rate of about 60 frames per second. |
gdc | w:Game Developers Conference, a major game conference that takes place in February |
c | A language homebrew developers program in. |
fat bit editor | A feature of an image editor that zooms in on an area of the image, and displays the individual pixels larger for easier editing. |
port / porting | To modify video game software for one platform so it can be used on a different platform. |
patch | An update released after a game has been published which adds new features of fixes known problems. |
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. |
cheat code | A series of keypresses used to unlock a hidden feature within a game |
front end | Program that allows you to selectively load games and set options without having to set them with a DOS command line each time you run the emulator |
raid | The planned cooperation of multiple players in a multiplayer game to complete a specific objective. |
vector graphics | Line based graphics used as an early technique to create both two and three dimensional shapes in video games. |
ai | This term is descriptive of how smart CPU-controlled characters behave in a game |
fog of war | Depicted in many strategy games, the player's units are restricted in their visibility, resulting in the player needing to explore the game area to find what exists on the map. |
first person shooter | A type of "Shooter" where the action is viewed from a "First Person Persective". |
hotseat | A type of game where 2 or more players can play at the same time on the one system, the control being based from one player to the next as their turns come round. |
timer | A method of measuring the speed of the execution of instructions so that animation can be controlled. |
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. |
royalties | A method whereby a developer is paid for their work as a percentage of either net or gross receipts. |
headshot | The act of shooting another player or "AI" character in the head in a "Shooter" game |
ltd | launch to date or lifetime to date - refers to game or console sales from its initial release to present date |
sprite | Animated images that form objects or characters in 2D games |
retro | A game from an earlier "Generation" which seems dated compared to modern releases. |
yoy | a year over year comparison e.g |
avatar | The game character’s model or picture used to represent each player. |
smart bomb | Popularized by Defender (1981), this weapon instantly destroys all enemies visible on the screen |
elf | An executable file format used for some Wii homebrew. |
griefing | Deliberately antagonizing or hindering other players in a multiplayer game. |
cell shading | A term used to describe a 3D "Rendering" technique where the characters and objects and colored and outlined as in an cartoon. |
minigame | A quick sub-game |
graphical adventure | A game genre combining animated images, text, and audio in an interactive narrative |
comex | Author of the Bannerbomb hack and primary author of a derivative of the Twilight Hack involving the stage loader in Super Smash Brothers Brawl |
analog control | A type of controller that is able to measure the degree in which a controller is pressed. |
bit | Stands for Binary Digit; it represents smallest amount of digital data possible |
mod | Files created for a game to add functionality of change the behaviour of a game, written by people who don’t work for the game developer |
split screen | A form of multiplayer gaming where both players use the same console and screen, but the display is vertically or horizontally split so each player's viewpoint is shown separately. |
anti-aliasing | A "Rendering" technique used to blur the edges of "Sprites" or "3D Models" so their edges are less noticeable on the pixelated displays of computers, consoles and handhelds |
demo mode | A self-playing mode, showing off the features and artwork of a game. |
switchbox | Used with older video game consoles, this device allows you to switch between game and television signals. |
ebay | World's premier Internet auction site, with thousands of Atari listings |
gpu | Graphics Processing Unit, responsible for rendering everything you see on screen. |
score | The cumulative number of points earned. |
bit | In the early 90's, this term was often used (and misused) to measure the technical capabilities of a console |
text mode | A PC video mode where the screen is addressed in rows and columns of character cels |
ytd | year to date - refers to game or console sales from the beginning of the year to present date. |
high score table | A list of the highest scores accomplished |
arcade | A location/venue populated primarily with coin-operated amusement devices such as video games, pinball machines, and amusement rides. |
lan party | A meeting where large numbers of people turn up to play "LAN" games. |
expansion | Additional content released for an existing game to add new features or levels |
cy | the standard calendar year going from January 1 to December 31 |
emulation | The art of enabling one machine to act as another through software |
shareware | A method of marketing software where a program is distributed freely, and users may try it before paying for it. |
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 |
double jump | A form of jumping originally found in "Platformers" where the player can jump and then jump a second time whilst still in mid-air and achieve a higher or longer jump as a result. |
warez | Refers to any pirated digital content. |
platformer | A type of game which generally involves the player directly controlling a character which must jump between floating platforms as part of traversing the level. |
grinding | The act of performing the same task over and over to build up skills, "XP" or money in game. |
special move | As expected by the name, a special move the player can perform through some means |
vga | Video Graphics Array, any of a collection of video modes; also the hardware that supports them. |
rsa | An encryption/digital signature algorithm used by the Xbox, DS, Wii, and DSi, as well as secure (HTTPS) web sites |
patch | (General software term) Files distributed by the developer after a product is released that will change the software when they are installed |
energy | A scale representing how close a player is to death |
rumble pack | A device that plugs into a controller to provide vibration feedback. |
cut-scenes | Short intermissions typically presented between stages to convey elements of a storyline |
sw | Software |
bit | A single binary piece of information in a computer |
interactive fiction | A textual of graphical story told via a videogame |
pcb | Printed Circuit Board |
cathode ray tube | A vacuum tube (later known as the picture tube) though which electrons are projected onto a phosphorescent screen creating images |
unlockable | A feature in a game that the player cannot access at first, and can only do so through meeting certain requirements |
starlet | The unofficial name for the ARM coprocessor located in the Hollywood, which is responsible for the peripheral access and security control. |
mios | The IOS used in Gamecube mode, responsible for locking out all new hardware to make the system functionally identical to a Gamecube. |
vsync | Option included in some emulators to align (syncronize) the video, so the screen scrolls smoothly and together |
user generated content | Content playable within a game that was not created or supplied by the original developers or publishers, such as extra levels or graphics designed by fans of the game. |
spawning | In some games, killed enemies will reappear (or spawn) at set locations |
gc | Nintendo GameCube |
physics engine | The part of a game that controls the physical movement and interaction of items within the game world, such as collapsing towers of blocks or the deformation and crashes when vehicles hit each other in a driving game |
warp | Moving to an area in a game level requiring a complete screen redraw, for example going through a door or advancing to a new level. |
vector graphics | A graphical "Rendering" style where shapes are represented only by straight lines. |
artificial intelligence | A term meaning the programming that goes into a game to depict lifelike reactions from characters the player encounters. |
soldering | The process of attaching two or more metal components by melting additional metal directly onto them |
tank | A character that is specifically tailored to stand their ground in front-line combat, taking damage that could moire severely harm physically weaker companions. |
bit-rot | The degradation of the digital information held on a chip |
prototype | A pre-production version of a piece of hardware or software |
rocket jump | A term coined in early "FPS" games, this refers to shooting a rocket at a nearby wall or the floor and jumping at the same time - the resulting rocket explosion propels the character to an extent that normal jumping cannot achieve whilst (hopefully) resulting in minimal damage to the player. |
component video cable | This cable separates the video signal into three wires that carry the red, green, and blue signals |
shovelware | Cheap, poorly programmed games that often flood the market to take advantage of a new trend or system. |
stack | The memory of a program |
library | Generally given the extension *.a, a library is a compilation of source code that may be linked into a program. |
frame | A sequence of events ending in a page flip |
guild | A group of players in a multiplayer game that act together and for each other's best interests. |
loading screen | A screen that appears whilst the game is loading in new data |
levelling | The increasing in skill of a character through experience. |
emulator | Program that is used to achieve hardware emulation |
clan | A group of players that tend to play together often in multiplayer games. |
instance | In most "MMORPG"s some or all dungeons and possibly other areas can have several copies (instances) of them running at the same time |
game mode | Many games are shipped with more than one mode of play |
compile | To convert the instructions in source code to an executable format usable by the target platform. |
gif | An image file format where the image is compressed using LZW compression. |
ww | worldwide; often seen as 30m units sold WW |
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. |
tweezer attack | Involving some Gamecube homebrew code running on the Wii in combination with a pair of tweezers, the Tweezer Attack is what allowed hackers access to the locked portions of the Wii normally invisible when the machine is running in Gamecube compatibility mode |
console | A home video game system that connects to a television and/or monitor and utilizes external controllers. |
spawn camp | To sit within range of a spawn point and kill characters as they appear, often before the newly-spawned players have a chance to get their bearings |
voxel | A "Rendering" technique that doesn't use "Sprites" or "3D Modelling", but involves all the elements of the game being formed of tiny cubes (volumetric pixels, or voxels). |
texture maps | An image used in a 3D "Renderer" on its "3D Models" |
mmorpg | Massively Multiplayer Online Role Playing Game. |
teabagging | A nasty practice where a player will crouch over a just-killed player’s body, appearing to dangle his private regions in the face of the dead player. |
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 |
hack | A game that "reuses" code from an older game |
edutainment | Educational Entertainment - a type of game that designed to help teach particular skills and knowledge |
force feedback | The ability of a piece of hardware or accessory to feed-back some tactile response to the game action, e.g |
status effect | A usually temporary effect that can afflict a character in game, affecting their abilities |
port | The act of taking a game from one system and transferring to another |
min-maxing | Optimising the skills available to a player to exceed in one particular role (e.g |
offscreen video memory | Available memory on the video card that is not currently visible on the monitor screen |
lag | The delay noticed in an online game, caused by the round-trip time from the player's machine to the game server and back again. |
emulator | Software that simulates a specific hardware environment (such as an old gaming console) so that programs designed for that hardware (such as old games) can be run on different hardware (such as a PC or different game console) which those programs were never designed to run on. |
actiplaque | Mottling of labels that frequently occurs with Activision games because of the particular glue/paper combination |
digital control | Until the mid-90s, most video game controllers were digital, only registering each direction or button push as "off" or "on" |
finishing move | The final action in (normally) a fighting game which brings the opponent's "Health" to zero, thereby killing them |
edy | Prepaid electronic money service operated by Rakuten Edy, Inc.Users add value on their Edy Card/Edy Mobile Phone just as they would put money in their wallets |
life / lives | Many "Arcade Games" give the player a pre-defined number of lives |
legs | the sustainability of sales in the long-term |
cvt kit | Replacement kit for upgrading substrate, software and exterior, etc. |
training | The act of trying to avoid dying in a "MMORPG" by running away from a fight that's going badly, which leads to the monster(s) chasing you and in large dungeons you usually wake up more on the way to the door |
rarity value | Determination of how rare a game is in relationship to other games |
palette entry | One of the colors in the VGA palette, usually defined by its entry number (0-255) and the values of its red, green and blue components. |
bricked | Used in reference to hardware which, through some means, has become broken and unusable (i.e |
meatshield | See "Tank". |
keyboard handler | Functions or routines for programming and working with a keyboard |
first person perspective | Games where the world is scene through the eyes of the main character. |
feelie | Extra supplementary content supplied in a game box |
bots | Used to refer to autonomous "AI" units within a game, or alternatively an entity programmed by a game player designed to try and play a game through automated means. |
first person | A type of game where the point of view is as if through the eyes of the main character. |
rf cable | A low quality signal sent over coaxial cable (used for cable TV) |
paddle | Atari 2600 controllers that consist of a knob that can turn and a single fire button |
backward compatibility | A gaming system that supports games that were made for the previous version of the system, this can be done with via hardware or via software. |
quick time event | A "Cutscene" which allows the player limited input opportunities to influence the progression of the game - these opportunities tend to have a narrow window of time, so good reflexes are often needed to succeed. |
cutscene | An in game movie, animation, slide show that occur during a game that help to facilitate a games story and typically provide a break for players. |
hot spot | An active area of the screen, particularly one which causes some action when a mouse cursor moves over it or clicks on it. |
segue | (pronounced "seg-way") A transitional device that helps one sequence flow smoothly into another |
next generation | The "Generation" of platforms expected to surpass the current one. |
anime | Japanese cartoon drawing style typified by short characters with large eyes |
virtual console | Some modern platforms have the ability to emulate the look and play the games created on platform of earlier "Generations" |
rendered artwork | Artwork created in a rendering program |
clipping | Cutting off parts of lines and/or shapes (sprites) that exceed the boundaries of a viewport or clipping region. |
credits | Listing of those involved in the development of a game, typically including the programmer, artist, musician, and producer. |