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Game » consists of 3 releases. Released Dec 04, 2001
Artificial life-forms ("robots") specifically designed to mimic the appearance of human beings. Although this is a male-specific term, with female-looking machines actually being "gynoids", the term "android" is generally used universally in video games.
Games where characters have a cannon for an arm.
Attachments are objects in video games that augment the user's abilities.
Levels that progress forward by themselves at a fixed rate.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
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.
A distinct and predictable pattern of attacks or movement a boss takes. This can be based in reaction to a player's actions or simply a stringent script the boss adheres to.
When players must fight all of the bosses of the game at once. This can either be an optional mode, or a required sequence. Boss Rush can also mean a game where the player only fights bosses.
A condition in which two male characters are socially close, but not sexually or romantically, and are often partners.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Charging is the action of pressing & holding down a button or particular direction on the controller. Its purpose is to build up a powerful blast or burst of energy to take out an opponent or cause critical damage.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
A trap designed to kill off victims by crushing them. Commonly found in sacred temples though industrial variations (like car crushers) exist.
Cutscenes that do not take into account the specific gear that the player has equipped.
A quick burst of speed that propels the player slightly forward or backwards.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
The 2001 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on May 17-19.
An illusive effect in games with 2D graphics where a character attacks the player so that it seems like the attack came from either behind or in front of the screen.
Earning an extra life, either by collecting a 1up or by hitting a certain score.
A fictional currency is one where the object being exchanged does not exist in the real world, such as Final Fantasy's Gil, or are not used for exchange in the real world, such as Fallout's bottlecaps.
The last boss you face in a game, usually representing the final climax of the game.
A situation in a game where a character will be defeated no matter what action the player takes. The character may be defeated in a cutscene or the player may be forced to fight until they are defeated.
Not all elder people are kind.
A gynoid, or fembot, is a feminine humanoid robot.
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
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
A common type of stage featured in many games. Slippery ice, avalanches, and freezing water are some of the unpleasantries to be had when visiting these cold arctic regions.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
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.
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