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Game » consists of 5 releases. Released Aug 05, 1992
Trading systems allow players to trade items, money and other objects between each other.
Environments cycle between day and night, often with effects on other aspects of the game.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
A guild is a group of people who are expert at a skill or task and have banded together for ease of employment. In games guilds take many forms, from massive societies of real people in MMOs, to simple places to level up and receive quests in most RPG's
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
Combat between ships dates back to antiquity, and in the 20th century expanded to include the use of aircraft.
A service started by Nintendo in 1997 that allowed customers to purchase digital Super Famicom and Game Boy games at an in-store kiosk that would be written onto RAM cartridges available for each system.
By definition, a pirate is a (mostly naval) robber without commission from a sovereign nation. While maritime robbery has been around since ancient times, Piracy had its highpoint during the 17th century. They are easily identified by the "Jolly Roger", which is the traditional name of the famous skull flag.
Whether searching for loot as a pirate, or attacking enemy ships in the navy, there is nothing quite like sailing the seas.
No point in gathering coins, gold, gil, money, or whatever if you can't buy anything with it.
The act of buying a particular good for a low price at one location, and selling it at another location for a higher price, resulting in a profit.
Items in a game that exist for the purpose of being purchased by the player and then sold for a profit within the game economy, but do not otherwise affect the gameplay. Trade Goods usually imply that the inhabitants of the game world both produce and consume these goods in limited quantities.
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