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Bosses are enemies that fight you at the end of a level or at a significant point in the story.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
An action that is sensitive to context. Like going up to an object and pushing a button, which would normally perform a different action, to interact with it.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
From The Legend of Zelda series, dodongos are large, lizard-like enemies that are usually found in caves and mountainous environments. They are not fond of smoke.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
Finishing moves are typically moves that end a fight in a traditional fighting game.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Controlling by using different gestures such as touch, swing, twist, flick, and more!
Gorons are a group of creatures that like to eat rocks and live in the mountains of The Legend of Zelda series.
Gravity is a physical phenomenon, specifically the mutual attraction between all objects in the universe. In a gaming setting, gravity determines the relationship between the player and the "ground," preventing the player or game objects from flying off into space, and hopefully acting in a predictable/realistic manner.
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
Take an item and throw it at the enemy.
A common type of stage based around the fire and/or lava element. Often platforming heavy and inhabited by fire-based enemies.
Lock On is a game mechanic that allows the player to automatically center the character's aim on a target, usually done with a toggle or a press of a button.
A game where you eventually receive a map of an area. Like in Metroid Prime you have map download stations to get a map outline of the area. This is the same concept in the exploring Castlevania games.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
Developers may copy and mirror existing maps or courses in a game to add replayability and longevity to a game.
A move used in a lot of games where the standing/moving attacker spins upon himself, damaging the surrounding enemies.
A tektite is a one-eyed, four legged hopping enemy from the Legend of Zelda series. It has been in every Zelda game so far excluding The Wind Waker.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
Many of the games released for the Nintendo Wii take 'advantage' of the controls available by forcing the player to shake or 'waggle' the Wii remote and/or nunchuck. Waggling generally does not require skill on the part of the player; only shaking movements.
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