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Achievements are extra challenges added into video games that sometimes carry a point value or unlock bonus material, and are sometimes solely for bragging rights.
The Ainu are an indigenous people of Japan.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
Games that give the player only a limited amount of time to choose whether to continue or not. This concept is most often seen in arcade titles and their home ports.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
The 2009 Electronic Entertainment Expo (E3) took place at the Los Angeles Convention Center in Los Angeles, California on June 2-4.
Decapitation at it finest
The feudal period of Japanese history, which was dominated by powerful regional families holding large areas of land (daimyo) and military warlords (shogun), between 1185 and 1603 AD.
A flawless victory is a victory in which the winning player has incurred no loss of health, or in other uses, like Unreal Tournament III or Fury, no points scored against the winning team.
Game Over originally appeared in pinball machines, and later, arcade machines. When players lose at a game, it is game over.
An Xbox 360 and Games for Windows Live feature that lets you purchase and download full Xbox, Xbox 360, and PC games through the Live Marketplace.
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 style of Japanese swordfighting where the user holds his or her sword (usually a katana) in the sheath until it is ready for an attack; they pull the sword, attack, and return it to the sheath in continuous, swift motions.
A fighting area that possess multiple locations, which can be gained by one player striking the other at specific locations with a powerful move. One character proceeds to the next arena unwillingly, and taking damage. The other player follows the first player and does not take damage. Fighting then resumes until the match ends, or perhaps until the next transition into yet another area.
An online digital distribution system for arcade games in Japan.
Sequels that have the player controlling a different character than the original game.
Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
While most games feature achievements with gamerscore values in multiples of five, not all games do so.
When a character that the player fights as a boss is playable elsewhere.
Samurai, or Bushi (literally, "warriors") were a social class in feudal Japan, equivalent to Western aristocracy, knights.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
A series of arcade system boards from Taito that uses commodity PC hardware. It is commonly used for third-party Japanese arcade games and pachinko machines since 2004.
Primarily found in fighting or sports games, the versus screen typically masks the load time of an upcoming matchup. Sometimes codes may be entered here that will affect the game.
Zoning Characters (also called Keepaway Characters) is an archetype that use long range attacks to the control space in fighting games.
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