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  • SURVIVAL GAME | Game House Atreides

    SURVIVAL GAME Survival games are a subgenre of action games which are often set in hostile, intense, open-world environments. Players generally start with minimal equipment and are required to survive as long as possible by finding the resources necessary to manage hunger, thirst, disease and/or mental state. Many survival games are based on randomly or procedurally generated persistent environments. Survival games are considered an extension of a common video game theme where the player character is stranded or separated from others and must work alone to survive and complete a goal. Survival games focus on the survival parts of these games, while encouraging exploration of an open world. Some gameplay elements present in the action-adventure genre—such as resource management and item crafting—are commonly found in survival games and serve as central elements featured in games like Survival Kids . At the start of a typical survival game, the player is placed alone in the game's world with few resources. It is not uncommon for players to spend the majority or entirety of the game without encountering a friendly non-player character; since NPCs are typically hostile to the player, the emphasis is placed on avoidance, rather than confrontation. In some games, however, combat is unavoidable and provides the player with valuable resources (e.g., food, weapons, and armor). An early example of the survival game genre is UnReal World , which was created by Sami Maaranen in 1992 and is still in active development. The rogue-like game used ASCII graphics and placed the player in the harsh conditions of Finland during the Iron Age. Unlike traditional roguelike games, where there was a goal to reach, UnReal World 's only goal was to survive as long as possible against wild creatures and the dangers that the snowy weather created. Another early example of the survival game genre is the Super Nintendo Entertainment System game SOS , released by Human Entertainment in 1993. Wurm Online contains elements that have ultimately influenced a number of survival games. Being a massively multiplayer online role-playing game (MMORPG), the game sets players as characters in a medieval setting, allows them to terraform the land, create buildings, and effectively develop their own kingdoms. Rolf Jansson and Markus Persson began the initial development of the game in 2003, and although Persson left around 2007, the game is still in active development. Persson became instrumental in developing Minecraft , which many consider to have popularized the survival game genre. From its initial public release in 2009, Minecraft focuses on resource-gathering and crafting in a procedurally-generated world, and requires the player to defend themselves during night cycles while gathering resources at other times. Another key title in the survival genre was DayZ which sets the players in the aftermath of a zombie apocalypse, where they must avoid hordes of zombies while scavenging through the remains of human civilization for resources. Wikipedia contributors. "Survival game." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 24 Apr. 2024. List of Survival Games Title Image Release Date Platform Rating Game Version Origin Title Endling: Extinction Is Forever 2022.07.19 PS4, PS5, XBO, XSX, NS, Win, And, iOS 3.0 main title N/A

  • Dragon Ball Z: Sagas

    Dragon Ball Z: Sagas Previous Release Date: Game Version: Platform: Button 2005, March 22 Main Title - Next Beat 'em Up Button Genre Element: Point-of-View: 3D Theme: Superhero Storyline: Camera: Player Mode: Single-player, Multiplayer Developer: Avalanche Software Button Publisher: Atari Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • One Piece: The Road of the Strong

    One Piece: The Road of the Strong Previous Release Date: Game Version: Platform: Button 2016, January Main Title - Next - Button Genre Element: Point-of-View: Theme: Fantasy, Sea Adventure Storyline: Camera: Player Mode: Developer: Spike Chunsoft Button Publisher: Bandai Namco Entertainment Button Game Engine: Button Maximum Resolution: Native Display Ratio Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • Dragon Ball Z: Budokai 2

    Dragon Ball Z: Budokai 2 Previous Release Date: Game Version: Platform: Button 2003, December 5 Main Title - Next Fighting Game Button Genre Element: Point-of-View: Theme: Superhero Storyline: Camera: Player Mode: Single-player, Multiplayer Developer: Dimps Button Publisher: Atari (NA), Atari Australia (AU), Bandai (JP), Bandai Europe (EU) Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • Activision Publishing

    Activision Publishing Formerly Name: Computer Arts, Inc (1979) Activision, Inc (1979-1988), (1992-2000) Mediagenic (1988-1992) Company Profile: Developer and Publisher Company Type:: Private Company (1979-1993) Public Company (1993-2000) Subsidiary (2000) Parent Company: Activision, Inc (2000-2008) Activision Blizzard (2008) Headquarters: Santa Monica, California, USA Founded: 1 October 1979 Founder: David Crane, Alan Miller, Bob Whitehead, Jim Levy Fate: Active Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California . It serves as the publishing business for its parent company, Activision Blizzard , and consists of several subsidiary studios. In early 1979, Atari's marketing department circulated a memo listing the best-selling cartridges from the previous year to help guide game ideas. David Crane noted that the games he was fully responsible for had brought in over $20 million for the company but he was still only receiving a $20,000 salary. Out of a development staff of thirty-five, four programmers (David Crane, Larry Kaplan , Alan Miller and Bob Whitehead ), had produced games that had accounted for 60% of Atari's sales. The four made the decision to soon leave Atari and start their own business, but were not sure how to go about it. In 1979, the concept of third-party developers did not exist, as software for video game consoles were published exclusively by makers of the systems for which the games were designed; thus the common thinking was that to make console games, one needed to make a console first. The four decided to create their own independent game development company. Activision was formally founded on October 1, 1979, with Levy serving as CEO. The company was initially named " Computer Arts, Inc. " while they considered a better title. The founders had thought of the name VSync, Inc., but feared that the public would not understand or know how to say it. Levy suggested combining "active" and "television" to come up with Activision . After video game crash of 1983, Miller and Whitehead left in 1984 due to the large devaluation of their stock and went to form Accolade . Looking to expand further, Activision acquired, through a corporate merger, the struggling text adventure pioneer Infocom in June 1986. This acquisition was spearheaded by Levy, who was a big fan of Infocom's titles and felt the company was in a similar position as Activision . About six months after the "Infocom Wedding", Activision 's board decided to replace Levy with Bruce Davis . Davis was against the purchase of Infocom from the start and was heavy-handed in its management, and even attempted to seek a lawsuit to recover their purchase from Infocom's shareholders. Crane also found Davis difficult to work with and was concerned with how Davis managed the closure of Imagic , one of the third-party development studios formed in Activision 's success in 1981. Crane left Activision in 1986 and helped Garry Kitchen found Absolute Entertainment . In late 1986, Activision adopted the Electric Dreams brand, usually used for British software, for titles outside of English for the American market. In 1988, Activision began involvement in software besides video games, such as business applications. As a result, Activision changed its corporate name to Mediagenic to better represent all of its activities. Mediagenic consisted of four groups: Activision : video game publisher for various platforms, notably the Nintendo Entertainment System, Master System, Atari 7800, Atari ST, Commodore 64, and Amiga Infocom : developer of interactive fiction games Gamestar : initially an independent company but purchased by Activision in 1986. Specialized in sports video games Ten Point O : business application software In 1989, after several years of losses, Activision closed down the Infocom studios.During this period Mediagenic , via Activision , secured the rights to distribute games from Cyan Worlds . The first game published by Activision from Cyan was The Manhole , on CD-ROM for personal computers, the first major game distributed in this format. Davis' management of Mediagenic failed to produce a profitable company; in 1991, Mediagenic reported a loss of $26.8 million on only $28.8 million of revenue and had over $60 million in debt. Cyan severed their contract with Activision , and turned to Broderbund for publishing, including what would become one of the most significant computer games of the 1990s, Myst . Bobby Kotick had become interested in the value of the video game industry following the crash and was drawn to buy out Mediagenic not for its current offerings but for the Activision name, given its past successes with Pitfall! , with hopes to restore Activision to its former glory. Crane said that Kotick has recognized the Activision brand name could be valued around $50 million and rather than start a new company and spend that amount to obtain the same reputation, he saw the opportunity to buy the failing Mediagenic at a bargain price and gain Activision 's reputation with minimal cost. Kotick and additional investors bought Mediagenic for approximately $500,000 in 1991. This group of investors included real estate businessman Steve Wynn and Philips Electronics . Kotick became CEO of Mediagenic on its purchase and made several immediate changes: He let go of all but 8 of the companies' 150 employees, performed a full restructuring of the company, developed a bankruptcy restructuring plan, and reincorporated the company in Los Angeles, California. After Mediagenic fulfilled on the bankruptcy plan, by the end of 1992, Kotick renamed Mediagenic to the original Activision name. The new Activision went public in October 1993, raising about $40 million, and was listed on NASDAQ under its new ticker symbol ATVI. With several of its own successfully developed games helping to turn a profit, Kotick led Activision to start seeking acquisitions of video game development studios, guided by market surveys to determine what areas of content to focus on. It is estimated that between 1997 and 2008, Activision made 25 acquisitions, several for undisclosed amounts. Some of the key acquisitions and investments made by Activision in this period include: Raven Software : Around 1997, Raven's founders Brian and Steve Raffel felt the need to seek a parent company. By the end of 1997, Activision acquired Raven as one of its first subsidiaries under Kotick. The acquisition price was $12 million. Neversoft : Prior to its acquisition in 2000, Activision had arranged a development deal with Neversoft to re-develop Apocalypse , a title that failed to be completed within Activision . Subsequently, Activision had Neversoft work on a prototype for a skateboarding game, which would end up becoming the first in the Tony Hawk's series of skateboarding video games. Tony Hawk's Pro Skater was a critical success, leading Activision to acquire Neversoft in April 2000. After eight games, the series has brought in $1.6 billion. Infinity Ward : Activision acquired the studio for $5 million in January 2003, and later publish their first title, Call of Duty . The Call of Duty series has since seen nearly yearly releases and as of 2016 had sold more than 250 million units and brought in more than $12 billion in revenue. Treyarch : Activision used Treyarch to assist in further Tony Hawk games as well as to develop titles using Activision 's license of Marvel 's Spider-Man . Activision acquired the studio in 2001 for about $20 million. Grey Matter Studios : Gray Matter began work in 1999 on Return to Castle Wolfenstein , in conjunction with Nerve Software and oversight by id Software who owned the Castle Wolfenstein IP. Activision , the game's publisher, acquired a portion of Gray Matter's stock during this time. Return to Castle Wolfenstein was a critical and financial success, and led Activision to acquire the remaining shares of Gray Matter in 2002 for about $3.2 million, with the intent to help Infinity Ward expand out the Call of Duty franchise. In 2005, Activision made the decision to merge the smaller Gray Matter into the larger Treyarch to put their combined talents towards Call of Duty 3 . RedOctane : Around 2005, Red Octane was co-developing Guitar Hero , a console game based on the arcade game GuitarFreaks , with Harmonix. Guitar Hero was a major success. Activision purchased RedOctane for nearly $100 million in June 2006. The series has since earned more than $2 billion in revenues. Toys for Bob : Activision purchased the studio in 2005, and had given them work on some of the Tony Hawk's games as well as other licensed properties. Following Activision 's merger with Vivendi, Activision gained the Spyro intellectual property and assigned Toys for Bob to develop the series in a new direction, leading to the toys-to-life Skylanders series. On June 16, 2000, Activision reorganized as a holding company , Activision Holdings, to manage Activision and its subsidiaries more effectively. Activision changed its corporate name from " Activision, Inc. " to " Activision Publishing, Inc. ", while Activision Holdings took Activision's former "Activision, Inc." name. Activision Publishing became a wholly owned subsidiary of Activision, which in turn became the publicly traded company, with all outstanding shares of capital stock converted. In 2003, Activision 's founders were given the Game Developers Choice "First Penguin" award, reflecting their being the first successful third-party developer in the video game industry. While Activision was highly successful with its range of developers and successful series, Kotick was concerned that they did not have a title for the growing massively multiplayer online market, which presented the opportunity for continued revenues from subscription models and microtransactions instead of the revenue from a single sale. Around 2006, Kotick contacted Jean-Bernard Lévy , the new CEO of Vivendi , a French media conglomerate. Vivendi had a games division, Vivendi Games , that was struggling to be viable at the time, but its principal feature was that it owned Blizzard Entertainment and its highly successful World of Warcraft game, which was drawing in $1.1 billion a year in subscription fees. Vivendi Games also owned Sierra Entertainment . Kotick met with Blizzard's president Mike Morhaime , and learned that Blizzard also had a successful inroad into getting their games into China, a potentially lucrative market. Given this potential opportunity, Kotick agreed to the merger. Activision 's board signed on to the merger by December 2007. The merger was completed in July 2008. The new company was called Activision Blizzard and was headed by Kotick, while Vivendi maintained a 52% share in the company. The new company was estimated to be worth US$18.9 billion, ahead of Electronic Arts , which was valued at US$14.1 billion. Activision Publishing remains a subsidiary of Activision Blizzard following the merger, and is responsible for developing, producing, and distributing games from its internal and subsidiary studios. Eric Hirshberg was announced as Activision Publishing 's CEO in 2010. Activision Publishing established Sledgehammer Games in November 2009. In February 2010, Activision Blizzard reported significant losses in revenue stemming from a slow down in Guitar Hero sales and from its more casual games. Subsequently, Activision Publishing shuttered RedOctane, Luxoflux and Underground Development as well as laid off about 25% of the staff at Neversoft. Within the same year, Activision shuttered Budcat Creations in November 2010, and Bizarre Creations in February 2011. Hirshberg left the CEO position in March 2018. With the acquisition of Activision Blizzard by Microsoft in October 2023, Activision Blizzard as a whole, including the Activision Publishing subdivision, became a separate division under the Microsoft Gaming arm of Microsoft. Wikipedia contributors. "Activision." Wikipedia, The Free Encyclopedia . Wikipedia, The Free Encyclopedia, 9 Mar. 2024. Company Structure Subsidiaries: Mediagenic 1988-1992 structure: Activision : video game publisher for various platforms Infocom : developer of interactive fiction games Gamestar : s pecialized in sports video games Ten Point O : business application software Activision Publishing active studios: Activision Shanghai Studio Headquarters: Shanghai, China Active time: 2009 (founded) Beenox Headquarters: Québec City , Québec , Canada Active time: 25 May 2005 (acquired) Demonware Headquarters: Dublin, Republic of Ireland; Vancouver, British Columbia, Canada Active time: May 2007 (acquired) Digital Legends Entertainment Headquarters: Barcelona, Spain Active time: 28 October 2021 (acquired) High Moon Studios Headquarters: Carlsbad, California, USA Active time: January 2006 (acquired by Vivendi Games) Infinity Ward Headquarters: Woodland Hills, California, USA Active time: October 2003 (acquired) Raven Software Headquarters: Madison, Wisconsin, USA Active time: 1997 (acquired) Sledgehammer Games Headquarters: Foster City, California, USA Active time: 21 July 2009 (founded) Solid State Studios Headquarters: Santa Monica, California, USA Active time: 2021 (founded) Treyarch Headquarters: Santa Monica, California, USA Active time: 2001 (acquired) Former Studios: 7 Studios Headquarters: Los Angeles, California, USA Active time: April 2009 (acquired) Fate: closed on February 2011 Beachhead Studio Headquarters: Santa Monica, California, USA Active time: February 2011 (founded) Fate: closed (?) Bizarre Creations Headquarters: Liverpool, UK Active time: 26 September 2007 (acquired) Fate: closed on 18 February 2011 Budcat Creations Headquarters: Iowa City, Iowa, USA Active time: 10 November 2008 (acquired) Fate: closed in November 2010 FreeStyle Games Headquarters: Leamington Spa, Warwickshire, UK Active time: 12 September 2008 Fate: sold to Ubisoft on 18 January 2017 Gray Matter Studios Headquarters: Los Angeles, California, USA Active time: January 2002 (acquired) Fate: merged into Treyarch in 2005 Infocom Headquarters: Cambridge, Massachusetts, USA Active time: 1986 (acquired) Fate: closed in 1989 Luxoflux Headquarters: Santa Monica, California, USA Active time: October 2002 (acquired) Fate: closed on 11 February 2010 Massive Entertainment Headquarters: Malmö, Sweden Active time: 2002 (acquired by Vivendi Universal Games) Fate: sold to Ubisoft on 10 November 2008 Neversoft Headquarters: Los Angeles, California, USA Active time: October 1999 (acquired) Fate: merged into Infinity Ward on 3 May, 2014 Radical Entertainment Headquarters: Vancouver, British Columbia, Canada Active time: 2005 (acquired by Vivendi Games) Fate: closed in 2012 (laid off most staff) RedOctane Headquarters: Mountain View, California, USA Active time: 2006 (acquired) Fate: closed on 11 February 2010 Shaba Games Headquarters: San Francisco, California, USA Active time: 2002 (acquired) Fate: closed on 8 October 2009 Swordfish Studios Headquarters: Birmingham, UK Active time: June 2005 (acquired by Vivendi Universal Games) Fate: sold to Codemasters on 14 November 2008 The Blast Furnace Headquarters: Leeds, UK Active time: November 2011 (founded as Activision Leeds) Fate: closed in March 2014 Toys for Bob Headquarters: Novato, California, USA Active time: 3 May 2005 (acquired) Fate: spun off on 29 February 2024 Underground Development Headquarters: Redwood Shores, California, USA Active time: May 2002 (acquired) Fate: closed on 11 February 2010 Vicarious Visions Headquarters: Menands, New York, USA Active time: January 2005 (acquired) Fate: moved to Blizzard Entertainment in January 2021 Wanako Games Headquarters: Santiago, Chile Active time: 20 February 2007 (acquired by Vivendi Games) Fate: sold to Artificial Mind and Movement on 20 November 2008 Key People: Rob Kostich (president) Josh Taub (chief operating office) Games Developed and Published by Activision

  • One Piece Treasure Cruise

    One Piece Treasure Cruise Previous Release Date: Game Version: Platform: Button 2014, May 12 Main Title - Next Role-playing Game Button Genre Element: Point-of-View: Theme: Fantasy, Sea Adventure Storyline: Camera: Player Mode: Single-player, Multiplayer Developer: Bandai Namco Games Button Publisher: Bandai Namco Entertainment Button Game Engine: Button Maximum Resolution: Native Display Ratio Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • Nintendo

    Nintendo Formerly Name: Nintendo Koppai (1889) Yamauchi Nintendo ( 1889-1933) Yamauchi Nintendo & Co (1933-1947) Marufuku Co, Ltd (1947-1951) Nintendo Playing Card Co, Ltd (1951-1963) Company Profile: Developer and Publisher Company Type:: Private Company (1889-1933) Public Company (1933) Parent Company: N/A Headquarters: Shimogyō-ku, Kyoto, Japan (1889-1959) Higashiyama-ku, Kyoto, Japan (1959-2000) Minami-ku, Kyoto, Japan (2000) Founded: 23 September 1889 Founder: Fusajiro Yamauchi Fate: Active Nintendo Co., Ltd. ( 任天堂株式会社, Nintendō Kabushiki Gaisha ) is a Japanese multinational video game company headquartered in Kyoto, Japan . It develops, publishes and releases both video games and video game consoles . Nintendo was founded as Nintendo Koppai on 23 September 1889 by craftsman Fusajiro Yamauchi in Shimogyō-ku, Kyoto , Japan, as an unincorporated establishment, to produce and distribute Japanese playing cards , or karuta ( かるた , from Portuguese carta , 'card') , most notably hanafuda ( 花札 , 'flower cards') . The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but the assumption lacks historical validation; it can alternatively be translated as "the temple of free hanafuda ". Hanafuda cards had become popular after Japan banned most forms of gambling in 1882, though tolerated hanafuda. Sales of hanafuda cards were popular with the yakuza -ran gaming parlors in Kyoto. Other card manufacturers had opted to leave the market not wanting to be associated with criminal ties, but Yamauchi persisted without such fears to become the primary producer of hanafuda within a few years. Japanese culture stipulated that for Nintendo to continue as a family business after Yamauchi's retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, Sekiryo Kaneda adopted the Yamauchi surname in 1907 and headed the business in 1929. By that time, Nintendo was the largest playing card business in Japan. In 1933, Sekiryo Kaneda established the company as a general partnership named Yamauchi Nintendo & Co., Ltd. investing in the construction of a new corporate headquarters located next to the original building, near the Toba-kaidō train station . Because Sekiryo's marriage to Yamauchi's daughter produced no male heirs, he planned to adopt his son-in-law Shikanojo Inaba, an artist in the company's employ and the father of his grandson Hiroshi , born in 1927. However, Inaba abandoned his family and the company, so Hiroshi was made Sekiryo's eventual successor. In 1947, Sekiryo founded the distribution company Marufuku Co., Ltd. responsible for Nintend o's sales and marketing operations, which would eventually go on to become the present-day Nintendo Co., Ltd. , in Higashikawara-cho, Imagumano, Higashiyama-ku, Kyoto . In 1950, due to Sekiryo's deteriorating health, Hiroshi Yamauchi assumed the presidency and headed manufacturing operations. His first actions involved several important changes in the operation of the company: in 1951, he changed the company name to Nintendo Playing Card Co., Ltd. and in the following year, he centralized the manufacturing facilities dispersed in Kyoto, which led to the expansion of the offices in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. In 1953, Nintendo became the first company to succeed in mass-producing plastic playing cards in Japan. In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. The company entered into a partnership with The Walt Disney Company to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo 's playing card business. Nintendo automated the production of Japanese playing cards using backing paper, and also developed distribution system that allowed it to offer its products in toy stores. By 1961, the company had established a Tokyo branch in Chiyoda, Tokyo , and sold more than 1.5 million card packs, holding a high market share , for which it relied on televised advertising campaigns. In 1962, Nintendo became a public company by listing stock on the second section of the Osaka Securities Exchange and on the Kyoto Stock Exchange. In the following year, the company adopted its current name, Nintendo & Co., Ltd. and started manufacturing games in addition to playing cards. In 1964, Nintendo earned ¥150 million. Although the company was experiencing a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as pachinko , bowling , and nightly outings. When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation. In 1965, Nintendo hired Gunpei Yokoi to maintain the assembly-line machines used to manufacture its playing cards. Yamauchi's experience with the previous initiatives led him to increase Nintendo 's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company. Yokoi was moved to the newly created department and was responsible for coordinating various projects. Yokoi's experience in manufacturing electronic devices led Yamauchi to put him in charge of the company's games department, and his products would be mass-produced. During this period, Nintendo built a new production plant in Uji , just outside of Kyoto, and distributed classic tabletop games such as chess , shogi , go , and mahjong , and other foreign games under the Nippon Game brand. The company's restructuring preserved a couple of areas dedicated to playing card manufacturing. The year 1970 represented a watershed moment in Nintendo 's history as it released Japan's first electronic toy—the Beam Gun , an optoelectronic pistol designed by Masayuki Uemura . In total, more than a million units were sold. Nintendo partnered with Magnavox to provide a light gun controller based on the Beam Gun design for the company's new home video game console, the Magnavox Odyssey , in 1971. Other popular toys released at the time include the Ultra Hand , the Ultra Machine , the Ultra Scope, and the Love Tester , all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan. Yokoi, Uemura, and new employees such as Genyo Takeda , continued to develop innovative products for the company. The Laser Clay Shooting System was released in 1973 and managed to surpass bowling in popularity. In 1974, Nintendo released Wild Gunman , a skeet shooting arcade simulation consisting of a 16 mm image projector with a sensor that detects a beam from the player's light gun . Both the Laser Clay Shooting System and Wild Gunman were successfully exported to Europe and North America. However, Nintendo 's production speeds were still slow compared to rival companies such as Bandai and Tomy , and their prices were high, which led to the discontinuation of some of their light gun products. The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the 1973 oil crisis. Yamauchi, motivated by the successes of Atari and Magnavox with their video game consoles , acquired the Japanese distribution rights for the Magnavox Odyssey in 1974, and reached an agreement with Mitsubishi Electric to develop similar products between 1975 and 1978, including the first microprocessor for video games systems, the Color TV-Game series, and an arcade game inspired by Othello . During this period, Takeda developed the video game EVR Race , and Shigeru Miyamoto joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles. In 1978, Nintendo 's research and development department was split into two facilities, Nintendo Research & Development 1 and Nintendo Research & Development 2 , respectively managed by Yokoi and Uemura. Two key events in Nintendo 's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. Nintendo entered the arcade video game market with Sheriff and Radar Scope , released in Japan in 1979 and 1980 respectively. Sheriff , also known as Bandido in some regions, marked the first original video game made by Nintendo , was published by Sega and developed by Genyo Takeda and Shigeru Miyamoto . While Radar Scope , rivaled Galaxian in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company. To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of Donkey Kong in 1981, one of the first platform video games that allowed the player character to jump. The character, Jumpman, would later become Mario and Nintendo 's official mascot . Mario was named after Mario Segale , the landlord of Nintendo 's offices in Tukwila, Washington . Donkey Kong was a financial success for Nintendo both in Japan and overseas. The first issue of Nintendo Power magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988. In July 1989, Nintendo held the first Nintendo Space World trade show with the name Shoshinkai for the purpose of announcing and demonstrating upcoming Nintendo products. That year, the first World of Nintendo stores-within-a-store , which carried official Nintendo merchandise, were opened in the United States. In March 1990, the first Nintendo World Championship was held, with participants from 29 American cities competing for the title of "best Nintendo player in the world". In June 1990, the subsidiary Nintendo of Europe was opened in Großostheim , Germany; in 1993, subsequent subsidiaries were established in the Netherlands (where Bandai had previously distributed Nintendo's products), France, the United Kingdom, Spain, Belgium, and Australia. Nintendo ceased manufacturing arcade games and systems in September 1992. The proliferation of graphically violent video games, such as Mortal Kombat , caused controversy and led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board , in whose development Nintendo collaborated during 1994. In 2014, a new product line was released consisting of figures of Nintendo characters called amiibos . On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of Panasonic , for the purpose of developing facial , voice , and text recognition for its video games. On 11 July 2015, Iwata died of bile duct cancer , and after a couple of months in which Miyamoto and Takeda jointly operated the company, Tatsumi Kimishima was named as Iwata's successor on 16 September 2015. As part of the management's restructuring, Miyamoto and Takeda were respectively named creative and technological advisors. In March 2016, Nintendo 's first mobile app for the iOS and Android systems, Miitomo , was released. Since then, Nintendo has produced other similar apps, such as Super Mario Run , Fire Emblem Heroes , Animal Crossing: Pocket Camp , Mario Kart Tour , and Pokémon Go , the last being developed by Niantic and having generated $115 million in revenue for Nintendo . In March 2016, the loyalty program My Nintendo replaced Club Nintendo . In 2018, Shuntaro Furukawa replaced Kimishima as company president, and in 2019, Doug Bowser succeeded Nintendo of America president Reggie Fils-Aimé . In April 2019, Nintendo formed an alliance with Tencent to distribute the Nintendo Switch in China starting in December. The year 2020 saw some changes to the company's management: outside director Naoki Mizutani retired from the board, and was replaced by Asa Shinkawa; and Yoshiaki Koizumi was promoted to senior executive officer, maintaining its role as deputy general manager of Nintendo EPD. By August, Nintendo was named the richest company in Japan. In June 2021, the company announced plans to convert its former Uji Ogura plant, where it had manufactured playing and hanafuda cards, into a museum tentatively named "Nintendo Gallery", targeted to open by March 2024. In the following year, historic remains of a Yayoi period village were discovered in the construction site. The theme park area Super Nintendo World opened at Universal Studios Japan in 2021. In 2021, Furukawa indicated Nintendo 's plan to create more animated projects based on their work, and by 29 June, Meledandri joined the board of directors as a non-executive outside director. In February 2022, Nintendo announced the acquisition of SRD Co., Ltd. (Systems Research and Development) after 40 years, a major contributor of Nintendo 's first-party games such as Donkey Kong and The Legend of Zelda until the 1990s, and then support studio since. In early 2023, the Super Nintendo World theme park area in Universal Studios Hollywood opened. Nintendo co-produced an animated film The Super Mario Bros. Movie alongside Universal Pictures and Illumination , with Miyamoto and Illumination CEO Chris Meledandri acting as producers. The Super Mario Bros. Movie was released on 5 April 2023, and has grossed over $1.3 billion worldwide, setting box-office records for the biggest worldwide opening weekend for an animated film , the highest-grossing film based on a video game and the 15th-highest-grossing film of all-time . Wikipedia contributors. "Nintendo." Wikipedia, The Free Encyclopedia . Wikipedia, The Free Encyclopedia, 10 Mar. 2024. Company Structure Divisions: Nintendo Entertainment Planning & Development (Nintendo EPD) : developing and producing video games, mobile apps, and other related entertainment software Nintendo Platform Technology Development (Nintendo PTD) : hardware development Nintendo Business Development (Nintendo BDD) : refining Nintendo's business model for dedicated game system business, and for furthering Nintendo's venture into development for smart devices. Subsidiaries: 1-Up Studio Headquarters: Tokyo, Japan Works: Magical Vacation series, Mother 3 and A Kappa's Trail . Currently, a development support studio for Nintendo EPD in titles such as Super Mario 3D World , Super Mario Odyssey and Ring Fit Adventure . iQue Headquarters: Suzhou, China Works: Since 2016 it has handled Simplified Chinese translation/localization, and - since 2019 - a development support studio, hiring programmers and testers to support Nintendo EPD games. Mario Club Headquarters: Kyoto, Japan Works: Debugging, quality control and testing. Monolith Soft Headquarters: Tokyo, Japan; Kyoto, japan Works: Tokyo: Xenoblade Chronicles series, Baten Kaitos series and Disaster: Day of Crisis . [23] Development support for The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom . Kyoto: Development support studio for Monolith Soft Tokyo and Nintendo EPD . Development support with art and designs for Splatoon , Splatoon 2 , Pikmin 3 , Animal Crossing: New Horizons , Splatoon 3 and other Nintendo EPD titles, alongside support for Monolith Soft Tokyo games such as the Xenoblade Chronicles series. NDcube Headquarters: Sapporo, Japan; Tokyo, Japan Works: Wii Party series, Mario Party series and Clubhouse Games: 51 Worldwide Classics . Next Level Games Headquarters: Vancouver, British Columbia, Canada Works: Luigi's Mansion series, Super Mario Strikers series, Punch-Out!! and Metroid Prime: Federation Force . Nintendo European Research & Development Headquarters: Paris, France Works: Doing various software technologies such as video compression and middleware , including the video player of the Wii U Internet Browser. Nintendo Pictures Headquarters: Tokyo, Japan Works: Animation studio specialized in animation, design, and cinematic work for Nintendo EPD . Nintendo Software Technology Headquarters: Redmond, Washington, USA Works: Mario vs. Donkey Kong series, Wii Street U and other games and apps, helped with WebKit 's JavaScript JIT. Nintendo Technology Development Headquarters: Redmond, Washington, USA Works: Video game console development and software technology. Retro Studios Headquarters: Austin, Texas, USA Works: Metroid Prime and Donkey Kong Country series. SRD Headquarters: Kyoto, Japan Works: Development support for Nintendo EPD. Former Divisions and Subsidiaries: Nintendo Research & Development 1 (Nintendo R&D1) Details: The original game development team at Nintendo. Originally created in the 1970s by Hiroshi Imanishi as the games division of Nintendo Co., Ltd. Gunpei Yokoi was the original engineer and inventor designated to create electronic toys and arcade coin-operated software. Active time: 1970-2002 Fate: Nintendo EAD, Nintendo SPD, Nintendo RED Nintendo Research & Development 2 (Nintendo R&D2) Details: This group mainly concentrated on hardware technology and system operating tools. Masayuki Uemura was hired away from Sharp Corporation where he specialized in solar cell technology. The solar technology fueled the original bean gun games which Nintendo introduced to huge success. The team would go on to develop several peripherals and eventually even some video game software. The team generally assisted Nintendo R&D1 and Nintendo R&D3 with their arcade games. Active time: 1972-2002 Fate: Nintendo EAD, Nintendo SPD Nintendo Research & Development 3 (Nintendo R&D3) Details: Originally created as a hardware engineering division, Genyo Takeda managed to diversify his group and create software on the same arcade boards being designed for Gunpei Yokoi 's R&D1 team. After developing the arcade hits like Sheriff , Punch-Out!! and Arm Wrestling , the team was involved in developing a variety of unique software for the NES that was mainly aimed at the Western market. Active time: 1974-1996 Fate: Nintendo IRD Nintendo Research & Development 4 (Nintendo R&D4) Details: In 1984, Hiroshi Yamauchi , former president of Nintendo, rewarded Shigeru Miyamoto his own development studio after proving himself his ability to consistently produce both critically acclaimed and successful video games with the original Donkey Kong and Mario Bros. . Although the team didn't have as many resources as Nintendo R&D1 , R&D4 also focused on developing NES games. It ended up creating Nintendo's two most enduring franchises: Mario and The Legend of Zelda . During the development of the Super NES , Nintendo R&D4 was renamed Nintendo EAD . Takashi Tezuka joined Shigeru Miyamoto in developing R&D4 games, with music composition being handled by Koji Kondo . Active time: 1983-1989 Fate: Nintendo EAD Nintendo Tokyo R&D Products Details: In the early 1980s, Nintendo planned to expand software R&D into the Tokyo manufacturing branch building to operate alongside its overcrowded Kyoto headquarters. The initial plans became delayed and shortly after the development of the original Mother , the group ceased development. Active time: 1987-1989 Fate: Closed Nintendo of America (NOA) Special-Projects Details: Nintendo of America appointed product analysts Jeff Hutt and Don James to head the division. The group initially concentrated on sports games, which led to the NES Play Action and Ken Griffey Jr. Presents Major League Baseball franchises. Active time: 1990-1997 Fate: Closed Project Sora Details: The company was solely created to develop Kid Icarus: Uprising for the Nintendo 3DS . The president and director of the team, Masahiro Sakurai later joined forces with Bandai Namco Studios to create Super Smash Bros. for Nintendo 3DS and Wii U with Nintendo SPD . Active time: 2009-2012 Fate: Closed Nintendo Research & Engineering Department (Nintendo RED) Details: The original hardware development team responsible for all of Nintendo's portable and hand held systems. The manager Satoru Okada and most of the chief engineers originate from the old Nintendo R&D1 hardware division that created all the Game & Watch and hand held LCD cabinets. [46] On 16 February 2013, Nintendo RED was combined with the Nintendo Integrated Research & Development (or IRD) division. Active time: 2003-2013 Fate: Nintendo IRD Nintendo Entertainment Analysis & Development (Nintendo EAD) Details: Nintendo Entertainment Analysis & Development was the premier development arm at Nintendo. The group had the largest concentration of R&D, housing more than 800 engineers and designers. The division was split into seven different subdivisions, each led by a designated producer and group manager. The overseeing managers were Shigeru Miyamoto and Takashi Tezuka . Five divisions were located in the central Kyoto R&D building under the Software Development Department, while two divisions resided in the Tokyo offices under the Tokyo Software Development Department. Active time: 1989-2015 Fate: Nintendo EPD Nintendo Software Planning & Development (Nintendo SPD) Details: Nintendo Software Planning & Development was the development group that included several of the original development officers from the old software and hardware development sectors. The division was broken up into two departments; Software Planning & Development Department and Software Design & Development Department . Active time: 2003-2015 Fate: Nintendo EPD Nintendo Integrated Research & Development (Nintendo IRD) Nintendo Integrated Research & Development was Nintendo's hardware group that specialized in all engineering and technological aspects of Nintendo's home console and handheld development. The division also housed industrial designers who design peripherals such as the WaveBird , Wii Zapper , and Wii steering wheel. The group was originally known as Research and Development Department 3 (R&D3), [49] with the same primary functions, with the exception that manager Genyo Takeda enjoyed moonlighting by developing console and arcade games. On 16 February 2013, Nintendo IRD combined with Nintendo Research & Engineering Department (or RED ), the former hardware group that specialized in all engineering and technological aspects of Nintendo's handheld development. Active time: 2003-2015 Fate: Nintendo PTD Nintendo Network Business & Development (NBD) Details: The Nintendo Network Business & Development division, which used to be centered in peripheral and software development, was a hybrid development group with several distinct duties. The development team originated from Nintendo Research & Development 2 and was mainly responsible for ports and inhouse development for low profile hardware like the Pokémon Mini and the Super Famicom Satellaview service. The department handled most Nintendo Network programming and server maintenance inside Nintendo's in-house projects and throughout various other external Nintendo software, in cooperation with Nintendo Network Services . The department also cooperated in software development. Active time: 2003-2015 Fate: Nintendo PTD Nintendo Network Service Database (NSD) Details: Nintendo Network Service Database Inc. (or NSD), formerly known as Wii no Ma, was originally created by Nintendo to provide digital entertainment as a service for Wii owners, with the company later renamed when its role changed. After the name change, Nintendo Network Services handled all Nintendo Network operations. Active time: 2009-2018 Fate: Closed Key People: Board of Directors: Shuntaro Furukawa (representative director and president) Shigeru Myamoto (representative director and executive fellow) Shinya Takahashi (corporate director and senior managing executive officer): general manager of Nintendo EPD; supervisor of Development Administration & Support Satoru Shibata (corporate director and managing executive officer): general manager of Marketing; general manager of Licensing; lead of Global Communications Ko Shiota (corporate director and senior executive officer): general manager of Nintendo PTD; general manager of Hardware Development department Chris Meledandri (outside director): CEO of Illumination Entertainment Takuya Yoshimura (corporate director): member of the Audit and Supervisory Committee; deputy general manager of General Affairs; general manager of Legal department; general manager of Tokyo branch office Katsuhiro Umeyama (outside director): member of the Audit and Supervisory Committee Masao Yamazaki (outside director): member of the Audit and Supervisory Committee Asa Shinkawa (outside director): member of the Audit and Supervisory Committee Executive Officers: Hirokazu Shinshi (senior executive officer): general manager of Manufacturing division Yoshiaki Koizumi (senior executive officer): deputy general of Nintendo EPD Yusuke Beppu (senior executive officer): general manager of Corporate Planning department, Business Development division, Business Development department and Smart Device department Takashi Tezuka (executive officer): senior officer of Nintendo EPD Hajime Murakami (executive officer): general manager of Finance Administration division, Finance department and Payment Services Management department; lead of investor relations Kentaro Yamagishi (executive officer): general manager of General Affairs division; lead of Quality Assurance department Yoshiaki Kuratsune (executive officer): general manager of Global Communications division Games Developed and Published by Nintendo

  • Secret of the Silver Blades

    Secret of the Silver Blades Previous Release Date: Game Version: Platform: Button 1990 Main Title - Next Role-playing Game Button Genre Element: Point-of-View: - Camera: Player Mode: Single-player Storyline: Theme: Fantasy Developer: Strategic Simulations Button Publisher: Strategic Simulations Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • Dragon Ball Z: Othello

    Dragon Ball Z: Othello Previous Release Date: Game Version: Platform: Button 2007, October 15 Main Title - Next - Button Genre Element: Point-of-View: - Theme: Superhero Storyline: Camera: Player Mode: - 'Developer: - Button Publisher: - Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • From TV Animation - One Piece: Treasure Wars

    From TV Animation - One Piece: Treasure Wars Previous Release Date: Game Version: Platform: Button 2002, March 1 Main Title - Next - Button Genre Element: Point-of-View: Theme: Fantasy, Sea Adventure Storyline: Camera: Player Mode: Developer: - Button Publisher: Bandai Button Game Engine: Button Maximum Resolution: Native Display Ratio Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • From TV Animation – One Piece: Grand Battle Swan Colosseum

    From TV Animation – One Piece: Grand Battle Swan Colosseum Previous Release Date: Game Version: Platform: Button 2002, July 12 Main Title - Next - Button Genre Element: Point-of-View: Theme: Fantasy, Sea Adventure Storyline: Camera: - Developer: Dimps Button Publisher: Bandai Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • SpongeBob Krusty Cook-Off | Game House Atreides

    SpongeBob Krusty Cook-Off Personal Rating: Previous Release Date: Game Version: Platform: Button 2020 Main Title - Next - Button Genre Element: Point-of-View: Theme: Storyline: Camera: Player Mode: Developer: - Button Publisher: - Button Game Engine: Button Maximum Resolution: Native Display Ratio: Recommended PC Configuration: CPU: RAM: GPU: HDD: OS: DirectX: Media Support: Previous Next

  • Citizen Sleeper

    Microsoft Windows Citizen Sleeper Personal Rating: Previous Button Release Date: Game Version: Platform: Button 2022, May 5 Main Title Microsoft Windows Next Tactical Role-playing Game Button Genre Element: Escape Room, Dice Game Point-of-View: 2D Camera: Unidirectional and Circular Movement Player Mode: Single-player Storyline: Linear, Multiple Endings Theme: Cyberpunk Developer: Jump Over the Age Button Publisher: Fellow Traveller Games Button Game Engine: Unity Button Maximum Resolution: - Native Display Ratio: - Recommended PC Configuration: CPU: 64-bit RAM: 4 GB GPU: DirectX 11 HDD: 2 GB Media Support: - OS: Windows 7 64-bit DirectX: 11 Citizen Sleeper is a captivating science fiction story settled on a heavy damaged space station called The Eye . The mysterious space station is isolated somewhere in deep space, inhabited as much as humans and artificial intelligence. Living on The Eye , means a hard life with a lot of drama. It proves to be a place too small for too different characters wich interact and give rise either to conflict or profound friendship. Here you find discrimination, a fierce struggle for surviving, a small local economy with an import and export market, different factions with their own agendas, and more drama. The playable character is a " Sleeper ", a human whose mind has been digitized and has been put into a robot body to be controlled by the Essen-Arp corporation. He decide to break free from his masters and escapes on a freighter which brings him to The Eye . Here is where it starts his real fight for surviving and freedom. Your main objective is to survive on The Eye , your new home, build up your own connections and, eventually, leave the place. To accomplish that you have to run different jobs to maintain your robotic body in a good condition and to make your way to the final destination. Reception: Metacritic score: 82 / 100 (PC), 83 / 100 (NS), 85 / 100 (XSX) Destructoid score: 9 / 10 Eurogamer appreciation: Recommended Game Informer score: 9 / 10 Nintendo Life score: 8 / 10 Nintendo World Report score: 8.5 / 10 PC Gamer (US) score: 80 / 100 RPGamer score: 3.5 / 5 The Guardian score: 4 / 5 TouchArcade score: 4.5 / 5 Reviewers praised Citizen Sleeper 's writing, with a number of reviewers remarking on the well-drawn characters found in the game. The Guardian 's Lewis Packwood called the writing "gloriously evocative and compelling" and noted that the picture that is painted in the game feels "intriguing and unique." Polygon 's Alexis Ong called the game's ability to remove the player from chasing concrete objectives as part of the plot its "greatest strength." Critics praised the game's streamlined mechanics. Eurogamer 's Chris Tapsell described the game's mechanics as creating a "wonderful elegance" in a positive review. Personally I like the game story very much, with its complexity and logical settings. The characters are various, with a rich personality and a complex backstory. The missions feel too easy to fulfill, all you need is a lucky roll of dices. I praise the characters design but the rest of the graphics aren't so impressive. This is my personal score for each department of the game: Gameplay: 2.5 / 5 Story: 3.7 / 5 Characters: 4 / 5 Video: 1.2 / 5 Audio: 3 / 5 UI: 2.2 / 5 Wikipedia contributors. "Citizen Sleeper." Wikipedia, The Free Encyclopedia . Wikipedia, The Free Encyclopedia, 1 Nov. 2023. Related Multimedia Tabletop RPG: Cycles of the Eye (2023) Soundtrack: Citizen Sleeper OST (2022) Art Book: Citizen Sleeper: Design Works (2023) Previous Next

  • As Dusk Falls

    Microsoft Windows As Dusk Falls Personal Rating: Previous Button Release Date: Game Version: Platform: Button 2022, July 19 Main Tile Microsoft Windows Next Interactive Story Button Genre Element: N/A Point-of-View: Full-motion Camera: Cinematic Player Mode: Single-player, Multiplayer Storyline: Linear, Multiple Endings Theme: Crime Drama Developer: Interior/Night Button Publisher: Xbox Game Studios Button Game Engine: Unity Button Maximum Resolution: 2560x1440 Native Display Ratio: - Recommended PC Configuration: CPU: Intel Core i5-7400 RAM: 16 GB GPU: Nvidia GTX 980, 4 GB HDD: 67 GB Media Support: - OS: Windows 7 v1903 64-bit DirectX: ? The story begins in 1998 in the desert of Aizona and is divided in 2 parts: " Book One - Collision " and " Book Rwo - Expansion ". Two american families are involved in this story. One is Walker family having Vince , his wife Michelle , the six-year-old daughter Zoe , and Vince 's father Jim . The other are Bear and Sharon Holt and their boys Tyler , Dale and Jay . In Book One of the game you will take decisions in behalf of Vince Wlaker and Jay Holt . Vince is an aircraft engineer and is fired from his job in Sacramento after a technical fault led to some deaths. Despite having warned the owners of the fault, Vince is under pressure to take the blame in exchange for money. Eventually, his entire family, including his father who's suffering from a brain tumor, decides to move to St Louis, Missouri. Jay Holt , the other main protagonist, is the youngest boy of the Holts which are revealed as a dysfunctional family kept in poverty by their gambling addict father Bear . The gameplay of As Dusk Falls revolves around interactive storytelling, as well as novel techniques used to gauge consensus among players for pivotal narrative decisions when playing co-operatively in its multiplayer modes. Its narrative is a multi-generational story about "two families whose trajectories collide in the Arizona desert in 1998." Reception: Metacritic score: 77 / 100 (PC), 77 / 100 (XSX) Electronic Gaming Monthly score: 4 / 5 Game Informer score: 8.75 / 10 GameSpot score: 9 / 10 GamesRadar+ score: 4 / 5 IGN score: 9 / 10 PC Gamer (US) score: 80 / 100 RPGFan score: 86 / 100 Shacknews score: 8 / 10 The Guardian score: 4 / 5 Video Games Chronicle score: 2 / 5 Many critics lauded its storytelling, art style, voicework, co-op mode, and the emotional impact of narrative choices offered to players, whereas criticism was directed mainly towards its climax and clunky controls. Due to other reasons I played only the Book One of the game but I made a promise to myself to find another occasion to make a full or even a perfect run of the game because As Dusk Falls worth all the time spent. Maybe doesn't have the best gameplay and the graphics are average because those are not the main concern for a game of its kind. After all it's a interactive story and the best part of the game is obviously the story. Also the game deserves to be praised for its audio department with an accurate sound, very good voice actors and a high quality score music. Here is my personal rating for each department of the game: Gameplay: 2.5 / 5 Story: 5 / 5 Characters: 3.5 / 5 Video: 2 / 5 Audio: 5 / 5 User Interface: 3.2 / 5 Wikipedia contributors. "As Dusk Falls." Wikipedia, The Free Encyclopedia . Wikipedia, The Free Encyclopedia, 8 Dec. 2023. Related Multimedia Soundtrack: As Dusk Falls Original Soundtrack (2022) Previous Next

  • GRAPHIC ADVENTURE | Game House Atreides

    Graphic adventures are adventure games that use graphics to convey the environment to the player graphic adventure Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to touch screen interfaces. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect . The first known graphical adventure game was Mystery House (1980), by Sierra On-Line, then at the time known as On-Line Systems . Designed by the company's co-founder Roberta Williams and programmed with the help of her husband Ken, the game featured static vector graphics atop a simple command line interface, building on the text adventure model. Roberta was directly inspired by Colossal Cave Adventure as well as the text adventure games that followed from it. Sierra continued to produce similar games under the title Hi-Res Adventure. Vector graphics gave way to bitmap graphics which also enabled for simple animations to show the player-character moving in response to typed commands. Here, Sierra's King's Quest (1984), though not the first game of its type, is recognized as a commercially successful graphical adventure game, enabling Sierra to expand on more titles. Other examples of early games include Sherwood Forest (1982), The Hobbit (1982), Yuji Horii's The Portopia Serial Murder Case (1983), The Return of Heracles (which faithfully portrayed Greek mythology) by Stuart Smith (1983), Dale Johnson's Masquerade (1983), Antonio Antiochia's Transylvania (1982, re-released in 1984), and Adventure Construction Set (1985), one of the early hits of Electronic Arts . Source: Wikipedia contributors. "Adventure game." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 9 May. 2023. Graphic Adventure sub-genres : Interactiv Movie Live Interactive Movie Point-and-click Adventure Escape the Room Real-time Adventure Visual Novel Walking Simulator List of Graphic Adventure Games Title Image Release Date Platform Rating Game Version Origin Title Mystery House 1980.05.05 Apple II - main title N/A Transylvania 1982 Apple II - main title N/A Sherwood Forest 1982 Apple II - main title N/A The Hobbit 1982-11 ZX Spectrum - main title N/A Masquerade 1983 - - main title N/A The Return of Heracles 1983 Apple II, Atari 8-bit, Commodpre 64 - main title N/A The Portopia Serial Murder Case 1983-06 PC-6001 - main title N/A Adventure Construction Set 1984 Commodore 64 - main title N/A King's Quest 1984.05.10 IBM PCjr - main title N/A A Space for the Unbound 2023,01,19 NS, PS4, PS5, XBO, XSX, Win 2.9 main title N/A Colossal Cave 2023.01.19 ,PS5, XSX, NS, Lin, Mac, Win, Meta Quest 2 1.7 remaster Colossal Cave Adventure Tails: The Backbone Preludes 2023.02.02 Win 2.2 main title N/A

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