Alleyway (video Game)
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Alleyway (video Game)
is a 1989 video game developed by Nintendo and Intelligent Systems and published by Nintendo as a global launch title for the Game Boy. It is a ''Breakout'' clone and one of the first four games developed and released for the system. The game was released first in Japan in 1989, in North America later that year, and in Europe in 1990. It was later re-released for the Nintendo 3DS Virtual Console in June 2011. The name ''Alleyway'' references the in-game gateway that the player's spaceship (represented as a paddle) must pass through. While ''Alleyway'' is a portable clone of '' Breakout'', it adds several new features, including alternating stages, bonus rounds, and hazards for the player at later levels. While the game's original box art featured an unidentifiable protagonist, later international releases of the game replaced the character with Mario. ''Alleyway'' was released with limited advertising, receiving moderate to low scores from reviewers who compared it to games ...
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Nintendo Research & Development 1
commonly abbreviated as Nintendo R&D1, was Nintendo's oldest video game development team. It was known as before splitting in 1978. Its creation coincided with Nintendo's entry into the video game industry, and the original R&D1 was headed by Gunpei Yokoi. The developer has created several notable Nintendo series such as ''Metroid'', ''Mario Bros.'' and ''Donkey Kong''. R&D1 developed the hugely successful Game Boy line, which was released in 1989. They developed some of the line's most popular games, such as ''Super Mario Land'', and created the character of Wario. Team Shikamaru was a small club within Nintendo R&D1 that was composed of Makoto Kano (video game designer), Makoto Kano, Yoshio Sakamoto, and Toru Osawa. The group was responsible for designing characters and coming up with scripts for several games including ''Metroid'', ''Kid Icarus'', ''Famicom Detective Club'', ''Trade & Battle: Card Hero'', and several others. After Yokoi's resignation in 1997, this group w ...
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Breakout (video Game)
''Breakout'' is an arcade video game developed and published by Atari, Inc. and released on May 13, 1976. It was designed by Steve Wozniak, based on conceptualization from Nolan Bushnell and Steve Bristow who were influenced by the seminal 1972 in video games, 1972 Atari arcade game ''Pong''. In ''Breakout'', a layer of bricks lines the top third of the screen and the goal is to destroy them all by repeatedly bouncing a ball off a paddle into them. The arcade game was released in Japan by Namco. ''Breakout'' was a worldwide commercial success, among the top five highest-grossing 1976 in video games, arcade video games of 1976 in both the United States and Japan and then among the top three highest-grossing 1977 in video games, arcade video games of 1977 in the US and Japan. The 1978 Atari 2600, Atari VCS port uses color graphics instead of a monochrome screen with colored overlay. While the concept was predated by Ramtek (company), Ramtek's ''Clean Sweep'' (1974), ''Breakout'' sp ...
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MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962. History The MIT Press traces its origins back to 1926 when MIT published under its own name a lecture series entitled ''Problems of Atomic Dynamics'' given by the visiting German physicist and later Nobel Prize winner, Max Born. Six years later, MIT's publishing operations were first formally instituted by the creation of an imprint called Technology Press in 1932. This imprint was founded by James R. Killian, Jr., at the time editor of MIT's alumni magazine and later to become MIT president. Technology Press published eight titles independently, then in 1937 entered into an arrangement with John Wiley & Sons in which Wiley took over marketing and editorial responsibilities. In 1962 the association with Wiley came to an end after a further 125 titles had been published. The press acquired its modern name af ...
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Game Design Fundamentals
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. K ...
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Pitch (music)
Pitch is a perceptual property of sounds that allows their ordering on a frequency-related scale, or more commonly, pitch is the quality that makes it possible to judge sounds as "higher" and "lower" in the sense associated with musical melodies. Pitch is a major auditory attribute of musical tones, along with duration, loudness, and timbre. Pitch may be quantified as a frequency, but pitch is not a purely objective physical property; it is a subjective psychoacoustical attribute of sound. Historically, the study of pitch and pitch perception has been a central problem in psychoacoustics, and has been instrumental in forming and testing theories of sound representation, processing, and perception in the auditory system. Perception Pitch and frequency Pitch is an auditory sensation in which a listener assigns musical tones to relative positions on a musical scale based primarily on their perception of the frequency of vibration. Pitch is closely related to frequency, but ...
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Ricochet
A ricochet ( ; ) is a rebound, bounce, or skip off a surface, particularly in the case of a projectile. Most ricochets are caused by accident and while the force of the deflection decelerates the projectile, it can still be energetic and almost as dangerous as before the deflection. The possibility of ricochet is one of the reasons for the common firearms safety rule "Never shoot at a flat, hard surface." Ricochets can occur with ''any'' caliber, but short or round ricocheting bullets may not produce the audible whine caused by tumbling irregular shapes. Ricochets are a hazard of shooting because, for as long as they retain sufficient velocity, ricocheting bullets or bullet fragments may cause collateral damage to animals, objects, or even the person who fired the shot. Variables Ricochets occur when a bullet or bullet fragment is deflected by an object rather than penetrating and becoming embedded in that object. Ricochet behavior may vary with bullet shape, bullet material, s ...
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Save State
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Password
A password, sometimes called a passcode (for example in Apple devices), is secret data, typically a string of characters, usually used to confirm a user's identity. Traditionally, passwords were expected to be memorized, but the large number of password-protected services that a typical individual accesses can make memorization of unique passwords for each service impractical. Using the terminology of the NIST Digital Identity Guidelines, the secret is held by a party called the ''claimant'' while the party verifying the identity of the claimant is called the ''verifier''. When the claimant successfully demonstrates knowledge of the password to the verifier through an established authentication protocol, the verifier is able to infer the claimant's identity. In general, a password is an arbitrary string of characters including letters, digits, or other symbols. If the permissible characters are constrained to be numeric, the corresponding secret is sometimes called a personal i ...
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Random Access Memory
Random-access memory (RAM; ) is a form of computer memory that can be read and changed in any order, typically used to store working Data (computing), data and machine code. A Random access, random-access memory device allows data items to be read (computer), read or written in almost the same amount of time irrespective of the physical location of data inside the memory, in contrast with other direct-access data storage media (such as hard disks, CD-RWs, DVD-RWs and the older Magnetic tape data storage, magnetic tapes and drum memory), where the time required to read and write data items varies significantly depending on their physical locations on the recording medium, due to mechanical limitations such as media rotation speeds and arm movement. RAM contains multiplexer, multiplexing and demultiplexing circuitry, to connect the data lines to the addressed storage for reading or writing the entry. Usually more than one bit of storage is accessed by the same address, and RAM ...
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Reset (computing)
In a computer or data transmission system, a reset clears any pending errors or events and brings a system to normal condition or an initial state, usually in a controlled manner. It is usually done in response to an error condition when it is impossible or undesirable for a processing activity to proceed and all error recovery mechanisms fail. A computer storage program would normally perform a "reset" if a command times out and error recovery schemes like retry or abort also fail. Most computers have a reset line that brings the device into the startup state and is active for a short time after powering on. For example, in the x86 architecture, asserting the RESET line halts the CPU; this is done after the system is switched on and before the power supply has asserted "power good" to indicate that it is ready to supply stable voltages at sufficient power levels. Reset places less stress on the hardware than power cycling, as the power is not removed. Many computers, especiall ...
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Continue (video Gaming)
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Breakout (arcade Game)
''Breakout'' is an arcade video game developed and published by Atari, Inc. and released on May 13, 1976. It was designed by Steve Wozniak, based on conceptualization from Nolan Bushnell and Steve Bristow who were influenced by the seminal 1972 Atari arcade game ''Pong''. In ''Breakout'', a layer of bricks lines the top third of the screen and the goal is to destroy them all by repeatedly bouncing a ball off a paddle into them. The arcade game was released in Japan by Namco. ''Breakout'' was a worldwide commercial success, among the top five highest-grossing arcade video games of 1976 in both the United States and Japan and then among the top three highest-grossing arcade video games of 1977 in the US and Japan. The 1978 Atari VCS port uses color graphics instead of a monochrome screen with colored overlay. While the concept was predated by Ramtek's ''Clean Sweep'' (1974), ''Breakout'' spawned an entire genre of clones. It was the inspiration for aspects of the Apple II compute ...
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