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Blade Force
''Blade Force'' is a 1995 third-person shooter simulation video game developed by Studio 3DO and published by The 3DO Company in North America, Europe and Japan exclusively for the 3DO Interactive Multiplayer. Set on a dystopian sci-fi future in the year 2110, where the fictional city of Meggagrid has been overrun by criminals, the player is equipped with a flight suit created by scientist Dr. Franz Grubert known as the HeliPak in an attempt to overthrow the main criminal organization led by the Pitt family and bring order back to the metropolis. Its gameplay mainly consists of shooting action in third-person with six degrees of freedom using a main five-button configuration. Headed by Electronic Arts and The 3DO Company founder Trip Hawkins alongside Gregory A. Gorsiski and Robert Lindsey, ''Blade Force'' was created by most of the same team that were previously involved with several projects at Studio 3DO such as '' Jurassic Park Interactive'' and features a 3D gam ...
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Studio 3DO
The 3DO Company (formerly THDO on the NASDAQ stock exchange), also known as 3DO, was an American video game company. It was founded in 1991 by Electronic Arts founder Trip Hawkins, in a partnership with seven other companies. After 3DO's flagship video game console, the 3DO Interactive Multiplayer, failed in the marketplace, the company exited the hardware business and became a third-party video game developer. It went bankrupt in 2003 due to poor sales of its games. Its headquarters were in Redwood City, California, in the San Francisco Bay Area. History Console developer Trip Hawkins wanted to get into the hardware market after the software market exploded with interest thanks to his involvement at Electronic Arts. When the company was first founded, its original objective was to create a next-generation CD-based video game system called the 3DO Interactive Multiplayer, which would be manufactured by various partners and licensees; 3DO would collect a royalty on each co ...
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Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as "software artists." EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's ''Skate or Die!''. The company shifted toward internal game studios, often through acquisitions, such as Distinctive Software becoming EA Canada in 1991. Currently, EA develops and publishes games of established franchises, including ''Battlefield'', ''Need for Speed'', ''The Sims'', ''Medal of Honor'', ''Command & Conquer'', ''Dead Space'', ''Mass Effect'', ''Dragon Age'', ''Army of Two'', ''Apex Legends'', and '' Star Wars'', as well as the EA Sports titles '' FIFA'', ''Madden NFL'', ''NBA Live'', ''NHL'', an ...
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Item (gaming)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Tutorial (video Gaming)
In the context of video game design, a tutorial is any tool that teaches players the rules and controls of the game. Some tutorials are integrated into the game, while others are completely separate and optional. Games can have both of these at once, offering a basic mandatory tutorial and optional advanced training. Tutorials have become increasingly common due to the decline of printed video game manuals as a result of cost cutting and digital distribution. Tutorials can be important since they are a player's first impression of a game, and an overly tedious tutorial or one that does not allow for player freedom can negatively affect their view of a game. However, the lack of a tutorial can also harm a game by causing the player to become frustrated, since they cannot figure out essential game mechanics. Design Tutorials range from gently easing the player into the experience, to forcing them to learn via trial and error, only allowing them to proceed when they have mastered the ...
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Micromanía
''Micromanía'' is a Spanish computer game magazine. It was founded by the publisher HobbyPress, currently a subsidiary of Axel Springer SE. It was created in May 1985 and is one of the first magazines in Europe exclusively devoted to video games. It was first published soon after ''MicroHobby'', which had been created just a few months earlier by the same publisher. The magazine in its two first periods was a major outlet supporting of the golden era of Spanish software. ''Micromanía'' celebrated its 25th anniversary in 2010. In July 2012, Axel Springer sold ''Micromanía'' to other owner, focussing its video game coverage in its other magazine, ''Hobby Consolas''. ''Micromanía'' team continues the printed magazine independently, published by BlueOcean Publishing. History The first issue of ''Micromanía'' was published in 1985, with new issues released monthly. The publication of the magazine has been divided into three periods, called in Spanish "Épocas". The first period la ...
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Descent (1995 Video Game)
''Descent'' is a first-person shooter (FPS) game developed by Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true-3D graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches or cooperate to take on the robots. ''Descent'' was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to ''Doom'' ...
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Polygon (computer Graphics)
Polygons are used in computer graphics to compose images that are three-dimensional in appearance. Usually (but not always) triangular, polygons arise when an object's surface is modeled, vertices are selected, and the object is rendered in a wire frame model. This is quicker to display than a shaded model; thus the polygons are a stage in computer animation. The ''polygon count'' refers to the number of polygons being rendered per frame. Beginning with the fifth generation of video game consoles, the use of polygons became more common, and with each succeeding generation, polygonal models became increasingly complex. Competing methods for rendering polygons that avoid seams * Point **Floating Point ** Fixed-Point **Polygon **because of rounding, every scanline has its own direction in space and may show its front or back side to the viewer. *Fraction (mathematics) **Bresenham's line algorithm **Polygons have to be split into triangles **The whole triangle shows the same sid ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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Video Game Magazines
Video game journalism is a branch of journalism concerned with the reporting and discussion of video games, typically based on a core "reveal–preview–review" cycle. With the prevalence and rise of independent media online, online publications and blogs have grown. History Print-based The first magazine to cover the arcade game industry was the subscription-only trade magazine, trade periodical, ''Play Meter'' magazine, which began publication in 1974 and covered the entire coin-operated entertainment industry (including the video game industry). Consumer-oriented video game journalism began during the golden age of arcade video games, soon after the success of 1978 hit ''Space Invaders'', leading to hundreds of favourable articles and stories about the emerging video game medium being aired on television and printed in newspapers and magazines. In North America, the first regular consumer-oriented column about video games, "Arcade Alley" in ''Video (magazine), Video'' maga ...
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Video Game Designer
Video game design is the process of designing the content and rules of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere. The video game designer is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. However, with very complex games, such as MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative prod ...
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Pinball Construction Set
''Pinball Construction Set'' is a video game by Bill Budge written for the Apple II series, Apple II. It was originally published in 1982 through Budge's own company, BudgeCo, then was released by Electronic Arts in 1983 along with ports to the Atari 8-bit family and Commodore 64. The game created a new genre of video games: the game creation system, construction set. Users can build and play their own virtual pinball machine by drag and drop, dropping Pinball#Bumpers, bumpers, Pinball#Flippers, flippers, Pinball#Spinners and rollovers, spinners, and other parts onto a table. Attributes such as gravity and the physics model can be modified. Tables can be saved to floppy disks and freely traded; ''Pinball Construction Set'' is not needed to play them. Versions were released for the IBM Personal Computer, IBM PC (as a self-booting disk) and Macintosh in 1985. EA followed ''Pinball Construction Set'' with ''Music Construction Set'', ''Adventure Construction Set'', and ''Racing Destr ...
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