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Crossed Swords II
is a hack and slash action role-playing video game developed and published by ADK exclusively for the Neo Geo CD in Japan on May 2, 1995. The sequel to the original '' Crossed Swords'', It is one of the few exclusive titles to be released for the console, as it was never officially released for either Neo Geo MVS (arcade) and Neo Geo AES (home) platforms. Taking place several decades after the events of the original game, the story follows a crew of three adventurers on a journey across the kingdom of Belkana to slay the returning demon warlord Nausizz, whose castle rises from hell once again and his servants are threatening to conquer the land by bringing chaos and destruction with his reign. Gameplay : ''For further information about the gameplay, see:'' '' Gameplay of Crossed Swords'' ''Crossed Swords II'' is a hack and slash action role-playing game that is primarily played in a third-person perspective like its predecessor where players take control from eith ...
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ADK (company)
, formerly known as , was a Japanese video game developer founded in 1980. ADK began as a developer of arcade games and is best known for their library of SNK Neo Geo (system), Neo Geo titles, including for its home consoles, produced in partnership with SNK. Most notable among these are their fighting games and, in particular, the ''World Heroes'' series and ''Aggressors of Dark Kombat''. The company closed with properties sold to SNK Playmore in 2003. History Early years ADK was founded in July 1980 in video gaming, 1980 in Ageo, Saitama, Japan. At the time, it was known as ''Alpha Denshi'' or ''Alpha'' for short. Originally a producer of audio and telecommunications equipment, Alpha first ventured into video games in 1980 with two arcade titles: by Craul Denshi and Tecmo, Tehkan's , a basic Shogi, Japanese chess game. ''Dorachan'' was recalled shortly after release due to unlicensed usage of the fictional character Doraemon. Despite an inauspicious start, Alpha continued to ...
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Hell
In religion and folklore, hell is a location in the afterlife in which evil souls are subjected to punitive suffering, most often through torture, as eternal punishment after death. Religions with a linear divine history often depict hells as eternal destinations, the biggest examples of which are Christianity and Islam, whereas religions with reincarnation usually depict a hell as an intermediary period between incarnations, as is the case in the dharmic religions. Religions typically locate hell in another dimension or under Earth's surface. Other afterlife destinations include heaven, paradise, purgatory, limbo, and the underworld. Other religions, which do not conceive of the afterlife as a place of punishment or reward, merely describe an abode of the dead, the grave, a neutral place that is located under the surface of Earth (for example, see Kur, Hades, and Sheol). Such places are sometimes equated with the English word ''hell'', though a more correct translatio ...
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Survival Mode
Survival mode, or horde mode, is a game mode in a video game in which the player must continue playing for as long as possible without dying in an uninterrupted session while the game presents them with increasingly difficult waves of challenges. A variant of the mode requires that the player last for a certain finite amount of time or number of waves, after which victory is achieved and the mode ends. The mode is particularly common among tower defense games, where the player must improve the defenses of a specific location in order to repel enemy forces for as long as possible. Survival mode has been compared to the gameplay of classic arcade games, where players face off against increasingly stronger waves of enemies. This mode was intended to give the game a definite and sometimes sudden ending, so that other players could then play the arcade game as well. ''Power Instinct'' added a Survival Mode, called 'Life Attack' to their Super Nintendo Port in November 1993. '' Street ...
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Gold
Gold is a chemical element with the symbol Au (from la, aurum) and atomic number 79. This makes it one of the higher atomic number elements that occur naturally. It is a bright, slightly orange-yellow, dense, soft, malleable, and ductile metal in a pure form. Chemically, gold is a transition metal and a group 11 element. It is one of the least reactive chemical elements and is solid under standard conditions. Gold often occurs in free elemental ( native state), as nuggets or grains, in rocks, veins, and alluvial deposits. It occurs in a solid solution series with the native element silver (as electrum), naturally alloyed with other metals like copper and palladium, and mineral inclusions such as within pyrite. Less commonly, it occurs in minerals as gold compounds, often with tellurium (gold tellurides). Gold is resistant to most acids, though it does dissolve in aqua regia (a mixture of nitric acid and hydrochloric acid), forming a soluble tetrachloroaurate anion. Gold is ...
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Shopkeeper
A shopkeeper is a retail merchant or tradesman; one who owns or operates a small store or shop. Generally, shop employees are not shopkeepers, but are often incorrectly referred to as such. At larger companies, a shopkeeper is usually referred to as a manager, since the owner is not able to manage the business being a single shopkeeper, so this term could apply to larger firms (in particular, multiple shops) generally and be a separate duty. Job descriptions Shopkeepers may manage their own independent corner shop or run a franchise store on behalf of a retail chain. Unlike store managers who usually work for a large retailer, shopkeepers normally have overall responsibility for a store. Independent shopkeepers include (but are not limited to) grocers, corner shopkeepers, newsagents, butchers, bakers, booksellers, florists, and antique dealers. A shopkeeper may serve clients at a counter and carry out other duties such as taking customer payments, giving change, helping custo ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Perspective (graphical)
Linear or point-projection perspective (from la, perspicere 'to see through') is one of two types of 3D projection, graphical projection perspective in the graphic arts; the other is parallel projection. Linear perspective is an approximate representation, generally on a flat surface, of an image as it is seen by the eye. Perspective drawing is useful for representing a three-dimensional scene in a two-dimensional medium, like paper. The most characteristic features of linear perspective are that objects appear smaller as their distance from the observer increases, and that they are subject to ''foreshortening'', meaning that an object's dimensions along the line of sight appear shorter than its dimensions across the line of sight. All objects will recede to points in the distance, usually along the horizon line, but also above and below the horizon line depending on the view used. Italian Renaissance painters and architects including Masaccio, Paolo Uccello, Piero della Fran ...
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Virtual Camera System
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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