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NTDEC Games
NTDEC (whose full name is Nintendo Electronic Co. ()), was a Taiwanese manufacturer of cartridges, accessories and original games for NES and Famicom. For both they also manufactured converters to play Famicom titles on the NES. The company was founded in 1983 (according to the Asder official website), but in the 80's its activities were and are still today unknown. NTDEC gained notoriety in the early 1990s for their large-scale piracy of Nintendo Entertainment System games along with their unauthorized use of the Nintendo trademark. This led to the arrest of a few of their employees and the discontinuation of the NTDEC line. History Copyright infringement NTDEC produced a large number of unlicensed video game copies between 1989 and 1991, which were sold in Asia and in the United States via mail order. Unusual among counterfeit cartridge manufacturers, they're often identifiable through the company logo on it and the in-game copyright notice modified to read "NTDEC", as ...
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Video Game Industry
The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstream. , video games generated annually in global sales. In the US, it earned about in 2007, in 2008, and 2010, according to the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record ; the global games and services market is forecast to shrink 1.2% annually to in 2022; the industry is not recession-proof. The industry has influenced the advance of personal computers with sound cards, graphics cards and 3D graphic accelerators, CPUs, and co-processors like PhysX. Sound cards, for example, were originally developed for games and then improved for the music industry. Industry overview Size In 2017 in the United Stat ...
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Europe
Europe is a large peninsula conventionally considered a continent in its own right because of its great physical size and the weight of its history and traditions. Europe is also considered a Continent#Subcontinents, subcontinent of Eurasia and it is located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. Comprising the westernmost peninsulas of Eurasia, it shares the continental landmass of Afro-Eurasia with both Africa and Asia. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south and Asia to the east. Europe is commonly considered to be Boundaries between the continents of Earth#Asia and Europe, separated from Asia by the drainage divide, watershed of the Ural Mountains, the Ural (river), Ural River, the Caspian Sea, the Greater Caucasus, the Black Sea and the waterways of the Turkish Straits. "Europe" (pp. 68–69); "Asia" (pp. 90–91): "A commonly accepted division between Asia and E ...
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Sokoban
is a puzzle video game in which the player pushes boxes around in a warehouse, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi, and first published in December 1982. Gameplay The game is played on a board of squares, where each square is a floor or a wall. Some floor squares contain boxes, and some floor squares are marked as storage locations. The player is confined to the board and may move horizontally or vertically onto empty squares (never through walls or boxes). The player can move a box by walking up to it and push it to the square beyond. Boxes cannot be pulled, and they cannot be pushed to squares with walls or other boxes. The number of boxes equals the number of storage locations. The puzzle is solved when all boxes are placed at storage locations. Selected official releases Development ''Sokoban'' was created in 1981 by Hiroyuki Imabayashi. The first commercial game was published in December 1982 by Thinking Rabbit ...
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Street Fighter (video Game)
is a 1987 arcade game developed by Capcom. It is the first competitive fighting game produced by the company and the first installment in the ''Street Fighter'' series. It was a commercial success in arcades and introduced special attacks and some of the conventions made standard in later fighting games, such as the six-button controls and the use of command-based special moves. ''Street Fighter'' was directed by Takashi Nishiyama, who conceived it by adapting the boss battles of his earlier beat 'em up game '' Kung-Fu Master'' (1984) for a one-on-one fighting game, and by drawing influence from popular Japanese shōnen manga. A port for the PC Engine/TurboGrafx CD console was released as in 1988, and was re-released for the Wii's Virtual Console in 2009. Its sequel, '' Street Fighter II'' (1991), evolved its gameplay with phenomenal worldwide success. ''Street Fighter'' also spawned two spiritual successors, Capcom's beat 'em up ''Final Fight'' (working title ''Street Fi ...
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Space Harrier
is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but technical and memory restrictions resulted in Sega developer Yu Suzuki redesigning it around a jet-propelled human character in a fantasy setting. The arcade game is controlled by an analog flight stick while the deluxe arcade cabinet is a cockpit-style win electric motors motion simulator cabinet that tilts and rolls during play, for which it is referred as a ''taikan'' (体感) or "body sensation" arcade game in Japan. It was a commercial success in arcades, becoming one of Japan's top two highest-grossing upright/cockpit arcade games of 1986 (along with Sega's ''Hang-On''). Critically praised for its innovative graphics, gameplay and motion cabinet, ''Space Harrier'' is often ranked among Suzuki's best works. It has made several crossover ...
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Pang (video Game)
''Pang '', originally released in Japan as and known in North America as ''Buster Bros.'', is a 1989 action game released by Mitchell Corporation for arcades in 1989. It was the tenth game released for Capcom's CP System arcade hardware. The basic gameplay is identical to a much earlier 1983 Japanese MSX computer game called ''Cannon Ball'' (also released in 1983 on the ZX Spectrum as ''Bubble Buster''). ''Cannon Ball'' was made by Japanese publishers Hudson Soft, and it was licensed by Mitchell Corporation six years later to make ''Pang''. In the game, players must finish a round-the-world quest to destroy bouncing balloons that are terrorising several of Earth's landmarks and cities. The fight to save the Earth begins on Mount Fuji, Japan, where the players must pass all three stages before moving on to the next location. Conversions, all titled ''Pang'', were released across Europe by Ocean Software in 1990 for the ZX Spectrum, Commodore 64, Amstrad CPC, Amiga, and Atari ST ...
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Battle City (video Game)
is a multi-directional shooter video game for the Family Computer produced and published in 1985 by Namco. It is a successor to Namco's 1980 ''Tank Battalion'', and would be succeeded itself by the 1991 ''Tank Force''. An arcade version for the Nintendo VS. System would follow, and the game would eventually end up with the Virtual Console release for the Wii and Wii U. There was also a related Game Boy game of the same name dating back to 1991, which was developed and published by Nova Games. Gameplay The player controls a tank and shoot projectiles to destroy enemy tanks around the playfield. The enemy tanks enter from the top of the screen and attempt to destroy the player's base (represented on the screen as a phoenix symbol), as well as the player's tank itself. A level is completed when the player destroys 20 enemy tanks, but the game ends if the player's base is destroyed or the player loses all available lives. Note that the player can destroy the base as well, so the pla ...
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Star Force
also released in arcades outside of Japan as ''Mega Force'', is a vertical-scrolling shooter computer game released in 1984 by Tehkan. Gameplay In the game, the player pilots a starship called the ''Final Star'', while shooting various enemies and destroying enemy structures for points. Unlike later vertical scrolling shooters, like Toaplan's ''Twin Cobra'', the ''Final Star'' had only two levels of weapon power and no secondary weapons like missiles and/or bombs. Each stage in the game was named after a letter of the Greek alphabet. In certain versions of the game, there is an additional level called "Infinity" (represented by the infinity symbol) which occurs after Omega, after which the game repeats indefinitely. In the NES version, after defeating the Omega target, the player can see a black screen with Tecmo's logo, announcing the future release of the sequel '' Super Star Force''. After that, the infinity target becomes available and the game repeats the same level and ...
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Crush Roller
, released as ''Make Trax'' in North America, is a 1981 puzzle-maze game developed by Alpha Denshi and released for arcades by Kural Samno Electric in Japan. It was licensed in Europe to Exidy, who released it under its original title ''Crush Roller'', and for North American release to Williams Electronics, who released it as ''Make Trax''. Gameplay The player controls a paintbrush, reddish-orange in color, and must paint the entire maze in order to advance to the next stage. Two fish — one yellow, the other light blue — emerge from separate aquariums to pursue the paintbrush around the board, and if either of the fish succeeds in making contact with the paintbrush, the player loses one of three lives (four if the player has attained a certain score, generally set at 10,000 points) — after which the paintbrush disappears momentarily, then over the next approximately eight seconds is replaced by what appears to be an reddish-orange cowboy hat with an arrow sh ...
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Hwang Shinwei
Hwang Shinwei () is a Taiwanese game programmer. From 1988 to 1991, he developed NES video games without a license from Nintendo, mostly published by RCM Co., Ltd. (also known as RCM Group or simply RCM, standing for RamCo Man International ()). His titles are both originals and popular clones, some of which originally not converted for the console (such as ''Rally-X''). They appeared all on different multicarts but, others like ''Brush Roller'' and ''Magic Jewelry'', were released also on standalone cartridge Cartridge may refer to: Objects * Cartridge (firearms), a type of modern ammunition * ROM cartridge, a removable component in an electronic device * Cartridge (respirator), a type of filter used in respirators Other uses * Cartridge (surname) Ca ... format, however, those games usually does removed copyright information when in pirate NES/Famicom multicarts, even some single release cartridges. Shinwei retired from NES game development around 1991, coinciding with a Nint ...
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Balloon Fight
is an action video game developed by Nintendo and HAL Laboratory and published by Nintendo. The original arcade version was released for the Nintendo VS. System internationally as ''Vs. Balloon Fight'', while its Nintendo Entertainment System counterpart was released in Japan in 1985 and internationally in 1986. The gameplay is similar to the 1982 game ''Joust'' from Williams Electronics. The home Nintendo Entertainment System version was ported to the NEC PC-8801 in October 1985, the Sharp X1 in November 1985, the Game Boy Advance as ''Balloon Fight-e'' for the e-Reader in the United States on September 16, 2002, and as part of the Famicom Mini Series in Japan on May 21, 2004. It was later rereleased through Nintendo's Virtual Console and NES Classic Edition. It was released on Nintendo Switch Online in 2018. Gameplay The player controls an unnamed Balloon Fighter with two balloons attached to his helmet. Repeatedly pressing the A button or holding down the B button cau ...
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Video Game Clone
A video game clone is either a video game or a video game console very similar to, or heavily inspired by, a previous popular game or console. Clones are typically made to take financial advantage of the popularity of the cloned game or system, but clones may also result from earnest attempts to create homages or expand on game mechanics from the original game. An additional motivation unique to the medium of games as software with limited compatibility, is the desire to port a simulacrum of a game to platforms that the original is unavailable for or unsatisfactorily implemented on. The legality of video game clones is governed by copyright and patent law. In the 1970s, Magnavox controlled several patents to the hardware for ''Pong'', and pursued action against unlicensed ''Pong'' clones that led to court rulings in their favor, as well as legal settlements for compensation. As game production shifted to software on discs and cartridges, Atari sued Philips under copyright law ...
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