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Crush (video Game)
''Crush'' is a 2007 puzzle-platform game developed by Kuju Entertainment's Zoë Mode studio and published by Sega for the PlayStation Portable. Its protagonist is Danny, a young man suffering from insomnia, who uses an experimental device to explore his mind and discover the cause of his sleeplessness. Each level of the game, representing events from Danny's life and inspired by artists such as Tim Burton and M.C. Escher, requires the player to control Danny as he collects his "lost marbles" and other thoughts. ''Crush''s primary gameplay feature involves manipulating each game level between 3D and 2D views, allowing the player to reach platforms and locations inaccessible from within a different view. This element was noted by critics to be similar to one in ''Super Paper Mario'', also released in 2007, though the Zoë Mode team had envisioned the concept five years prior. ''Crush'' received positive reviews upon release, with critics praising its incorporation of this dimens ...
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Zoë Mode
Zoë Mode was a subsidiary studio of Kuju Entertainment based in Brighton, England. Zoë Mode's games portfolio covered a variety of genres and comprised big-brand entertainment, original social games and innovative gameplay use of motion capture technologies such as the PlayStation EyeToy and Xbox 360 Kinect. They developed '' EyeToy: Play'', '' SingStar'', '' Disney Sing It'' and Zumba franchises in music and party games. Zoë Mode was also known for creating '' Crush'', '' Chime'' and '' Haunt''. History In 2003, Kuju Entertainment hired the Wide Games team to create the video games studio Kuju Brighton. In 2007, Kuju Brighton was rebranded to Zoë Mode. The studio's first release under its new name was '' Crush'' for Sega. In 2009, Zoe Mode released the puzzle game '' Chime'', produced by the non-profit OneBigGame. In 2011, the studio signed the deal to develop '' Zumba Fitness 2''. In June 2013, Zoe Mode signed the deal to develop ''Rock Revolution''. Games * ''Ey ...
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Crush 3d
Crush may refer to: Film * ''Crush'' (1972 film), a Hong Kong film * ''Crush'' (1992 film), a New Zealand film by Alison Maclean * ''The Crush'' (1993 film), a film by Alan Shapiro, starring Cary Elwes and Alicia Silverstone * ''Crush'' (2001 film), a film John McKay, starring Andie MacDowell * ''Crush'' (2009 film), a film by John V. Soto, starring Christopher Egan * ''Crush'' (2009 Russian film), a Russian film * ''The Crush'' (2010 film), a short film by Michael Creagh * ''Crush'' (2013 film), an American film by Malik Bader, starring Crystal Reed * ''Crush'' (2014 film), an Indonesian film * ''Crush'' (2022 film), an American film by Sammi Cohen, starring Rowan Blanchard * Crush, a green sea turtle character in the '' Finding Nemo'' franchise Food and drugs * Crush (soft drink), a soft drink brand * Camel Crush, a brand of cigarettes * Crush or crushing, the initial step of winemaking Music Artists * Crush (rock band), a 1990–1993 American/English alternative r ...
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GamePro
Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its ...
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Electronic Gaming Monthly
''Electronic Gaming Monthly'' (often abbreviated to ''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was founded in 1988 as U.S. National Video Game Team's ''Electronic Gaming Monthly'' under Sendai Publications. In 1994, ''EGM'' spun off ''EGM²'', which focused on expanded cheats and tricks (i.e., with maps and guides). It eventually became '' Expert Gamer'' and finally the defunct '' GameNOW''. After 83 issues (up to June 1996), ''EGM'' switched publishers from Sendai Publishing to Ziff Davis. Until January 2009, ''EGM'' only covered gaming on console hardware and software. In 2002, the magazine's subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of '' 1UP.com'' to UGO Networks. The magazine's February 2009 issue was already completed, but was n ...
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Edge (magazine)
''Edge'' is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain. History The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future. The artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game; 199 variants were in general circulation, and one was exclusive to subscribers. Only 200 magazines were printed with each cover, sufficient to more than satisfy ''Edge''s circulation of 28,898. In October 2003, the then-editor of ''Edge'', João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. After the ...
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Destructoid
''Destructoid'' is a website that was founded as a video game-focused blog in March 2006 by Yanier Gonzalez, a Cuban-American cartoonist and author. Enthusiast Gaming acquired the website in 2017, and sold it to Gamurs Group in 2022. History ''Destructoid'' was owned by Yanier "Niero" Gonzalez so that he could attend the Electronic Entertainment Expo (E3) in 2006. After being rejected, Gonzalez began writing original editorials and drawing cartoons which were picked up by established gaming blogs like '' Joystiq'' and '' Kotaku''. In 2007 the site relaunched with user blogs, forums, and a team of contributors. Yanier's blog was moved off the home page in favor of a staff-edited, multi-author format. Similar to '' IGN'', ''Destructoid'' offers free registration and readers can submit off-homepage blogs. After E3, Gonzalez appeared at the press conference dressed as Mr. Destructoid (''Destructoid'' robot mascot, shown on logos and promotional material) to hand out promot ...
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Level Editor
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured mult ...
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Flashback (narrative)
A flashback (sometimes called an analepsis) is an interjected scene that takes the narrative back in time from the current point in the story. Flashbacks are often used to recount events that happened before the story's primary sequence of events to fill in crucial backstory. In the opposite direction, a flashforward (or prolepsis) reveals events that will occur in the future. Both flashback and flashforward are used to cohere a story, develop a character, or add structure to the narrative. In literature, internal analepsis is a flashback to an earlier point in the narrative; external analepsis is a flashback to a time before the narrative started. In film, flashbacks depict the subjective experience of a character by showing a memory of a previous event and they are often used to "resolve an enigma". Flashbacks are important in film noir and melodrama films. In films and television, several camera techniques, editing approaches and special effects have evolved to alert the ...
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Mike Mignola
Mike Mignola (; born September 16, 1960) is an American comics artist and writer best known for creating ''Hellboy'' for Dark Horse Comics, part of a shared universe of titles including ''B.P.R.D.'', '' Abe Sapien'', '' Lobster Johnson'', '' Witchfinder'' and various spinoffs. He has also created other supernatural and paranormal themed titles for Dark Horse including ''Baltimore'', '' Joe Golem'' and ''The Amazing Screw-On Head''. Early life Mike Mignola was born September 16, 1960. He was raised Catholic. Career Marvel and DC Mignola was born in Berkeley, California. He began his career in 1980 by illustrating spots in ''The Comic Reader''. His first published piece was in ''The Comic Reader'' #183, a spot illustration of Red Sonja (pg. 9). His first published front cover was ''The Comic Reader'' #196 in November 1981. In 1982 he graduated from the California College of the Arts with a BFA in Illustration. In 1983 he worked as an inker at Marvel Comics on ''Daredevil'' and '' ...
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Jigsaw Puzzle
A jigsaw puzzle is a tiling puzzle that requires the assembly of often irregularly shaped interlocking and mosaiced pieces, each of which typically has a portion of a picture. When assembled, the puzzle pieces produce a complete picture. In the 18th century, jigsaw puzzles were created by painting a picture on a flat, rectangular piece of wood, then cutting it into small pieces. Despite the name, a jigsaw was never used. John Spilsbury, a London cartographer and engraver, is credited with commercialising jigsaw puzzles around 1760. His design took world maps, and cut out the individual nations in order for them to be reassembled by students as a geographical teaching aid. They have since come to be made primarily of interlocking cardboard pieces, incorporating a variety of images & designs. Typical images on jigsaw puzzles include scenes from nature, buildings, and repetitive designs— castles and mountains are common, as well as other traditional subjects. However, any p ...
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Top-down Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less p ...
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