Cyberball
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Cyberball
is a video game released in arcades in 1988 by Atari Games. The game is a 7-man American football using robotic avatars of different speeds, sizes, and skill sets set in the year 2022. Originally released for arcades, ''Cyberball'' was ported to several home consoles and computers. In 1988, Atari released the original ''Cyberball'' arcade game as a large cabinet with two monitors, each with two sets of controls for one or two players. Players on each side could play against computer opponents or head-to-head on opposing monitors for a maximum of four players. In 1989, Atari Games released a sequel to the original ''Cyberball'' in both the same large dual-monitor cabinet titled ''Tournament Cyberball 2072'' as well as a stand-alone two-player cabinet titled ''Cyberball 2072''. The sequel included improved game play, which included refined player movements and many more offensive plays and defensive formations, and changed its setting to 2072. Also shipped in 1989 were several conv ...
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Cyberball
is a video game released in arcades in 1988 by Atari Games. The game is a 7-man American football using robotic avatars of different speeds, sizes, and skill sets set in the year 2022. Originally released for arcades, ''Cyberball'' was ported to several home consoles and computers. In 1988, Atari released the original ''Cyberball'' arcade game as a large cabinet with two monitors, each with two sets of controls for one or two players. Players on each side could play against computer opponents or head-to-head on opposing monitors for a maximum of four players. In 1989, Atari Games released a sequel to the original ''Cyberball'' in both the same large dual-monitor cabinet titled ''Tournament Cyberball 2072'' as well as a stand-alone two-player cabinet titled ''Cyberball 2072''. The sequel included improved game play, which included refined player movements and many more offensive plays and defensive formations, and changed its setting to 2072. Also shipped in 1989 were several conv ...
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Atari Games
Atari Games Corporation, known as Midway Games West Inc. after 1999, was an American producer of Arcade game, arcade Video game, games. It was formed in 1985 when the coin-operated Arcade game, arcade game division of Atari, Inc. was transfered by Warner Communications to a joint venture with Namco. It was one of several successor companies to use the name Atari. The company developed and published games for arcades and across consumer gaming consoles such as the Commodore 16, Commodore 64, Game Boy, Nintendo Entertainment System (NES) and other platforms using the Tengen (company), Tengen label. Some of the games Atari had developed include ''Tetris (Atari), Tetris, Road Runner (video game), Road Runner, RoadBlasters'' and ''Primal Rage.'' After Time Warner reassumed full ownership in 1994, the company was sold to WMS Industries in 1996, and became part of Midway Games when that company was spun-off by WMS in 1998. It ceased operations in 2003 and its former assets were sold bac ...
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Jaleco
was a corporate brand name that was used by two previously connected video game developers and publishers based in Japan. The original Jaleco company was founded in 1974 as Japan Leisure Company, founded by Yoshiaki Kanazawa, before being renamed to simply Jaleco in the early 1980s. This company was later acquired in 2000 by PCCW, who rebranded it as their Japanese game division, PCCW Japan, before reverting it to Jaleco in 2002. In 2006, Jaleco became independent from PCCW and renamed to Jaleco Holding, having their video game operations spun off into a new company, also called Jaleco. This new spin-off company was sold to mobile developer Game Yarou in 2009, with Jaleco Holding renaming itself to Encom Holdings shortly after. Jaleco is known for its arcade and home console video games produced in the 1980s and early 1990s, including ''City Connection'', ''Bases Loaded'', '' Ninja JaJaMaru-kun'', ''Exerion'', ''Idol Janshi Suchie-Pai'' and '' Rushing Beat''. Jaleco also produce ...
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Sports Game
A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport (such as ''FIFA (video game series), FIFA'', ''Pro Evolution Soccer'' and ''Madden NFL''), whilst others emphasize strategy and sport management (such as ''Football Manager'' and ''Out of the Park Baseball''). Some, such as ''Need for Speed'', ''Arch Rivals'' and ''Punch-Out!!'', satirize the sport for comic effect. This genre has been popular throughout the history of video games and is competitive, just like real-world sports. A number of game series feature the names and characteristics of real teams and players, and are updated annually to reflect real-world changes. The sports genre is one of the oldest genres in gaming history. Game design Sports games involve physical and tactical challenges, and test the player's precision and acc ...
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American Football Field
The rectangular field of play used for American football games measures long between the goal lines, and (53.3 yards) wide. The field may be made of grass or artificial turf. In addition, there are end zones extending another past the goal lines to the "end lines", for a total length of . When the "football field" is used as unit of measurement, it is usually understood to mean , although technically the full length of the official field, including the end zones, is . There is a goal centered on each end line, with a crossbar above the ground and goalposts apart extending at least above the crossbar. Between the goal lines, additional lines span the width of the field at 5-yard intervals. This appearance led to the use of the term gridiron in the 1880s. For a few years in the early 20th century, lines perpendicular to the lines at 5-yard intervals spanned the length of the field, giving it a checkerboard-like appearance. This article mainly describes the field used in the ...
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MegaTech
''MegaTech'' (sometimes styled with the katakana メガテケ) was a publication from EMAP aimed specifically at the Sega Mega Drive gaming market. The magazine was started in 1991. The launch editorial consisted of a small team including Paul Glancey (editor) and Mark Patterson (deputy editor). It was published monthly.MegaTech
Sega Retro. Retrieved 23 August 2016. In 1993 the magazine was acquired by . It ceased publication in 1994 when it was merged into '''' magazine. Founding editor Paul Glancey spoke about the magazine's difficult launch, ev ...
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Atari Corporation
Atari Corporation was an American manufacturer of computers and video game consoles. It was founded by Jack Tramiel on May 17, 1984, as Tramel Technology, Ltd., but then took on the Atari name less than two months later when WarnerMedia, Warner Communications sold the home computing and game console assets of Atari, Inc. to Tramiel. Its chief products were the Atari ST, Atari 8-bit family#XE series, Atari XE, Atari 7800, Atari Lynx and Atari Jaguar. The company Reverse takeover, reverse merged with JT Storage, JTS Inc. in 1996, becoming a small division which itself closed after JTS sold all Atari assets to Hasbro Interactive in 1998. History The company was founded by Commodore International's founder Jack Tramiel soon after his resignation from Commodore in January 1984. Initially named Tramel Technology, Ltd., the company's goal was to design and sell a next-generation home computer. On July 1, 1984, TTL bought the Consumer Division assets of Atari, Inc. from Warner, and T ...
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Tengen (company)
Tengen Inc. was an American video game publisher and developer that was created by the arcade game manufacturer Atari Games for publishing computer and console games. It had a Japanese subsidiary named . History By 1984, Atari, Inc. had been split into two distinct companies. Atari Corporation was responsible for computer and console games and hardware and owned the rights to the Atari brand for these domains. Atari Games was formed from Atari, Inc.'s arcade division, and were able to use the Atari name on arcade releases but not on console or computer games. When Atari Games wanted to enter the console game market, it needed to create a new label that did not use the Atari name. The new subsidiary was dubbed Tengen, which in the Japanese nomenclature of the board game Go refers to the central point of the board (the word "Atari" comes from the same game). At the time, Nintendo restricted their licensees to releasing only five games per year, mandated that Nintendo handle cartri ...
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JAMMA
The (formerly the , abbreviated JAMMA) is a Japanese trade association headquartered in Tokyo. JAMMA is run by representatives from various arcade video game manufacturers, including Bandai Namco, Sega, Taito, Koei Tecmo, Capcom, and Konami among others. Nintendo was also a member of the organization until its departure on February 28, 1989. Nihon Bussan left in 1992 over content issues in their mahjong games. 雀ゲームの審査に不満を示した日本物産の退会で議論」, ''Game Machine'' issue 420 (1992), p. 3 (Japanese)/ref> The corporation was renamed on 1 April 2012 after they merged with the Nihon Shopping Center Amusement Park Operator's Association (NSA) and the Japan Amusement Park Equipment Association (JAPEA). Before 2012, JAMMA had been organizing an annual trade fair called the Amusement Machine Show for many years. In 2013, they began collaborating with the Amusement Machine Operators' Union (AOU), who had their own trade show, to promote a new ev ...
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Onside Kick
In gridiron football, an onside kick is a kickoff deliberately kicked short in an attempt by the kicking team to regain possession of the ball. This is in contrast with a typical kickoff, in which the kicking team intends to give the ball to the other team and thus kicks the ball far downfield in order to maximize the distance the receiving team has to advance the ball in order to score. The risk to the team attempting an onside kick is that if it is unsuccessful and the receiving team gets the ball, the receiving team usually has a much better field position than it might have with a normal kickoff (in American football this may be moot if the receiving team can use quarterback kneels to end the game). Rules and procedures for onside kicks differ between the different codes and leagues of gridiron football. The onside kick has a low success rate, though its chances of success increase in a situation where the returning team does not expect it. It is generally only seen late in a g ...
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Rookie
A rookie is a person new to an occupation, profession, or hobby. In sports, a ''rookie'' is a professional athlete in their first season (or year). In contrast with a veteran who has experience and expertise, a rookie is usually inexperienced and prone to making mistakes. Throughout sports In some sports there are traditions in which rookies must do things, or tricks are played on them. Examples in baseball include players having to dress up in very strange costumes, or getting hit in the face with a cream pie; a traditional rookie's " hazing" procedure in American football involves taping players to a goalpost and dousing them with ice water, Gatorade, and other substances. In Major League Baseball, the MLB has cracked down on hazing by enacting an Anti-Hazing and Anti-Bullying Policy which prohibits players from dressing up as the opposite sex, or wearing offensive costumes based on race, sex, nationality, age, sexual orientation, and gender identify. American football In ...
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Artificial Intelligence In Video Games
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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