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Evil Genius (video Game)
''Evil Genius'' is a single-player real-time strategy and Simulation game, simulation video game developed by Elixir Studios and published by Sierra Entertainment, a subsidiary of Vivendi Universal Games. It was released on September 28, 2004. The game is inspired by the Spy fiction, spy thriller genre (notably the James Bond in film, James Bond film series), and is set in an Alternative history, alternative 1960s–70s era. Most closely resembling ''Dungeon Keeper'', the gameplay puts players in charge of a villainous force attempting to achieve global domination whilst fending off the forces of justice; to this end the gameplay is split between management of a base and the completion of "acts of infamy" in the rest of the world. The game has stylish, cartoon-like visuals and contains a great deal of tongue-in-cheek humour, particularly playing to clichés of the spy genre. Elixir once worked on a sequel, but it was cancelled following the studio's closure. Since March 2, 2006, ...
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Elixir Studios
Elixir Studios was a British video game developer. The company was founded in 1998 by Demis Hassabis, formerly a prominent figure at Lionhead Studios. At its height, it employed around sixty people, and was based in London London is the capital and List of urban areas in the United Kingdom, largest city of England and the United Kingdom, with a population of just under 9 million. It stands on the River Thames in south-east England at the head of a estuary dow .... It aimed to be an independent developer, creating its own intellectual properties rather than licensing established ones. The company's first game, '' Republic: The Revolution'', was released in 2003, and a second game, '' Evil Genius'', was released in 2004. In 2005, however, the company announced that it would be closing. This followed the cancellation of development on a major project due to its "perceived high-risk", which had been underway for two years. The company, citing "the current risk averse pub ...
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Tongue-in-cheek
The idiom tongue-in-cheek refers to a humorous or sarcastic statement expressed in a serious manner. History The phrase originally expressed contempt, but by 1842 had acquired its modern meaning. Early users of the phrase include Sir Walter Scott in his 1828 ''The Fair Maid of Perth''. The physical act of putting one's tongue into one's cheek once signified contempt. For example, in Tobias Smollett's ''The Adventures of Roderick Random,'' which was published in 1748, the eponymous hero takes a coach to Bath and on the way apprehends a highwayman. This provokes an altercation with a less brave passenger: The phrase appears in 1828 in ''The Fair Maid of Perth'' by Sir Walter Scott: It is not clear how Scott intended readers to understand the phrase. The more modern ironic sense appeared in the 1842 poem "The Ingoldsby Legends" by the English clergyman Richard Barham, in which a Frenchman inspects a watch and cries: The ironic usage originates with the idea of suppressed mirt ...
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Missile Launch Facility
A missile launch facility, also known as an underground missile silo, launch facility (LF), or nuclear silo, is a vertical cylindrical structure constructed underground, for the storage and launching of intercontinental ballistic missiles (ICBMs), intermediate-range ballistic missiles (IRBMs), medium-range ballistic missiles (MRBMs). Similar facilities can be used for anti-ballistic missiles (ABMs). The structures typically have the missile some distance below ground, protected by a large "blast door" on top. They are usually connected, physically and/or electronically, to a missile launch control center. With the introduction of the Soviet UR-100 and the U.S. Titan II missile series, underground silos changed in the 1960s. Both missile series introduced the use of hypergolic propellant, which could be stored in the missiles, allowing for rapid launches. Both countries' liquid-fueled missile systems were moved into underground silos. The introduction of solid fuel systems, in th ...
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Rock-cut Architecture
Rock-cut architecture is the creation of structures, buildings, and sculptures by excavating solid rock where it naturally occurs. Intensely laborious when using ancient tools and methods, rock-cut architecture was presumably combined with quarrying the rock for use elsewhere. Though, in India and China, the terms ''cave'' and ''cavern'' are often applied to this form of man-made architecture, caves and caverns that began in natural form are not considered to be rock-cut architecture even if extensively modified. Although rock-cut structures differ from traditionally built structures in many ways, many rock-cut structures are made to replicate the facade or interior of traditional architectural forms. Interiors were usually carved out by starting at the roof of the planned space and then working downward. This technique prevents stones falling on workers below. The three main uses of rock-cut architecture were temples (like those in India), tombs, and cave dwellings (like those in C ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverge ...
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Doomsday Device
A doomsday device is a hypothetical construction — usually a weapon or weapons system — which could destroy all life on a planet, particularly Earth, or destroy the planet itself, bringing "doomsday", a term used for the end of planet Earth. Most hypothetical constructions rely on hydrogen bombs being made arbitrarily large, assuming there are no concerns about delivering them to a target (see Teller–Ulam design) or that they can be " salted" with materials designed to create long-lasting and hazardous fallout (e.g., a cobalt bomb). Doomsday devices and the nuclear holocaust they bring about have been present in literature and art especially in the 20th century, when advances in science and technology made world destruction (or at least the eradication of all human life) a credible scenario. Many classics in the genre of science fiction take up the theme in this respect. The term "doomsday machine" itself is attested from 1960, but the alliterative "doomsday device" has sin ...
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Atomic Age (design)
Atomic Age in design refers to the period roughly corresponding to 1940–1963, when concerns about nuclear war dominated Western society during the Cold War. Architecture, industrial design, commercial design (including advertising), interior design, and fine arts were all influenced by the themes of atomic science, as well as the Space Age, which coincided with that period. Atomic Age design became popular and instantly recognizable, with a use of atomic motifs and space age symbols. Vital forms Abstract organic forms were identified as a core motif in the 2001 exhibition of Atomic Age design at the Brooklyn Museum of Art, titled "Vital forms: American art and design in the atomic age, 1940–1960". Atomic power was a paradox during the era. It held great promise of technological solutions for the problems facing an increasingly complex world; at the same time, people were fearful of a nuclear armageddon, after the use of atomic weapons at the end of World War II. People were ...
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Cuban Missile Crisis
The Cuban Missile Crisis, also known as the October Crisis (of 1962) ( es, Crisis de Octubre) in Cuba, the Caribbean Crisis () in Russia, or the Missile Scare, was a 35-day (16 October – 20 November 1962) confrontation between the United States and the Soviet Union, which escalated into an international crisis when American deployments of missiles in Italy and Turkey were matched by Soviet deployments of similar ballistic missiles in Cuba. Despite the short time frame, the Cuban Missile Crisis remains a defining moment in national security and nuclear war preparation. The confrontation is often considered the closest the Cold War came to escalating into a full-scale nuclear war. In response to the presence of American Jupiter ballistic missiles in Italy and Turkey, the failed Bay of Pigs Invasion of 1961, and Soviet fears of a Cuban drift towards China, Soviet First Secretary Nikita Khrushchev agreed to Cuba's request to place nuclear missiles on the island to deter a ...
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Eastern Bloc
The Eastern Bloc, also known as the Communist Bloc and the Soviet Bloc, was the group of socialist states of Central and Eastern Europe, East Asia, Southeast Asia, Africa, and Latin America under the influence of the Soviet Union that existed during the Cold War (1947–1991). These states followed the ideology of Marxism–Leninism, in opposition to the Capitalism, capitalist Western Bloc. The Eastern Bloc was often called the Second World, whereas the term "First World" referred to the Western Bloc and "Third World" referred to the Non-Aligned Movement, non-aligned countries that were mainly in Africa, Asia, and Latin America but notably also included former Tito–Stalin split, pre-1948 Soviet ally SFR Yugoslavia, which was located in Europe. In Western Europe, the term Eastern Bloc generally referred to the USSR and Central and Eastern European countries in the Comecon (East Germany, Polish People's Republic, Poland, Czechoslovak Socialist Republic, Czechoslovakia, Hungarian ...
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Construction And Management Simulation
Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games". ''SimCity (1989 video game), SimCity'' (1989) represents an early example of success in the genre. Other games in the genre range from city-building games like ''Caesar (video game), Caesar'' (since 1992), ''The Settlers'' (since 1993), the ''Anno (series), Anno series'' (since 1998), mixed business/politics/building games like ''Tropico (video game), Tropico'' (since 2001), ...
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Simulation Game
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simulation (CMS) is ...
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