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Gain Ground
is a 1988 action- strategy arcade game later ported to home systems. Gameplay In ''Gain Ground'', players control one of a set of characters at a time, each with different weapons. To beat a level, players must reach the exit point with at least one character or destroy all enemies on the level before time runs out. There are forty levels in the arcade version of the game. The Master System and the Genesis/Mega Drive have fifty levels in the game. Normal mode starts with three players. There are captive characters littered across all levels, which can be rescued by walking over, then escorting the controlled character to the exit point. If a player controlled character is killed, that character turns into a captive, except that they will disappear if the next active player controlled character dies, exits the level without them, or the player has no characters left in their party. In Hard mode, the player starts the game with all twenty characters, but all the captive characte ...
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Sega
is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its division for the development of both arcade games and home video games, Sega Games, has existed in its current state since 2020; from 2015 to that point, the two had made up separate entities known as Sega Games and Sega Interactive Co., Ltd. Sega is a subsidiary of Sega Sammy Holdings. From 1983 until 2001, Sega also developed List of Sega video game consoles, video game consoles. Sega was founded by American businessmen Martin Bromley and Richard Stewart as on June 3, 1960; shortly after, the company acquired the assets of its predecessor, History of Sega, Service Games of Japan. Five years later, the company became known as Sega Enterprises, Ltd., after acquiring Rosen Enterprises, an importer of Arcade game, coin-oper ...
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Dark Ages (historiography)
The ''Dark Ages'' is a term for the Early Middle Ages, or occasionally the entire Middle Ages, in Western Europe after the fall of the Western Roman Empire that characterises it as marked by economic, intellectual and cultural decline. The concept of a "Dark Age" originated in the 1330s with the Italian scholar Petrarch, who regarded the post-Roman centuries as "dark" compared to the "light" of classical antiquity.. Reprinted from: The term employs traditional black-and-white dualism, light-versus-darkness imagery to contrast the era's "darkness" (ignorance and error) with earlier and later periods of "light" (knowledge and understanding). The phrase ''Dark Age'' itself derives from the Latin ''saeculum obscurum'', originally applied by Caesar Baronius in 1602 when he referred to a tumultuous period in the 10th and 11th centuries. The concept thus came to characterize the entire Middle Ages as a time of intellectual darkness in Europe between the fall of Rome and the Renaissance ...
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Sega Ages
is a series of video game Porting, ports, Video game remake, remakes, and compilations published by Sega. It consists of Sega arcade games and Home video game console, home console games, typically those for the Sega Genesis and Master System. The series was launched on the Sega Saturn in 1996. Entries were published for the PlayStation 2 as ''Sega Ages 2500'', a reference to its bargain ¥2500 price point. The series later came to the Xbox 360 and PlayStation 3 as ''Sega Ages Online'', and finally to the Nintendo Switch as simply ''Sega Ages''. The name ''Sega Ages'' is a palindrome, with "Ages" being "Sega" backwards — this was previously used by Sega in European marketing strategies from the late 1980s to early 1990s. The Sega Saturn and PlayStation 2 releases usually feature a singular game alongside extras such as remakes or developer info, and sold at a low price point. Most of these releases were exclusive to Japan. Three games in the Sega Saturn series - ''Space Harrier' ...
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PlayStation 2
The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 30 November 2000. It is the successor to the original PlayStation (console), PlayStation, as well as the second installment in the PlayStation brand of consoles. As a sixth generation of video game consoles, sixth-generation console, it competed with Nintendo's GameCube, and Microsoft's Xbox (console), Xbox. It is the List of best-selling game consoles, best-selling video game console of all time, having sold over 155 million units worldwide. Announced in 1999, Sony began developing the console after the immense success of its predecessor. The PS2 offered Backward compatibility, backward-compatibility for its predecessor's DualShock#DualShock, DualShock controller, as well as its games. The PlayStation 2 received widespread critical accla ...
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TV Games
A handheld TV game or plug and play game is an integrated home video game console and game controller, usually battery powered, which connects directly to a television. The game software is built directly into the unit, which is typically designed to look like a toy or classic game console controller with the addition of a composite video cable to connect the unit. These systems usually contain either a collection of classic games or original games based on licensed properties. Because the game software is integrated into the game unit and almost never designed to be changed by the user, these game systems are typically marketed as electronic toys or collectibles rather than game consoles. Several manufacturers produced these devices beginning in the 1990s, though the concept became best known with the release in 2002 of Jakks Pacific's Atari Classic 10-in-1 TV. Most manufacturers have their own trademarked names for these systems, such as Radica's Play TV or Majesco's TV Arcade; ...
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Radica Games
Radica Games Limited was an American company that produces electronic games, founded in 1983. It began by producing electronic souvenir games for casinos. In the late 1990s, it became known for its ''Bass Fishin'' line of games. On October 3, 2006, Mattel, Inc. () announced the completion of their acquisition of Radica. While Radica produced electronic handheld games based on casino or card games, it has branched out into toys, board games, and video game accessories. Products Product lines under Radica, past and present, include: *Stealth Assault - electronic motion sensor game where player tilts the device to fly a stealth plane shooting down jets *PlayTV - examples include PlayTV Football, Skateboarding, and Baseball *PlayTV Legends - formerly known as "Arcade Legends", the line includes plug-n-play systems featuring video games licensed from Sega and Taito, as well as ''Tetris'' *Skannerz *20Q - electronic toy version *Cube World - electronic toy featuring stick people as ch ...
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NEC Avenue
was a Japanese music and video game publisher. History NEC Avenue was founded in 1987 as a record label within NEC. NEC Avenue eventually got involved with video games, and secured licenses to produce console versions of arcade titles from Sega and Taito. Toshio Tabeta, the employee responsible for the Sega deal, would later learn that the Sega employee that gave NEC Avenue permission to make arcade ports was scolded. Video game records represented about 10% of NEC Avenue's business in 1994. In October 1995, its game division was spun-off into a new NEC subsidiary named Interchannel, NEC Interchannel. NEC Interchannel took over NEC Avenue's music and game operations in October 1997, then acquired its music subsidiary, , in March 1998. NEC Avenue was dissolved on January 29, 1999, and NEC Avenue Music Publishing became IC Avenue Music Publishing after Interchannel split from NEC in 2004. Artists *Omega Tribe (Japanese band)#Discography, DOME *Joe Hisaishi *Junko Yagami *Katsuhiko ...
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PC Engine
The TurboGrafx-16, known as the outside North America, is a home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was the first console marketed in the fourth generation, commonly known as the 16-bit era, though the console has an 8-bit central processing unit (CPU) coupled with a 16-bit graphics processor. It was released in Japan in 1987 and in North America in 1989. In Europe, the console is known as the PC Engine, after the Japanese model was imported and distributed in the United Kingdom and France from 1988. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super NES. The console has an 8-bit CPU and a dual 16-bit graphics processing unit (GPU) chipset consisting of a video display controller (VDC) and video color encoder. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just ...
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Gauntlet (1985 Video Game)
''Gauntlet'' is a 1985 fantasy-themed hack-and-slash arcade game developed and released by Atari Games. It is noted as being one of the first multiplayer dungeon crawl arcade games. The core design of ''Gauntlet'' comes from 1983 Atari 8-bit dungeon crawl game ''Dandy'', which resulted in a threat of legal action. It also bears striking similarities to the action-adventure maze game '' Time Bandit'' (1983). The arcade version of ''Gauntlet'' was released in November 1985 and was initially available only as a dedicated four-player cabinet. Atari distributed a total of 7,848 arcade units. In Japan, the game was released by Namco in February 1986. Atari later released a two-player cabinet variant in June 1986, aimed at operators who could not afford or did not have sufficient space for the four-player version. Gameplay The game is set within a series of top-down, third-person, orthographic mazes where the object is to find and touch the designated exit in every level. An ass ...
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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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Global Catastrophic Risk
A global catastrophic risk or a doomsday scenario is a hypothetical future event that could damage human well-being on a global scale, even endangering or destroying modern civilization. An event that could cause human extinction or permanently and drastically curtail humanity's potential is known as an "existential risk." Over the last two decades, a number of academic and non-profit organizations have been established to research global catastrophic and existential risks, formulate potential mitigation measures and either advocate for or implement these measures. Definition and classification Defining global catastrophic risks The term global catastrophic risk "lacks a sharp definition", and generally refers (loosely) to a risk that could inflict "serious damage to human well-being on a global scale". Humanity has suffered large catastrophes before. Some of these have caused serious damage but were only local in scope—e.g. the Black Death may have resulted in the de ...
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Future
The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected timeline that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone. In the philosophy of time, presentism is the belief that only the present exists and the future and the past are unreal. Religions consider the future when they address issues such as karma, life after death, and eschatologies that study what the end of time and the end of the world will be. Religious figures such as prophets and diviners have claimed to see into t ...
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