Giants Citizen Kabuto
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Giants Citizen Kabuto
''Giants: Citizen Kabuto'' is a third-person shooter video game with real-time strategy elements. It was the first project for Planet Moon Studios, which consisted of former Shiny Entertainment employees who had worked on the game ''MDK'' in 1997. ''Giants'' went through four years of development before Interplay Entertainment published it on December 7, 2000, for Microsoft Windows; a port was published by MacPlay in 2001, and the game was also ported to the later that year. In the game, players take control of a single character from one of three humanoid races to either complete the story in single-player mode or to challenge other players in online multiplayer matches. They can select heavily armed ''Meccaryns'' equipped with jet packs, or amphibious spell-casting ''Sea Reapers''; the game's subtitle, "Citizen Kabuto", refers to the last selectable race, a thundering behemoth who can execute earthshaking wrestling attacks to pulverize its enemies. The single-player ...
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Planet Moon Studios
Planet Moon Studios was a game development studio based in San Francisco, California founded by ex-Shiny Entertainment developers Nick Bruty (President) and Bob Stevenson (CEO) in 1997. The founding members were then known for creating the Third-person shooter video game '' MDK''. History Shortly after its founding, the developer signed a multi-game deal with publisher Interplay Entertainment, despite the fact that it had yet to announce its first game or even decide on a name for the company. Planet Moon developed the games '' Giants: Citizen Kabuto'' ( Interplay, 2000) and '' Armed and Dangerous'' (LucasArts, 2003) The games are critically well received and are often lauded for their humor in various reviews. In January 2011, Bigpoint Games acquired the Planet Moon Studios staff in San Francisco, California, but did not acquire the company, its intellectual properties, or its other assets. Shortly thereafter, Planet Moon Studios closed its doors. Games * 2000: '' Giants: ...
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Porting
In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). The term is also used when software/hardware is changed to make them usable in different environments. Software is ''portable'' when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. Etymology The term "port" is derived from the Latin '' portāre'', meaning "to carry". When code is not compatible with a particular operating system or architecture, the code must be "carried" to the new system. The term is not generally applied to the process of adapting software to run with less memory on the sam ...
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Software Bug
A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. The process of finding and correcting bugs is termed " debugging" and often uses formal techniques or tools to pinpoint bugs. Since the 1950s, some computer systems have been designed to deter, detect or auto-correct various computer bugs during operations. Bugs in software can arise from mistakes and errors made in interpreting and extracting users' requirements, planning a program's design, writing its source code, and from interaction with humans, hardware and programs, such as operating systems or libraries. A program with many, or serious, bugs is often described as ''buggy''. Bugs can trigger errors that may have ripple effects. The effects of bugs may be subtle, such as unintended text formatting, through to more obvious effects such as causing a program to crash, freezing th ...
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Video Game Genres
A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Space Invaders''-type, ''Asteroids''-type, maze, ref ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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State-of-the-art
The state of the art (sometimes cutting edge or leading edge) refers to the highest level of general development, as of a device, technique, or scientific field achieved at a particular time. However, in some contexts it can also refer to a level of development reached at any particular time as a result of the common methodologies employed at the time. The term has been used since 1910, and has become both a common term in advertising and marketing, and a legally significant phrase with respect to both patent law and tort liability. In advertising, the phrase is often used to convey that a product is made with the best or latest available technology, but it has been noted that "the term 'state of the art' requires little proof on the part of advertisers", as it is considered mere puffery. The use of the term in patent law "does not connote even superiority, let alone the superlative quality the ad writers would have us ascribe to the term". Origin and history The origin of th ...
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Puzzles
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the end of the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 1595). ...
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Action Game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games. In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the ...
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Professional Wrestling Attacks
Strikes are offensive moves in professional wrestling, that can sometimes be used to set up an opponent for a hold or for a throw. There are a wide variety of strikes in pro wrestling, and many are known by several different names. Professional wrestlers frequently give their finishers new names. Occasionally, these names become popular and are used regardless of the wrestler performing the technique. Professional wrestling contains a variety of punches and kicks found in martial arts and other fighting sports; the moves listed below are more specific to wrestling itself. Many of the moves below can also be performed from a raised platform (the top rope, the ring apron, etc.); these are called aerial variations. Moves are listed under general categories whenever possible. Body press A maneuver that involves a wrestler attacking with the core of the body. It is executed from an upright, running position using momentum and weight to run over the opponent. Body avalanche The wrestl ...
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Behemoth
Behemoth (; he, בְּהֵמוֹת, ''bəhēmōṯ'') is a beast from the biblical Book of Job, and is a form of the primeval chaos-monster created by God at the beginning of creation; he is paired with the other chaos-monster, Leviathan, and according to later Jewish tradition both would become food for the righteous at the end-time. Metaphorically, the name has come to be used for any extremely large or powerful entity. Etymology The Hebrew word ''behemoth'' has the same form as the plural of the Hebrew noun בהמה ''behemah'' meaning 'beast', suggesting an augmentative meaning 'great beast'. However, some theorize that the word might originate from an Egyptian word of the form '' pꜣ jḥ mw'' 'the water-ox' meaning 'hippopotamus', altered by folk etymology in Hebrew to resemble ''behemah''. However, this phrase with this meaning is unattested at any stage of Egyptian. Biblical description Behemoth is mentioned in a speech from the mouth of God in chapter 40 of the B ...
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Wizard (character Class)
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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Amphibian
Amphibians are tetrapod, four-limbed and ectothermic vertebrates of the Class (biology), class Amphibia. All living amphibians belong to the group Lissamphibia. They inhabit a wide variety of habitats, with most species living within terrestrial animal, terrestrial, fossorial, arboreal or freshwater aquatic ecosystems. Thus amphibians typically start out as larvae living in water, but some species have developed behavioural adaptations to bypass this. The young generally undergo metamorphosis from larva with gills to an adult air-breathing form with lungs. Amphibians use their skin as a secondary respiratory surface and some small terrestrial salamanders and frogs lack lungs and rely entirely on their skin. They are superficially similar to reptiles like lizards but, along with mammals and birds, reptiles are amniotes and do not require water bodies in which to breed. With their complex reproductive needs and permeable skins, amphibians are often ecological indicators; in re ...
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