Jagged Alliance
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Jagged Alliance
''Jagged Alliance'' is a tactical role-playing game released in 1995 for MS-DOS. It was developed by Madlab Software and published by Sir-Tech. It is the first game in the ''Jagged Alliance'' series. It was re-released in 2008 on GOG.com and in 2010 on GamersGate, both with Windows support. A version for Nintendo DS was released in 2009 Plot ''Jagged Alliance'' takes place on the fictional South Atlantic island of Metavira, a former nuclear testing site. The nuclear tests altered some trees on the island and several years later it was discovered by a scientist, Brenda Richards, that those trees, known as Fallow trees, produce unique sap that proves to be a medical marvel. However, Brenda also discovered that the trees could not reproduce. Her assistant, Lucas Santino, realised how profitable this sap would be. He managed to convince Jack Richards, the leader of the scientific mission, that it would be beneficial to have two independent science teams. Santino consequently establi ...
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Jagged Alliance (series)
''Jagged Alliance'' is a series of turn-based tactics video games. The first games in the series were released for DOS. From '' Jagged Alliance 2'' on, the games were developed using DirectX for native Windows operation. ''Jagged Alliance 2'' was also released for Linux and is available on Steam and on GOG.com for Windows. Overview The ''Jagged Alliance'' games center on strategically controlling mercenary squads, on and off the field, who complete various missions such as freeing countries from oppressive dictators. The games feature a mix of turn-based battle simulation, 4X (explore, expand, exploit, and exterminate) elements and role-playing. Humour via spoken character comments is a trademark of the series. The personalities of the individual mercenaries range from mildly eccentric to disturbed. This contrasts the games' setting which is otherwise closely linked to such subjects as war and death. Each mercenary is an individual with their own traits. Part of the strat ...
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Sir-Tech
Sir-Tech Software, Inc. was a video game developer and publisher based in the United States and Canada. History In fall 1979, Sirotech Software was founded by Norman Sirotek, Robert Sirotek and Robert Woodhead. Sirotech Software published ''Info Tree'', a database management program, '' Galactic Attack'' and a beta version of ''Wizardry: Dungeons of Despair'' which was later renamed '' Wizardry: Proving Grounds of the Mad Overlord'' and formally released in fall 1981. It was the first game in the ''Wizardry'' series. In spring 1981, Sir-Tech Software, Inc was incorporated as a video game developer and publisher in the United States. In 1998, Sir-Tech USA closed. The Canadian counterpart, Sirtech Canada Limited, continued to operate until late 2003. Sir-Tech is best known for ''Wizardry'', the role-playing video game series. The '' Jagged Alliance'' series, first published by Sir-Tech in 1994, became a popular franchise. The third game in the series, '' Jagged Alliance 2'', w ...
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Turn-based Game
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Strategy First
Strategy First Inc. is a Canadian video game publisher based in Montreal. Founded in 1988 by Don McFatridge, Steve Wall and Dave Hill, the company filed for bankruptcy in 2004 and was subsequently acquired by Silverstar Holdings in 2005. Initially specializing in developing strategy video games, it since switched to primarily publishing, releasing games like the ''Disciples'' series, the ''Jagged Alliance'' series, '' O.R.B: Off-World Resource Base'', and the ''Space Empires'' series. History Strategy First was founded by Don McFatridge, Steve Wall and Dave Hill, three board game designers. During one lunch break in 1988, they decided that they would begin their careers anew, establishing Strategy First as a video game development company. Richard Therrien joined as a partner shortly thereafter. The four wished to focus on strategy video games and named the company accordingly. By May 2004, Strategy First had amassed over in debt and had shrunk from more than 100 employe ...
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Body Armor
Body armor, also known as body armour, personal armor or armour, or a suit or coat of armor, is protective clothing designed to absorb or deflect physical attacks. Historically used to protect military personnel, today it is also used by various types of police (riot police in particular), private security guards or bodyguards, and occasionally ordinary civilians. Today there are two main types: regular non-plated body armor for moderate to substantial protection, and hard-plate reinforced body armor for maximum protection, such as used by combat soldiers. History Many factors have affected the development of personal armor throughout human history. Significant factors in the development of armor include the economic and technological necessities of armor production. For instance full plate armor first appeared in Medieval Europe when water-powered trip hammers made the formation of plates faster and cheaper. At times the development of armor has run parallel to the develo ...
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Combat Helmet
A combat helmet or battle helmet is a type of helmet. It is a piece of personal armor designed specifically to protect the head during combat. Modern combat helmets are mainly designed to protect from shrapnel and fragments, offer some protection against small arms, and offer a mounting point for devices such as night-vision goggles and communications equipment. History Helmets are among the oldest forms of personal protective equipment and are known to have been worn by the Akkadians/Sumerians in the 23rd century BC, Mycenaean Greeks since the 17th century BC, the Assyrians around 900 BC, ancient Greeks and Romans, throughout the Middle Ages, and up to the end of the 17th century by many combatants. Their materials and construction became more advanced as weapons became more and more powerful. Initially constructed from leather and brass, and then bronze and iron during the Bronze and Iron Ages, they soon came to be made entirely from forged steel in many societies afte ...
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Health (game Terminology)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Item (game Terminology)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Attribute (role-playing Games)
An attribute is a piece of data (a "statistic (role-playing games), statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born Property (philosophy), characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a dice pool, set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like ''Fate (role-playing game system), Fate'' do not use attributes at all. The nature of attributes There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to the BBC Cult TV website "''All characters have Attributes — basic physical and mental abilities.''" and in the ''Pathfinder Roleplaying Game'' "''Each character has six ability scores that represent his character's most b ...
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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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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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