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Karuizawa Yūkai Annai
is a 1983 adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ... designed by Yuji Horii and published by Enix. It was first released on the NEC PC-6001 and has since been ported to other personal computers, the Family Computer (Famicom), Mobile game, mobile phone services and most recently, Windows as Square Enix showing off their natural language processing technology. In the game, the player must resolve a murder mystery by searching for clues, exploring different areas, interacting with characters, and solving Item (gaming), item-based puzzles. The game features First person (video games), first-person graphics, nonlinear gameplay, an open world, conversations with non-player characters, Dialog tree, branching dialogue choices, suspect interrogations, nonlinear stor ...
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PC-6001
The PC-6000 series is a series of 8-bit home computers introduced in November 1981 by NEC Home Electronics. There are several models in this series, such as the PC-6001, the PC-6001 MK2 and the PC-6001 MK2 SR. There is also an American version, called the NEC TREK or NEC PC-6001A. Several peripherals were available for the system in North America, including an expander with three cartridge jacks (some of the cartridge-based games used two cartridges), a cassette-tape recorder, a 5.25" floppy disk drive, a printer, and a touchpad. The PC-6000 series was followed by the PC-6600 series. Development was a subsidiary of NEC and a manufacturer of consumer electronics. They started manufacturing the PC-8001 and its peripherals which were developed by the Electronic Devices Group of Nippon Electric. It was successful and grew the personal computer market in Japan. They started developing a low-cost home computer, and it became the PC-6001. At the same time, the Electronic Devic ...
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Square Enix
is a Japanese Multinational corporation, multinational holding company, video game publisher and entertainment conglomerate. It releases role-playing video game, role-playing game franchises, such as ''Final Fantasy'', ''Dragon Quest'', and ''Kingdom Hearts'', among numerous others. Outside of video game publishing and development, it is also in the business of merchandise, Arcade game, arcade facilities, and manga publication under its Gangan Comics brand. The original Square Enix Co., Ltd. was formed in April 2003 from a mergers and acquisitions, merger between Square (video game company), Square and Enix, with the latter as the surviving company. Each share of Square's common stock was stock swap, exchanged for 0.85 shares of Enix's common stock. At the time, 80% of Square Enix staff were made up of former Square employees. As part of the merger, former Square President (corporate title), president Yoichi Wada was appointed the president of the new corporation, while forme ...
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Eiji Aonuma
is a Japanese video game designer, director, and producer at Nintendo. He is a senior officer within their Nintendo EPD division and serves as the producer of the ''The Legend of Zelda, Legend of Zelda'' franchise. Career Aonuma was born as on March 16, 1963, in Nagano Prefecture, Japan. He graduated from the Tokyo University of the Arts in 1988 with a master's degree in composition design, working on animated puppets called Karakuri puppet, karakuri. After graduating, he was interviewed at Nintendo. Aonuma met Shigeru Miyamoto during the interview, and showed Miyamoto samples of his college work. He landed a job at Nintendo without ever having played a video game before. He asked his girlfriend about video games, and she introduced him to two Yuji Horii games, ''Dragon Quest (video game), Dragon Quest'' (1986) on the Nintendo Entertainment System, Famicom and ''The Portopia Serial Murder Case'' (1983) on the PC-8801, which were the first video games he ever played. His first pr ...
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Hideo Kojima
is a Japanese video game designer. Regarded as one of the pioneering auteurs of video games, he developed a strong passion for film and literature during his childhood and adolescence, which in turn has had a significant influence on his games. In 1986, Kojima joined Konami, for which he directed, designed, and wrote ''Metal Gear (video game), Metal Gear'' (1987) for the MSX, MSX2, the game that laid the foundations for the stealth game, stealth genre and the ''Metal Gear'' franchise, his best known and most acclaimed work. At Konami, he also produced the ''Zone of the Enders'' series, as well as designing and writing ''Snatcher (video game), Snatcher'' (1988) and ''Policenauts'' (1994), graphic adventure games regarded for their cinematic presentation. Kojima founded Kojima Productions within Konami in 2005, and was appointed vice president of Konami Digital Entertainment in 2011. Following his departure from Konami in 2015, he refounded Kojima Productions as an independent ...
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Point-and-click
Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse or other pointing device (''click''). An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document. User interfaces, for example graphical user interfaces, are sometimes described as "point-and-click interfaces", often to suggest that they are very easy to use, requiring that the user simply point to indicate their wishes. Describing software this way implies that the interface can be controlled solely through a pointing device with little or no input from the keyboard, as with many graphical user interfaces. In some systems, such as Internet Explorer, moving the pointer over a link (or other GUI control) and waiting for a split-second will cause a tooltip to be displayed. Single click A single click or "click" is the act of pressing a computer mouse button o ...
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Plot Twist
A plot twist is a literary technique that introduces a radical change in the direction or expected outcome of the plot in a work of fiction. When it happens near the end of a story, it is known as a twist ending or surprise ending. It may change the audience's perception of the preceding events, or introduce a new conflict that places it in a different context. A plot twist may be foreshadowed, to prepare the audience to accept it, but it usually comes with some element of surprise. There are various methods used to execute a plot twist, such as withholding information from the audience, or misleading them with ambiguous or false information. Not every plot has a twist, but some have multiple lesser ones, and some are defined by a single major twist. Since the effectiveness of a plot twist usually relies on the audience's not having expected it, revealing a plot twist to readers or viewers in advance is commonly regarded as a ''spoiler''. Even revealing the fact that a work cont ...
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Dialog Tree
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues. History The concept of the dialogue tree has existed long before the advent of video games. The earliest known dialogue tree is described in " The Garden of Forking Paths", a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n where n is the number of options at each fork and m is the depth of the tree). ...
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Non-player Character
A non-player character (NPC) is a 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 traditional tabletop role-playing games 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 characters might be alli ...
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Open World
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game), The Legend of Zelda'' (1986), ''Grand Theft Auto V'' (2013), ''Red Dead Redemption 2'' (2018) and ''Minecraft'' (2011). Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world dynamically and seamlessly. Open-world games still enforce many restrictions in the game env ...
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Nonlinear Gameplay
A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side-Quest (video games), quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the game's main objectives, if any objectives are provided at all. A game that is significantly nonli ...
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First Person (video Games)
In video games, first-person (also spelled first person) is any perspective (visual), graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being Third-person (video game), third-person, the graphical perspective from outside of any character (but possibly focused on a character); some games such as interactive fiction do not belong to either format. First-person can be used as sole perspective in games belonging of almost any Video game genre, genre; Role-playing video game#First-person party-based RPGs, first-person party-based RPGs and List of maze video games#First-person maze games, first-person maze games helped define the format throughout the 1980s, while first-person shooters (FPS) are a popular genre emerging in the 1990s in which the graphical perspective is an integral component of the ...
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