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Little Big Adventure
''Little Big Adventure'' is a 1994 action-adventure game developed by Adeline Software International. It was published in Europe by Electronic Arts, and by Activision in North America, Asia and Oceania under the name ''Relentless: Twinsen's Adventure''. Over 500,000 copies were sold by 1999. The game was initially released on CD-ROM and some time later on floppy disks; the CD-ROM version features full-motion video, music and speech whereas the floppy disk version has MIDI music files and still images to replace the videos. The game was later ported to the PC-98 and FM Towns and was released in Japan in 1995. It was released for the PlayStation in Japan and Europe in 1996 and 1997 respectively, and to Android and iOS devices in 2014. In 1997, a PC-only sequel was released under the name of ''Little Big Adventure 2'' (also known as ''Twinsen's Odyssey''). On October 20, 2015, an "Enhanced Edition" developed by DotEmu was released on Steam, alongside a re-release of the original ga ...
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Little Big Adventure 2
''Little Big Adventure 2'' is a 1997 adventure game developed by Adeline Software International and published by Electronic Arts. It was later re-released by Activision in June 1997 in North America under the name ''Twinsen's Odyssey''. In July 1997, both Electronic Arts and Virgin Interactive Software re-released ''LBA 2'' - Virgin Interactive Software doing so under the name of "''Twinsen's Odyssey''". ''LBA 2'' sold over 300,000 copies worldwide. The game is a sequel to ''Little Big Adventure'' (also known as ''Relentless: Twinsen's Adventure''). ''LBA 2'' was also the third game created under the label of Adeline Software International. The game features three-dimensional environments and full-motion video, and all of its music is in CD-DA quality. In October 2011 ''Little Big Adventure 2'' was re-released digitally on GOG.com and in October 2015 on Steam. In October 2021 both Little Big Adventure 1 and 2 engines source code were released under the GPL. Gameplay ''Little Bi ...
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Adeline Software International
Adeline Software International was a video game developer founded in February 1993 as a subsidiary company of Delphine Software International, and based in Lyon, France. The team mostly came from Infogrames, another French video game company, after a disagreement about sequels of the '' Alone in the Dark'' bestseller. History The company employed 21 people including graphic artists, developers and musicians. Five members made up the core of the team: Frédérick Raynal (creative director), Yaël Barroz (computer artist in charge of scenery), Didier Chanfray (artistic director), Serge Plagnol (technical director), and Laurent Salmeron (resource manager). After the release of ''Little Big Adventure 2'' in 1997, the company slowly went quiet, and in July, the core team was sold to Sega, becoming No Cliché and leaving Adeline as an empty group within Delphine. Years after the apparent demise of Adeline, the brand was revived in 2002 by Delphine, and put it in charge of the develo ...
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MIDI
MIDI (; Musical Instrument Digital Interface) is a technical standard that describes a communications protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and related audio devices for playing, editing, and recording music. The specification originates in the paper ''Universal Synthesizer Interface'' published by Dave Smith and Chet Wood of Sequential Circuits at the 1981 Audio Engineering Society conference in New York City. A single MIDI cable can carry up to sixteen channels of MIDI data, each of which can be routed to a separate device. Each interaction with a key, button, knob or slider is converted into a MIDI event, which specifies musical instructions, such as a note's pitch, timing and loudness. One common MIDI application is to play a MIDI keyboard or other controller and use it to trigger a digital sound module (which contains synthesized musical sounds) to generate sounds, which t ...
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Cloning
Cloning is the process of producing individual organisms with identical or virtually identical DNA, either by natural or artificial means. In nature, some organisms produce clones through asexual reproduction. In the field of biotechnology, cloning is the process of creating cloned organisms (copies) of Cell (biology), cells and of DNA fragments (molecular cloning). Etymology Coined by Herbert J. Webber, the term clone derives from the Ancient Greek word (), ''twig'', which is the process whereby a new plant is created from a twig. In botany, the term ''lusus'' was used. In horticulture, the spelling ''clon'' was used until the early twentieth century; the final ''e'' came into use to indicate the vowel is a "long o" instead of a "short o". Since the term entered the popular lexicon in a more general context, the spelling ''clone'' has been used exclusively. Natural cloning Cloning is a natural form of reproduction that has allowed life forms to spread for hundreds of millio ...
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Telepathy
Telepathy () is the purported vicarious transmission of information from one person's mind to another's without using any known human sensory channels or physical interaction. The term was first coined in 1882 by the classical scholar Frederic W. H. Myers, a founder of the Society for Psychical Research (SPR), and has remained more popular than the earlier expression ''thought-transference''.Glossary of Parapsychological terms – Telepathy
. Retrieved December 19, 2006.
Telepathy experiments have historically been criticized for a lack of proper controls and repeatability. There is no good evidence that telepathy e ...
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Computer And Video Games
''Computer and Video Games'' (also known as ''CVG'', ''Computer & Video Games'', ''C&VG'', ''Computer + Video Games'', or ''C+VG'') was a UK-based video game magazine, published in its original form between 1981 and 2004. Its offshoot website was launched in 1999 and closed in February 2015. ''CVG'' was the longest-running video game media brand in the world. History ''Computer and Video Games'' was established in 1981, being the first British games magazine. Initially published monthly between November 1981 and October 2004 and solely web-based from 2004 onwards, the magazine was one of the first publications to capitalise on the growing home computing market, although it also covered arcade games. At the time of launch it was the world's first dedicated video games magazine. The first issue featured articles on ''Space Invaders'', Chess, Othello and advice on how to learn programming. The magazine had a typical ABC of 106,000. Website Launched in August 1999, CVG was o ...
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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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Teleportation
Teleportation is the hypothetical transfer of matter or energy from one point to another without traversing the physical space between them. It is a common subject in science fiction literature and in other popular culture. Teleportation is often paired with time travel, being that the travelling between the two points takes an unknown period of time, sometimes being immediate. An apport is a similar phenomenon featured in parapsychology and spiritualism. There is no known physical mechanism that would allow for teleportation. Frequently appearing scientific papers and media articles with the term ''teleportation'' typically report on so-called " quantum teleportation", a scheme for information transfer which, due to the no-communication theorem, still would not allow for faster-than-light communication. Etymology The use of the term ''teleport'' to describe the hypothetical movement of material objects between one place and another without physically traversing the distance ...
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Anthropomorphic
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals. Etymology Anthropomorphism and anthropomorphization derive from the verb form ''anthropomorphize'', itself derived from the Greek ''ánthrōpos'' (, "human") and ''morphē'' (, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.''Oxford English Dictionary'', 1st ed. "anthropomorphism, ''n.''" Oxford University P ...
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Edge (magazine)
''Edge'' is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain. History The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future. The artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game; 199 variants were in general circulation, and one was exclusive to subscribers. Only 200 magazines were printed with each cover, sufficient to more than satisfy ''Edge''s circulation of 28,898. In October 2003, the then-editor of ''Edge'', João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. After the ...
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Autosave
Autosave is a saving function in many computer applications and video games which automatically saves the current changes or progress in the program or game, intending to prevent data loss should the user be otherwise prevented from doing so manually by a crash, freeze or user error. Autosaving is typically done either in predetermined intervals or before, during, and after a complex editing task is begun. Application software It has traditionally been seen as a feature to protect documents in an application or system failure (crash), and autosave backups are often purged whenever the user finishes their work. An alternative paradigm is to have all changes saved continuously (as with pen and paper) and all versions of a document available for review. This would remove the need for saving documents entirely. There are challenges to implementation at the file, application and operating system levels. For example, in Microsoft Office, this option is called ''AutoRecover'' and, by ...
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Sandbox Game
A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay. Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a sandbox that lets children create nearly anything they want within it. Early sandbox games came out of space trading and combat games like ''Elite'' (1984) and city-building simulations and tycoon games like ''SimCity'' (1989). The releases of ''The Sims'' and '' Grand Theft Auto III'' in 2000 and 2001, respectively, demonstrated that ...
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