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Mystical Ninja Starring Goemon
''Mystical Ninja Starring Goemon'' is a platform action-adventure video game released by Konami for the Nintendo 64 on August 7, 1997 in Japan, April 16, 1998 in North America, and 18 April 1998 in Europe as the fifth entry in the ''Ganbare Goemon'' series. The second ''Goemon'' game released in North America and Europe, it follows ''The Legend of the Mystical Ninja'' and features hybrid elements of platform games and action-adventure games. The story follows Goemon's struggles to prevent the Peach Mountain Shoguns gang from turning Japan into a Westernized fine arts theater. The plot calls for three cinematic musical features and battles between giant robots; like other ''Ganbare Goemon'' games, it is peppered with surrealist humor and anachronisms. ''Mystical Ninja Starring Goemon'' sold nearly 200,000 copies worldwide. Reviewers praised its graphics, gameplay, and humorous plot, while criticizing its virtual camera and questioning how accessible its references and jokes would ...
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Konami Computer Entertainment Osaka
, is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has casinos around the world and operates health and physical fitness clubs across Japan. Konami's video game franchises include ''Metal Gear'', ''Silent Hill'', ''Castlevania'', ''Contra (series), Contra'', ''Frogger'', ''Tokimeki Memorial'', ''Parodius'', ''Gradius'', ''List of Yu-Gi-Oh! video games, Yu-Gi-Oh!'', ''Suikoden'', and ''Pro Evolution Soccer''. Additionally Konami owns Bemani, known for ''Dance Dance Revolution'' and ''Beatmania'', as well as the assets of former game developer Hudson Soft, known for ''Bomberman'', ''Adventure Island (video game), Adventure Island'', ''Bonk (series), Bonk'' and ''Star Soldier''. Konami is the nineteenth-largest List of video game companies, game company in the world by revenue. Konami also publishes the ...
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Electronic Gaming Monthly
''Electronic Gaming Monthly'' (often abbreviated to ''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was founded in 1988 as U.S. National Video Game Team's ''Electronic Gaming Monthly'' under Sendai Publications. In 1994, ''EGM'' spun off '' EGM²'', which focused on expanded cheats and tricks (i.e., with maps and guides). It eventually became ''Expert Gamer'' and finally the defunct ''GameNOW''. After 83 issues (up to June 1996), ''EGM'' switched publishers from Sendai Publishing to Ziff Davis. Until January 2009, ''EGM'' only covered gaming on console hardware and software. In 2002, the magazine's subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of '' 1UP.com'' to UGO Networks. The magazine's February 2009 issue was already completed, but was not pu ...
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Kerchief
A kerchief (from the Old French ''couvrechief'', "cover head"), also known as a bandana, bandanna, or "Wild Rag" (in cowboy culture), is a triangular or square piece of cloth tied around the head, face or neck for protective or decorative purposes. The popularity of ''head kerchiefs'' may vary by culture or religion, often being used as a Christian headcovering by women of the Anabaptist, Eastern Orthodox, and Plymouth Brethren denominations, as well as by some Orthodox Jewish and Muslim women. The ''neckerchief'' and ''handkerchief'' are related items. Types Bandana A bandana or bandanna (from Sanskrit बन्धन or bandhana, "a bond") is a type of large, usually colourful kerchief, originating from the Indian subcontinent, often worn on the head or around the neck of a person. It is considered to be a hat by some. Bandanas are frequently printed in a paisley pattern and are most often used to hold hair back, either as a fashionable head accessory, or for practical purpo ...
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Ninja
A or was a covert agent or mercenary in feudal Japan. The functions of a ninja included reconnaissance In military operations, reconnaissance or scouting is the exploration of an area by military forces to obtain information about enemy forces, terrain, and other activities. Examples of reconnaissance include patrolling by troops (skirmisher ..., espionage, Infiltration tactics, infiltration, Military deception, deception, ambush, bodyguarding and their fighting skills in martial arts, including ninjutsu.Kawakami, pp. 21–22 Their covert methods of waging irregular warfare were deemed dishonorable and beneath the honor of the samurai. Though ''shinobi'' proper, as specially trained spies and mercenaries, appeared in the 15th century during the Sengoku period, antecedents may have existed as early as the 12th century. In the unrest of the Sengoku period, mercenaries and spies for hire became active in Iga Province and the adjacent area around the village of Kōka, Shi ...
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Kiseru
A is a Japanese smoking pipe (tobacco), smoking pipe, traditionally used for smoking ''kizami'', a finely shredded tobacco product resembling hair. History The word ''kiseru'' is said to have originated from the Cambodian word ''khsier'' around the 16th century, while it is also said that the word originated from the Portuguese ''que sorver'' ("which is drawn"). It is believed that pipe smoking was introduced to Japanese high society, such as the samurai, the Buddhist priest classes and rich merchants. Tobacco has been known in Japan since the 1570s at the earliest. By the early 17th century, ''kiseru'' had become popular enough to even be mentioned in some Buddhist textbooks for children. The ''kiseru'' evolved along with the equipment and use of incense associated with the Japanese incense ceremony, ''kōdō'': *The ''kō-bon'', an incense tray, became the ''tabako-bon'', a tobacco tray. *The ''kōro'', an incense burner, became the ''hi-ire'', a tobacco embers pot. *The in ...
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Protagonist
A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a story contains a subplot, or is a narrative made up of several stories, then each subplot may have its own protagonist. The protagonist is the character whose fate is most closely followed by the reader or audience, and who is opposed by the antagonist. The antagonist provides obstacles and complications and creates conflicts that test the protagonist, revealing the strengths and weaknesses of the protagonist's character, and having the protagonist develop as a result. Etymology The term ''protagonist'' comes , combined of (, 'first') and (, 'actor, competitor'), which stems from (, 'contest') via (, 'I contend for a prize'). Ancient Greece The earliest known examples of a protagonist are found in Ancient Greece. At first, dramatic pe ...
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Boss (video Gaming)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses again ...
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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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Minigame
A minigame (also spelled mini game and mini-game, sometimes called a subgame or microgame) is a short game often contained within another video game. A minigame contains different gameplay elements, and is often smaller or more simplistic, than the game in which it is contained. Some video games consist entirely of minigames which tie into an overall theme, such '' Olympic Decathlon'' from 1980. Minigames are also used to represent a specific experience, such as hacking or lock picking or scanning an area, that ties into a larger game. Minigame compilations Some games, such as the ''WarioWare'' series (which are called microgames in the series), Universal Research Laboratories's '' Video Action'', some Cinemaware titles like ''Defender of the Crown'', David Whittaker's ''Lazy Jones'' or the smartphone satire ''Phone Story'' are made up of many minigames strung together into one video game. Some similar games, such as Nintendo's ''Mario Party'' series, are considered party gam ...
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Gossip
Gossip is idle talk or rumour, especially about the personal or private affairs of others; the act is also known as dishing or tattling. Gossip is a topic of research in evolutionary psychology, which has found gossip to be an important means for people to monitor cooperative reputations and so maintain widespread indirect reciprocity. Indirect reciprocity is a social interaction in which one actor helps another and is then benefited by a third party. Gossip has also been identified by Robin Dunbar, an evolutionary biologist, as aiding social bonding in large groups. Etymology The word is from Old English ''godsibb'', from ''god'' and ''sibb'', the term for the godparents of one's child or the parents of one's godchild, generally very close friends. In the 16th century, the word assumed the meaning of a person, mostly a woman, one who delights in idle talk, a newsmonger, a tattler. In the early 19th century, the term was extended from the talker to the conversation of such pe ...
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Plot Device
A plot device or plot mechanism is any narrative technique, technique in a narrative used to move the Plot (narrative), plot forward. A clichéd plot device may annoy the reader and a contrived or arbitrary device may confuse the reader, causing a loss of the suspension of disbelief. However, a well-crafted plot device, or one that emerges naturally from the setting or characters of the story, may be entirely accepted, or may even be unnoticed by the audience. Stories using plot devices Many stories, especially in the fantasy genre, feature an object or objects with some great magical power, such as a crown, sword, or jewel. Often what drives the plot is the hero's need to find the object and use it for good, before the villain can use it for evil, or if the object has been broken by the villains, to retrieve each piece that must be gathered from each antagonist to restore it, or, if the object itself is evil, to destroy it. In some cases destroying the object will lead to the ...
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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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