Oracle Of Seasons And Oracle Of Ages
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Oracle Of Seasons And Oracle Of Ages
''The Legend of Zelda: Oracle of Seasons'' and ''The Legend of Zelda: Oracle of Ages'' are two action-adventure games in ''The Legend of Zelda'' series, developed by Flagship (a subsidiary of Capcom). They were released in 2001 for Nintendo's Game Boy Color handheld console and re-released on the Virtual Console for the Nintendo 3DS in 2013. The games make up the seventh and eighth installment in the ''Zelda'' series. The player controls the protagonist Link from an overhead perspective. In ''Seasons'', the Triforce transports Link to the land of Holodrum, where he sees Onox kidnap Din, the Oracle of Seasons. In ''Ages'', the Triforce transports Link to Labrynna, where Veran possesses Nayru. The main plot is revealed once the player finishes both games. Link is armed with a sword and shield as well as a variety of secondary weapons and items for battling enemies and solving puzzles. The central items are the Rod of Seasons, which controls the seasons in Holodrum, and the Harp ...
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Flagship (company)
was an independent Japanese video game developer funded by Capcom, Nintendo, and Sega located in Chūō-ku, Osaka Japan that was founded by game designer Yoshiki Okamoto. Flagship has often created scenarios for new and existing products, and has developed for Nintendo several times on the Game Boy Color and Game Boy Advance. Their last video game was '' Kirby: Squeak Squad'' for the Nintendo DS. History Flagship was founded by Yoshiki Okamoto on April 24, 1997. Funds and personnel for the startup were provided by Capcom, Sega, and Nintendo. The developer's first project was a series of episodic, Sega Saturn-exclusive RPGs, but it was never released. In May 2007, Capcom announced Flagship would cease to exist from June 1, 2007, and their employees merged into Capcom's main studio. Quoting GameSpot's news on the dissolution of Flagship Studios "According to a Capcom spokesperson, while the Flagship name is getting the axe, its employees won't be. Noting that the only thing to cha ...
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Nayru
is a high-fantasy video game series created by Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments have been outsourced to Capcom, Vanpool and Grezzo. The series' gameplay incorporates elements of action, adventure and puzzle-solving games. The series centers on Link, the playable character and protagonist. Link is often given the task of rescuing Princess Zelda and the kingdom of Hyrule from Ganon, who is the series' principal antagonist; however, other settings and antagonists have appeared in several games. The plots commonly involve a relic known as the Triforce, a set of three omnipotent golden triangles. Since the original ''The Legend of Zelda'''s release in 1986, the series has expanded to include 19 entries on all of Nintendo's major game consoles, as well as a number of spin-offs. An American animated TV series based on the games aired in 1989. Individual manga ad ...
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Game Link Cable
The Nintendo Game Link Cable is an accessory for the Game Boy line of handheld video game systems, allowing players to connect Game Boys of all types for multiplayer gaming. Depending on the games, a Game Link Cable can be used to link two games of the same title, like ''Tetris'', or two compatible games like ''Pokémon Red'' and ''Blue''. Games can be linked for head-to-head competition, cooperative play, trading items, unlocking hidden features, etc. First generation The first generation Game Link Cable (model DMG-04) was released alongside the original Game Boy and has "large" connectors on both ends. It can only be used to link two original Game Boy consoles to play Game Link-compatible games, usually denoted by a "Game Link" logo (often read as "Game Boy Video Link") on the packaging and cartridge. A select few Game Boy games, such as F-1 Race, supported multiplayer modes for up to four players, although this requires the use of up to three additional Game Link cables ...
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Password (video Games)
In many video games of the 1980s and 1990s, passwords are used to select a starting level, or to restore the game to a particular state visited in a previous playthrough. Such passwords are given to the player when a level is beaten, or when all continues are used. Overlapping in many ways with cheat codes, passwords are distinguished from codes in that they are revealed to the player outright rather than hidden within the game code, and using them is generally not considered cheating. They are rarely used today, having been largely supplanted by saved games. Rationale and history Passwords were used when storage was either impossible or expensive. On early ROM cartridges, games could not be saved without an additional memory card being integrated into the game, significantly increasing (often doubling) the manufacturing cost. By using passwords, nothing needed to be written on the cartridge, as the password itself contained all the information needed to continue the game, and t ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in ...
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Quest (gaming)
A quest, or mission, is a task in video games that a player-controlled character, party, or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games. Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in the character's experience in order to learn new skills and abilities, or any combination of the above. Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have. Many types of quests are referred to as " ...
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Dwarf (mythology)
A dwarf () is a type of supernatural being in Germanic folklore, including mythology. Accounts of dwarfs vary significantly throughout history however they are commonly, but not exclusively, presented as living in mountains or stones and being skilled craftsmen. In early literary sources, only males are explicitly referred to as dwarfs, although they are described as having sisters and daughters, while both male and female dwarfs feature in later saga literature and folklore. Dwarfs are sometimes described as short, however, scholars have noted that this is neither explicit nor of relevance to their roles in the earliest sources. Dwarfs continue to feature in modern popular culture such as in the works of J.R.R. Tolkien and Terry Pratchett, where they are often, but not exclusively, presented as distinct from elves. Etymology The modern English noun ''dwarf'' descends from ang, dweorg. It has a variety of cognates in other Germanic languages, including non, dvergr and goh, tw ...
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Overworld
An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some platformers and strategy games. Description Overworlds generally feature a top-down view or a third-person perspective of the fictional world within the game. It often contains varied terrain (including caves, mountains, forests, and bodies of water) and a collection of towns and other locations (most commonly dungeons or levels). When the party enters one of these locations the world map display may remain on the screen, be replaced by the local geography, or be hidden until the party exits the location. In many games, the player is able to travel on the world map; in other games, the player uses the world map to select their next location. Typically, a dungeon houses a host of enemies, while a town usually is ...
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Overhead Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less proc ...
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Game Boy
The is an 8-bit fourth generation handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same team that developed the Game & Watch series of handheld electronic games and several Nintendo Entertainment System (NES) games: Satoru Okada, Gunpei Yokoi, and Nintendo Research & Development 1. It is Nintendo's second handheld game console and combines features from both the Game & Watch handheld and NES home system. The console features a dot-matrix screen with adjustable contrast dial, five game control buttons (a directional pad, two game buttons, and "START" and "SELECT"), a single speaker with adjustable volume dial and, like its rivals, uses cartridges as physical media for games. The color scheme is made from two tones of grey with accents of black, blue, and dark magenta. All the corners of the portrait-oriented rectangular un ...
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Link's Awakening
''The Legend of Zelda: Link's Awakening'' is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in '' The Legend of Zelda'' series for a handheld game console. ''Link's Awakening'' is one of the few ''Zelda'' games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island. Development began as an effort to port the Super Nintendo Entertainment System game '' The Legend of Zelda: A Link to the Past'' to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story ...
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