Osu! Tatakae! Ouendan
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Osu! Tatakae! Ouendan
or ''Ouendan'', is a rhythm video game developed by iNiS and published by Nintendo for the Nintendo DS handheld game console in 2005, for release only in Japan. ''Ouendan'' stars a cheer squad rhythmically cheering for various troubled people, presented in-game in the style of a manga comic. In each stage, players use the DS touchscreen to tap specifically marked spots that appear in rhythm to various Japanese pop songs, scoring points for accurate timing and avoiding a poor performance which can cause the stage to end prematurely. Though never released in Western markets, it was a popular import to these regions, leading to the development of the Westernized spiritual sequel ''Elite Beat Agents'', as well as a direct Japanese sequel ''Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2''. Gameplay Each level of ''Ouendan'' features a plot line accompanied by a specific song. A character (or characters) facing a problem will cry when their conflict reaches a climax. This ...
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INiS Corporation
(formerly known as ) is a Japanese video game developer that specializes in rhythm games. It was co-founded by Keiichi Yano on February 3, 1997 as iNiS Ltd.. The company's former name iNiS is an acronym and it stands for "infinite Noise of the inner Soul." In 2000, the company changed name to iNiS Corporation. In 2016, iNiS changed its name to LIONA Interactive. Subsidiaries * SONICA Co., Ltd.: Established in 2001, it is a provider of sound solutions. Titles developed CD/DVD-ROM Video Games Web design Prototype titles Engines * ''FUEL'' audio library (for ACID) * ''nFactor2'' (next-generation rendering engine - Wii, Xbox 360, PC only) * ''MixJuice'' (interactive music engine) * ''Unreal Engine 3'' * ''Unreal Engine 4'' * ''Unity'' Awards * IGN's Best Nintendo DS The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to hand ...
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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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Linda Yamamoto
, Chinese: 山本稲; pinyin: ''shan bendao'') is a Japanese singer and model whose latest hit song was in 1973. Biography Yamamoto was born March 4, 1951 in Kitakyushu to a Japanese mother and an American father. Her father was a U.S. serviceman who died in the Korean War when she was only two years old. Yamamoto moved to Yokohama as a child. She began modeling when just eleven years old, first becoming known after an appearance in the popular fashion magazine, ''Soen''. She was scouted to become a singer, and in 1966 made her debut single "Komacchauna", which promptly sold over a million copies. Yamamoto continued her modeling career, and as such her modeling career rocketed. A contemporary of Twiggy, she began to be called "the Japanese Twiggy", and the two made some appearances together. About a year after her debut, Yamamoto did a six show tour of the United States, which included stops in New York City and San Francisco. All attempts at a follow-up hit fizzled, however. Sh ...
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J-pop
J-pop ( ja, ジェイポップ, ''jeipoppu''; often stylized as J-POP; an abbreviated form of "Japanese popular music"), natively also known simply as , is the name for a form of popular music that entered the musical mainstream of Japan in the 1990s. Modern J-pop has its roots in traditional music of Japan, and significantly in 1960s pop and rock music. J-pop replaced ''kayōkyoku'' ("Lyric Singing Music", a term for Japanese popular music from the 1920s to the 1980s) in the Japanese music scene. J-rock bands such as Happy End fused the Beatles and Beach Boys-style rock with Japanese music in the 1960s1970s. J-country had popularity during the international popularity of Westerns in the 1960s1970s as well, and it still has appeal due to the work of musicians like Charlie Nagatani and venues including Little Texas, Tokyo. J-rap became mainstream with producer Nujabes and his work on ''Samurai Champloo'', Japanese pop culture is often seen with anime in hip hop. Other trends ...
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Gaku-ran
The Japanese school uniform is modeled in appearance similar to that of the European-style naval uniforms. It was first used in Japan in the late 19th century, replacing the traditional kimono. Today, school uniforms are common in many of the Japanese public and private school systems. The Japanese word for this type of uniform is . History The majority of Japan's junior high and high schools require students to wear uniforms. The Japanese school uniform is not only a symbol of youth but also plays an important role in the country's culture, as they are felt to help instill a sense of discipline and community among youth. There are many types of uniforms that range from standard to unique ones varying in the ensembles used. Japanese school uniforms have been around for 150 years. Originally students just wore standard everyday clothes to school; kimono for female students, with for male students. During the Meiji period, students began to wear uniforms modelled after Weste ...
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Hitomi Yaida
is a Japanese pop/folk rock singer-songwriter and guitarist. She often goes by the nickname Yaiko. Her musical style is often called "heart rock" by her fans. Yaida is an established musical artist in Japan and has also had minor club hits in the United Kingdom. Career 2000 Born in Toyonaka, Osaka, Yaida first became well known when her first single ("Howling" which included the track "How?") was released in 2000 on Aozora Records, an independent label pre-dominantly distributing to the Kansai area of Osaka only, and reportedly sold in excess of 10,000 copies. Widespread airplay on Osaka's local radio stations and word-of-mouth resulted in both Yaida and Aozora Records becoming the focus of a bidding war between the larger record companies for both recording and distribution contracts, the final Japanese distributing rights being sold to Toshiba-EMI with Aozora retaining artist control and independent label status. " B'coz I Love You" was the first single released under con ...
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Gakuran
The Japanese school uniform is modeled in appearance similar to that of the European-style naval uniforms. It was first used in Japan in the late 19th century, replacing the traditional kimono. Today, school uniforms are common in many of the Japanese public and private school systems. The Japanese word for this type of uniform is . History The majority of Japan's junior high and high schools require students to wear uniforms. The Japanese school uniform is not only a symbol of youth but also plays an important role in the country's culture, as they are felt to help instill a sense of discipline and community among youth. There are many types of uniforms that range from standard to unique ones varying in the ensembles used. Japanese school uniforms have been around for 150 years. Originally students just wore standard everyday clothes to school; kimono for female students, with for male students. During the Meiji period, students began to wear uniforms modelled after Weste ...
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Cheerleader Waseda
Cheerleading is an activity in which the participants (called cheerleaders) cheer for their team as a form of encouragement. It can range from chanting slogans to intense physical activity. It can be performed to motivate sports teams, to entertain the audience, or for competition. Cheerleading routines typically range anywhere from one to three minutes, and contain components of tumbling, dance, jumps, cheers, and stunting. Modern cheerleading is very closely associated with American football and basketball. Sports such as association football (soccer), ice hockey, volleyball, baseball, and wrestling will sometimes sponsor cheerleading squads. The ICC Twenty20 Cricket World Cup in South Africa in 2007 was the first international cricket event to have cheerleaders. The Florida Marlins were the first Major League Baseball team to have a cheerleading team. Cheerleading originated as an all-male activity in the United States, and remains predominantly in America, with an esti ...
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Cheerleader
Cheerleading is an activity in which the participants (called cheerleaders) cheer for their team as a form of encouragement. It can range from chanting slogans to intense physical activity. It can be performed to motivate sports teams, to entertain the audience, or for competition. Cheerleading routines typically range anywhere from one to three minutes, and contain components of tumbling, dance, jumps, cheers, and stunting. Modern cheerleading is very closely associated with American football and basketball. Sports such as association football (soccer), ice hockey, volleyball, baseball, and wrestling will sometimes sponsor cheerleading squads. The ICC Twenty20 Cricket World Cup in South Africa in 2007 was the first international cricket event to have cheerleaders. The Florida Marlins were the first Major League Baseball team to have a cheerleading team. Cheerleading originated as an all-male activity in the United States, and remains predominantly in America, with an esti ...
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Game Difficulty
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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High Score
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. Video games In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade games, w ...
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Combo (video Gaming)
In video games, a combo (short for combination) is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from fighting games where it is based upon the concept of a striking combination. It has been since applied more generally to a wide variety of genres, such as puzzle games, shoot 'em ups, and sports games. Combos are commonly used as an essential gameplay element, but can also serve as a high score or attack power modifier, or simply as a way to exhibit a flamboyant playing style. In fighting games, combo specifically indicates a timed sequence of moves which produce a cohesive series of hits, each of which leaves the opponent unable or almost unable to block or otherwise avoid the following hits in the sequence. History John Szczepaniak of ''Hardcore Gaming 101'' considers Data East's DECO Cassette System arcade title ''Flash Boy'' (1981), a scrolling action game based on the manga a ...
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