Perfect Dark (Game Boy Color Video Game)
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Perfect Dark (Game Boy Color Video Game)
''Perfect Dark'' is a 2000 action game developed and published by Rare for the Game Boy Color. As a direct prequel to its Nintendo 64 counterpart, the game follows agent Joanna Dark as she completes her training at the Carrington Institute research centre and uncovers information against rival corporation dataDyne. The gameplay revolves around shooting opponents and completing objectives such as rescuing hostages or recovering items. The game also includes a multiplayer mode where two players may compete against each other in several deathmatch modes. ''Perfect Dark'' was developed simultaneously with the Game Boy Color version of ''Donkey Kong Country''. It supports the Game Boy Printer, Game Link Cable, and Transfer Pak accessories, and includes a built-in rumble functionality into the game cartridge. The Transfer Pak allows players to alternatively unlock cheat modes in the Nintendo 64 game. The game received generally mixed reviews from critics, who criticised its difficult ...
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Rare (company)
Rare Limited is a British video game developer and a studio of Xbox Game Studios based in Twycross. Rare's games span the platform, first-person shooter, action-adventure, fighting, and racing genres. Its most popular games include the ''Battletoads'', ''Donkey Kong'', and '' Banjo-Kazooie'' series, as well as games like '' GoldenEye 007'' (1997), ''Perfect Dark'' (2000), ''Conker's Bad Fur Day'' (2001), ''Viva Piñata'' (2006), and ''Sea of Thieves'' (2018). Tim and Chris Stamper, who also founded Ultimate Play the Game, established Rare in 1985. During its early years, Rare was backed by an unlimited budget from Nintendo, primarily concentrated on Nintendo Entertainment System (NES) games. During this time, Rare created successful games such as ''Wizards & Warriors'' (1987), '' R.C. Pro-Am'' (1988), and ''Battletoads'' (1991). Rare became a prominent second-party developer for Nintendo, which came to own a large minority stake of the company, with the release of ''Donkey ...
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Perfect Dark Gbc Gameplay
Perfect commonly refers to: * Perfection, completeness, excellence * Perfect (grammar), a grammatical category in some languages Perfect may also refer to: Film * ''Perfect'' (1985 film), a romantic drama * ''Perfect'' (2018 film), a science fiction thriller Literature * ''Perfect'' (Friend novel), a 2004 novel by Natasha Friend * ''Perfect'' (Hopkins novel), a young adult novel by Ellen Hopkins * ''Perfect'' (Joyce novel), a 2013 novel by Rachel Joyce * ''Perfect'' (Shepard novel), a Pretty Little Liars novel by Sara Shepard * ''Perfect'', a young adult science fiction novel by Dyan Sheldon Music * Perfect interval, in music theory * Perfect Records, a record label Artists * Perfect (musician) (born 1980), reggae singer * Perfect (Polish band) * Perfect (American band), an American alternative rock group Albums * ''Perfect'' (Intwine album) (2004) * ''Perfect'' (Half Japanese album) (2016) * ''perfecT'', an album by Sam Shaber * ''Perfect'', an album by True Fait ...
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ROM Cartridge
A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments. Read-Only Memory, ROM cartridges allow users to rapidly load and access programs and data alongside a floppy drive in a home computer; in a video game console, the cartridges are standalone. At the time around their release, ROM cartridges provided security against Software copyunauthorised copying of software. However, the manufacturing of ROM cartridges was more expensive than floppy disks, and the storage capacity was smaller. ROM cartridges and slots were also used for various hardware accessories and enhancements. The widespread usage of the ROM cartridge in video gaming applications has led it to be often colloquially called a game cartridge. History ROM cartridges were popularized by early home computer ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Full Motion Video
Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information during cutscenes, games that are primarily presented through FMVs are referred to as full-motion video games or interactive movies. The early 1980s saw almost exclusive use of the LaserDisc for FMV games. Many arcade games used the technology but it was ultimately considered to be a fad and fell out of use. In the early 1990s FMV games had a resurgence of interest, the proliferation of optical discs gave rise to a slew of original FMV-based computer games such as ''Night Trap'' (1992), ''The 7th Guest'' (1993), ''Voyeur'' (1993), ''Phantasmagoria '' (1995), and '' Daryl F. Gates' Police Quest: SWAT'' (1995). The introduction of CD-based consoles like  3DO,  CD-i, and Sega CD brought the concept of interactive FMV gameplay. Comp ...
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Sampling (signal Processing)
In signal processing, sampling is the reduction of a continuous-time signal to a discrete-time signal. A common example is the conversion of a sound wave to a sequence of "samples". A sample is a value of the signal at a point in time and/or space; this definition differs from the usage in statistics, which refers to a set of such values. A sampler is a subsystem or operation that extracts samples from a continuous signal. A theoretical ideal sampler produces samples equivalent to the instantaneous value of the continuous signal at the desired points. The original signal can be reconstructed from a sequence of samples, up to the Nyquist limit, by passing the sequence of samples through a type of low-pass filter called a reconstruction filter. Theory Functions of space, time, or any other dimension can be sampled, and similarly in two or more dimensions. For functions that vary with time, let ''S''(''t'') be a continuous function (or "signal") to be sampled, and let samp ...
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8-bit
In computer architecture, 8-bit Integer (computer science), integers or other Data (computing), data units are those that are 8 bits wide (1 octet (computing), octet). Also, 8-bit central processing unit (CPU) and arithmetic logic unit (ALU) architectures are those that are based on processor register, registers or Bus (computing), data buses of that size. Memory addresses (and thus address buses) for 8-bit CPUs are generally larger than 8-bit, usually 16-bit. 8-bit microcomputers are microcomputers that use 8-bit microprocessors. The term '8-bit' is also applied to the character sets that could be used on computers with 8-bit bytes, the best known being various forms of extended ASCII, including the ISO/IEC 8859 series of national character sets especially ISO/IEC 8859-1, Latin 1 for English and Western European languages. The IBM System/360 introduced byte-addressable memory with 8-bit bytes, as opposed to bit-addressable or decimal digit-addressable or word-addressable memory ...
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Mickey's Racing Adventure
''Mickey's Racing Adventure'' is a racing video game developed by Rare and published by Nintendo for the Game Boy Color in 1999. It was followed by ''Mickey's Speedway USA'' in 2001. Gameplay ''Mickey's Racing Adventure'' is a single-player racing game with adventure elements. It is played from an isometric perspective and races consist of land or water tracks. Development and release ''Mickey's Racing Adventure'' was developed by Rare over the course of approximately six months. It is the company's second Game Boy Color game and its extra mini-games are based on classics such as '' Loco-Motion''. It supports the Game Boy Color's infrared port to transmit data between machines. The game was released in November 1999. Reception ''Mickey's Racing Adventure'' received positive reviews from critics. ''IGN'' reviewer Craig Harris felt that it was Rare's "first real quality Game Boy Color-exclusive title" after their "atrocious" ''Conker's Pocket Tales'', while ''GameSpot'' praised ...
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Conker's Pocket Tales
''Conker's Pocket Tales'' is a 1999 action-adventure video game developed and published by Rare for the Game Boy Color. It is the first game in the '' Conker'' series and follows the story of Conker the Squirrel as he retrieves his stolen birthday presents and rescues his girlfriend Berri, who has been kidnapped by the Evil Acorn. The cartridge is dual-format, allowing it to also run on the original Game Boy with some gameplay differences. Gameplay ''Conker's Pocket Tales'' follows the story of Conker the Squirrel as he retrieves his birthday presents and rescues his girlfriend Berri after they were stolen and she was kidnaped by the Evil Acorn. The game is played from a top-down perspective, with Conker exploring large environments in an attempt to find all his stolen presents. By collecting a certain number of presents in each area and defeating a boss, players unlock access to the next one. In addition to standard running and jumping, Conker can perform a mid-air ground-poundi ...
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South America
South America is a continent entirely in the Western Hemisphere and mostly in the Southern Hemisphere, with a relatively small portion in the Northern Hemisphere at the northern tip of the continent. It can also be described as the southern subregion of a single continent called America. South America is bordered on the west by the Pacific Ocean and on the north and east by the Atlantic Ocean; North America and the Caribbean Sea lie to the northwest. The continent generally includes twelve sovereign states: Argentina, Bolivia, Brazil, Chile, Colombia, Ecuador, Guyana, Paraguay, Peru, Suriname, Uruguay, and Venezuela; two dependent territories: the Falkland Islands and South Georgia and the South Sandwich Islands; and one internal territory: French Guiana. In addition, the ABC islands of the Kingdom of the Netherlands, Ascension Island (dependency of Saint Helena, Ascension and Tristan da Cunha, a British Overseas Territory), Bouvet Island ( dependency of Norway), Pa ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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