Popeye 2
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Popeye 2
is a 1991 2D platform game based on Popeye comic strip created by E.C. Segar, developed by Copya System and published by Sigma Enterprises for the Game Boy handheld. It was later published in North America (1993) and Europe (1994) by Activision. It is a sequel to ''Popeye'', released exclusively in Japan in 1990. Reception ''Popeye 2'' received average reviews with a score of 59% from Gamerankings and 2.95/5 from ''Nintendo Power ''Nintendo Power'' was a video game news and strategy magazine from Nintendo of America, first published in July/August 1988 as Nintendo's official print magazine for North America. The magazine's publication was initially done monthly by Ninten ...''. References External links ''Popeye 2''at GB no Game Seiha Shimasho at tamahobby.com {{Popeye 1991 video games Activision games Copya Systems games Game Boy-only games Platform games Video games based on Popeye Sigma games Side-scrolling video games Video games scored by Akihiko ...
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Nintendo Power
''Nintendo Power'' was a video game news and strategy magazine from Nintendo of America, first published in July/August 1988 as Nintendo's official print magazine for North America. The magazine's publication was initially done monthly by Nintendo of America, then independently, and in December 2007 contracted to Future US, the American subsidiary of British publisher Future. Its 24–year production run is one of the longest of all video game magazines in the United States and Canada. On August 21, 2012, Nintendo announced that it would not be renewing its licensing agreement with Future Publishing, and that ''Nintendo Power'' would cease publication in December. The final issue, volume 285, was released on December 11, 2012. On December 20, 2017, ''Nintendo Power'' officially returned as a podcast. History ''Nintendo Fun Club News'' preceded ''Nintendo Power'' as a newsletter sent to club members for free. In mid-1988 it was discontinued after seven issues in favor of ''N ...
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Video Game Sequels
A sequel is a work of literature, film, theatre, television, music or video game that continuity (fiction), continues the story of, or expanded universe, expands upon, some earlier work. In the common context of a narrative work of fiction, a sequel portrays events set in the same fictional universe as an earlier work, usually chronologically following the events of that work. In many cases, the sequel continues elements of the original story, often with the same characters and settings. A sequel can lead to a film series, series, in which key elements appear repeatedly. Although the difference between more than one sequel and a series is somewhat arbitrary, it is clear that some media franchises have enough sequels to become a series, whether originally planned as such or not. Sequels are attractive to creators and to publishers because there is less risk involved in returning to a story with known popularity rather than developing new and untested characters and settings. Au ...
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Video Games Developed In Japan
Video games are a major industry in Japan. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. The space is known for the catalogs of several major publishers, all of whom have competed in the video game console and video arcade markets at various points. Released in 1965, ''Periscope'' was a major arcade hit in Japan, preceding several decades of success in the arcade industry there. Nintendo, a former hanafuda playing card vendor, rose to prominence during the 1980s with the release of the home video game console called the Famicom or "Family Computer", which became a major hit as the Nintendo Entertainment System or "NES" internationally. Sony, already one of the world's largest electronics manu ...
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Video Games Scored By Akihiko Mori
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practica ...
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Side-scrolling Video Games
'' A side-scrolling video game (alternatively side-scroller), is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.IGN Presents the History of SEGA: Coming Home
Hardware support of smooth scrolling backgrounds is built into many games and some game consoles and home computers, including
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Sigma Games
Sigma (; uppercase Σ, lowercase σ, lowercase in word-final position ς; grc-gre, σίγμα) is the eighteenth letter of the Greek alphabet. In the system of Greek numerals, it has a value of 200. In general mathematics, uppercase Σ is used as an operator for summation. When used at the end of a letter-case word (one that does not use all caps), the final form (ς) is used. In ' (Odysseus), for example, the two lowercase sigmas (σ) in the center of the name are distinct from the word-final sigma (ς) at the end. The Latin letter S derives from sigma while the Cyrillic letter Es derives from a lunate form of this letter. History The shape (Σς) and alphabetic position of sigma is derived from the Phoenician letter ( ''shin''). Sigma's original name may have been ''san'', but due to the complicated early history of the Greek epichoric alphabets, ''san'' came to be identified as a separate letter in the Greek alphabet, represented as Ϻ. Herodotus reports that "san" wa ...
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