Robot Arena 2
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Robot Arena 2
''Robot Arena 2: Design and Destroy'' is a robot combat action video game developed by Gabriel Entertainment and published by Infogrames. It is the sequel to ''Robot Arena'', in the Robot Arena videogame series. Compared to its predecessor, it has many new features, such as the Havok physics engine and fully 3-D environments. The player has the ability to completely design their own robot, including chassis design, weapon placement, mechanics and paint. Weapons are nearly completely customizable, including weapons that mount on various attachments, such as poles, disks, and tribars. Although not well received from a marketing standpoint, this game has a dedicated fanbase and a community. , that is still active today. Gameplay ''Robot Arena 2: Design and Destroy'' is an Action game. The player controls a radio-controlled robot which battles it out with other robots in order to win. Ways to win a battle include destroying the opponent's control board, immobilizing the opponent (su ...
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Gabriel Entertainment
Gabriel Entertainment (part of Gabriel Group) is a video game developer based in Indianapolis, Indiana, USA, and was founded in 1999 as ''Gabriel Interactive'' by Michael Root (president). Greg Phillips is vice president. In addition to developing commercial business simulation games, the company has also developed educational games for the Children's Museum of Indianapolis. Games *''Through The Starburst Window'' → 2000 *''Robot Arena'' → 2001 *''Dr. Rottenbones & The Factory of Flab'' → 2001 *''X-Ray Imaging'' → 2002 *'' Robot Arena 2: Design and Destroy'' → 2003 *'' Construction-Destruction'' → 2003 *'' John Deere: American Farmer'' → 2004 *''Super Stunt Spectacular'' → 2005 *'' Caterpillar Construction Tycoon'' → 2005 *''John Deere: Busy Days in Deerfield Valley'' → 2005 *''John Deere: Welcome to Merriweather Farm'' → 2005 *''John Deere: North American Farmer'' → 2005 *''John Deere: American Builder Deluxe'' → 2006 *''John Deere: American Farmer Del ...
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GameSpy
GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the GameSpy brand to other video game publishers through a newly established company, GameSpy Industries, which also incorporated his Planet Network of video game news and information websites, and GameSpy.com. GameSpy merged with IGN in 2004; by 2014, its services had been used by over 800 video game publishers and developers since its launch. In August 2012, the GameSpy Industries division (which remained responsible for the GameSpy service) was acquired by mobile video game developer Glu Mobile. IGN (then owned by News Corporation) retained ownership of the GameSpy.com website. In February 2013, IGN's new owner, Ziff Davis, shut down IGN's "secondary" sites, including GameSpy's network. This was followed by the announcement in April 2014 that G ...
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Infogrames Games
Atari SA (formerly Infogrames Entertainment SA) is a French video game holding company headquartered in Paris. Its subsidiaries include Atari Interactive and Atari, Inc. It is the current owner of the Atari brand through Atari Interactive. Because of continuing pressures upon the company and difficulty finding investors, it sought bankruptcy protection under French law in January 2013; its subsidiaries in the United States have sought Chapter 11 bankruptcy protection as well. All three subsidiaries have since exited bankruptcy. History Early history (1983–1996) The founders wanted to christen the company ''Zboub Système'' (which can be approximately translated to ''Dick System'' in English), but were dissuaded by their legal counsel.
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Video Games Using Havok
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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Video Games Developed In The United States
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 pract ...
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Robot Combat Video Games
A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be constructed to evoke human form, but most robots are task-performing machines, designed with an emphasis on stark functionality, rather than expressive aesthetics. Robots can be autonomous or semi-autonomous and range from humanoids such as Honda's ''Advanced Step in Innovative Mobility'' ( ASIMO) and TOSY's ''TOSY Ping Pong Playing Robot'' (TOPIO) to industrial robots, medical operating robots, patient assist robots, dog therapy robots, collectively programmed ''swarm'' robots, UAV drones such as General Atomics MQ-1 Predator, and even microscopic nano robots. By mimicking a lifelike appearance or automating movements, a robot may convey a sense of intelligence or thought of its own. Autonomous things are expected to proliferate in th ...
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