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Red Alarm
is a 1995 shoot 'em up video game developed by T&E Soft and published by Nintendo. Released as a Virtual Boy launch game, it requires the player to pilot a space fighter and defeat the army of a malevolent artificial intelligence called "KAOS". The game takes inspiration from the 1993 title ''Star Fox'', and it is one of the few third-party titles for the Virtual Boy. Unlike most of the console's games, ''Red Alarm'' features three-dimensional (3D) polygonal graphics. However, hardware constraints limited the visuals to bare wire-frame models, similar to those of the 1980 arcade game '' Battlezone''. Reviewers characterized ''Red Alarm''s graphics as confusing, but certain publications praised it as one of the most enjoyable Virtual Boy titles. Gameplay and plot ''Red Alarm'' is a shoot 'em up that takes place in a three-dimensional (3D) graphical environment. As a Virtual Boy game, it features a red-and-black color palette and stereoscopic 3D visuals, the depth of which m ...
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T&E Soft
was a Japanese-based video game developer founded in 1982. Although they have made games with a wide variety of genres, they are primarily known in the U.S. for their golf and puzzle video games. The original company exists today under the name of Daikokuya Global Holding Co., Ltd but is not currently engaged in game development. A company named Deep Co., Ltd. acquired T & E Soft 's trademark rights on April 22, 2005, to continue game development which would go on until January 2013. History Founded in 1982, T & E Soft Co., Ltd was initially named after the founder's older brother Toshiro Yokoyama and his younger brother Eiji Yokoyama, but later changed the abbreviation to "Tri & Exciting" and eventually "Technology & Entertainment". T & E Soft started activities by selling games for NEC's PC-6001 series. Beginning in 1983, it developed games for multiple models other than the PC-6001. In December 1983, T & E Soft published its own magazine to promote its products and by Jan ...
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Stereoscopic Depth Rendition
Stereoscopic depth rendition specifies how the depth of a three-dimensional object is encoded in a stereoscopic reconstruction. It needs attention to ensure a realistic depiction of the three-dimensionality of viewed scenes and is a specific instance of the more general task of 3D rendering of objects in two-dimensional displays. Depth in stereograms A stereogram consists of a pair of two-dimensional frames, one for each eye. Common to both are the widths and heights of objects; their depth is encoded in the differences between right and left eye views. The geometric relationship between an object's third dimension and these position differences is presented below and depends on the location of the stereo-camera lenses and the observer's eyes. Other factors, however, contribute to the depth seen in a stereoscopic view and whether it corresponds to that in the actual object; the act of viewing a stereoscopic display often alters observers' three-dimensional perception. Stereoscopi ...
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Rail Shooter
Shoot 'em ups (also known as shmups or STGs ) are a Video game genre, sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game ''Spacewar!'' (1962). The shoot 'em up genre was established by the hit arcade game ''Space Invaders'', which popularised and set the general template for the genre in 1978, and spawned many clones. The genre was then further developed by arcade hits such as ''Asteroids (video game), Asteroids'' and ''Galaxian'' in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shoo ...
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Golf
Golf is a club-and-ball sport in which players use various clubs to hit balls into a series of holes on a course in as few strokes as possible. Golf, unlike most ball games, cannot and does not use a standardized playing area, and coping with the varied terrains encountered on different courses is a key part of the game. Courses typically have either 18 or 9 ''holes'', regions of terrain that each contain a ''cup'', the hole that receives the ball. Each hole on a course contains a teeing ground to start from, and a putting green containing the cup. There are several standard forms of terrain between the tee and the green, such as the fairway, rough (tall grass), and various ''hazards'' such as water, rocks, or sand-filled ''bunkers''. Each hole on a course is unique in its specific layout. Golf is played for the lowest number of strokes by an individual, known as stroke play, or the lowest score on the most individual holes in a complete round by an individual or team, ...
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Gunpei Yokoi
, sometimes transliterated Gumpei Yokoi, was a Japanese video game designer. He was a long-time Nintendo employee, best known as creator of the Game & Watch handheld system, inventor of the cross-shaped Control Pad, the original designer of the Game Boy, and producer of a few long-running and critically acclaimed video game franchises such as ''Metroid'' and '' Kid Icarus''. Career Yokoi graduated from Doshisha University with a degree in electronics. He was first hired by Nintendo in 1965 to maintain the assembly-line machines used to manufacture its hanafuda cards. In 1966, Hiroshi Yamauchi, president of Nintendo at the time, came to a hanafuda factory where Yokoi was working and took notice of a toy, an extending arm that Yokoi made for his own amusement during spare time while doing maintenance. Yamauchi ordered Yokoi to develop it as a proper product for the Christmas rush. The Ultra Hand was a huge success, and Yokoi was asked to work on other Nintendo toys, including ...
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Next Generation (magazine)
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's '' Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and ''Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known as ...
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Instant Replay
Instant replay or action replay is a video reproduction of something that recently occurred which was both shot and broadcast live. The video, having already been shown live, is replayed in order for viewers to see again and analyze what had just taken place. Some sports allow officiating calls to be overturned after the review of a play. Instant replay is most commonly used in sports, but is also used in other fields of live TV. While the first near-instant replay system was developed and used in Canada, the first ''instant'' replay was developed and deployed in the United States. Outside of live action sports, instant replay is used to cover large pageants or processions involving major dignitaries (e.g. monarchs, religious leaders such as the Catholic Pope, revolutionary leaders with mass appeal), political debate, legal proceedings (e.g. O.J. Simpson murder case), royal weddings, red carpet events at major award ceremonies (e.g. the Oscars), grandiose opening ceremoni ...
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First Person (video Games)
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay. Many other genres incorporate first-person perspectives, including other types of shooter games (such as light gun shooters, rail shooters and shooting gallery games), adventure games (including visual novels), amateur flight simulations (including combat flight simulators), racing games (including driving simulators), role-playing video games, and vehicle simulations (including sailing simulators and vehicular combat games). Game mechanics Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typical ...
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Virtual Camera System
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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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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Boss (video Gaming)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses again ...
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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 mult ...
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