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Shanghai Kid
''Shanghai Kid'', sometimes titled ''The Shanghai Kid'' and known in Japan as , is a 1985 arcade fighting game developed by Nihon Game (now Culture Brain) and published by Taiyo System. It is the first game in the '' Hiryū no Ken'' series by Culture Brain. Gameplay ''Shanghai Kid'' uses an 8-way joystick and two buttons (one for punching and one for kicking). Set in a tournament competition, players can perform power-punches, kicks, and slams, with martial arts, wrestling and kickboxing represented in the game. The game also makes use of voice sound effects. It contributes to the fighting game genre by introducing the combo system and the ability to perform special moves. When the spiked speech balloon that reads "RUSH!" pops up during battle, the player has a chance to rhythmically perform a series of combos called "rush-attacking", which would later be found in other fighting games such as SNK's the ''Art of Fighting'' and ''The King of Fighters ''The King of Fighters' ...
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Culture Brain
is a Japanese video game developer and publisher founded on October 5, 1980. In 2016, it was renamed Culture Brain Excel. History Culture Brain was founded in 1980 as Nihon Game Corporation. In 1981, a subsidiary to handle the sales operations of the company was established. Its first video games were arcades games, with titles such as ''Shanghai Kid'' and '' Chinese Hero'' that were manufactured under "Taiyo Systems" trademark. In 1987, it transitioned from arcade to console video games and renamed itself "Culture Brain". The company has also alternatively used the brand "Micro Academy" in the mid-1980s. In North America, Culture Brain is mostly known for its six video games for the Nintendo Entertainment System and its three for the Super NES. Two of those games, ''The Magic of Scheherazade'' and '' Flying Warriors'', were strongly redesigned by Culture Brain USA (the company's division in Redmond, Washington) to better appeal North American consumers. Culture Brain was dis ...
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Speech Balloon
Speech balloons (also speech bubbles, dialogue balloons, or word balloons) are a graphic convention used most commonly in comic books, comics, and cartoons to allow words (and much less often, pictures) to be understood as representing a character's speech or thoughts. A formal distinction is often made between the balloon that indicates speech and the one that indicates thoughts; the balloon that conveys thoughts is often referred to as a thought bubble or conversation cloud. History One of the earliest antecedents to the modern speech bubble were the "speech scrolls", wispy lines that connected first-person speech to the mouths of the speakers in Mesoamerican art between 600 and 900 AD. Earlier, paintings, depicting stories in subsequent frames, using descriptive text resembling bubbles-text, were used in murals, one such example witten in Greek, dating to the 2nd century, found in Capitolias, today in Jordan. In Western graphic art, labels that reveal what a pictur ...
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Multiplayer Video Games
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', ''Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's ''Pong''), ear ...
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Hiryu No Ken
''Hiryū'' ( ja, 飛龍), meaning "Flying Dragon" may refer to: * Japanese aircraft carrier ''Hiryū'' * Mitsubishi Ki-67 ''Hiryū'', Japanese Army bomber *Strider Hiryu, a ninja-like video game character * Flying Dragon, a video game series known as ''Hiryu no Ken'' in Japan *Trademark of Yomeishu that is the most traditional Japanese medical liquor. The trademark was given by the ''shōgun'' Ieyasu Tokugawa was the founder and first ''shōgun'' of the Tokugawa Shogunate of Japan, which ruled Japan from 1603 until the Meiji Restoration in 1868. He was one of the three "Great Unifiers" of Japan, along with his former lord Oda Nobunaga and fellow .... See also * Flying Dragon (other) {{disambiguation ...
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Fighting Games
A fighting game, also known as a versus fighting game, is a genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into " combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters. Battles in fighting games usually take place in a fixed-size arena along a two-dimensional plane, to which the characters' movement is restricted. Characters can navigate this plane horizontally by walking or dashing, and vertically by jumping. Some games, such as ''Tekken'', also allow limited movement in 3D space. The first video game to feature fist fighting was '' Heavyweight Champ'' in 1976, but it was ''Karate Champ'' that popularized ...
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Data East Arcade Games
In the pursuit of knowledge, data (; ) is a collection of discrete values that convey information, describing quantity, quality, fact, statistics, other basic units of meaning, or simply sequences of symbols that may be further interpreted. A datum is an individual value in a collection of data. Data is usually organized into structures such as tables that provide additional context and meaning, and which may themselves be used as data in larger structures. Data may be used as variables in a computational process. Data may represent abstract ideas or concrete measurements. Data is commonly used in scientific research, economics, and in virtually every other form of human organizational activity. Examples of data sets include price indices (such as consumer price index), unemployment rates, literacy rates, and census data. In this context, data represents the raw facts and figures which can be used in such a manner in order to capture the useful information out of it. ...
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Culture Brain Games
Culture () is an umbrella term which encompasses the social behavior, institutions, and norms found in human societies, as well as the knowledge, beliefs, arts, laws, customs, capabilities, and habits of the individuals in these groups.Tylor, Edward. (1871). Primitive Culture. Vol 1. New York: J.P. Putnam's Son Culture is often originated from or attributed to a specific region or location. Humans acquire culture through the learning processes of enculturation and socialization, which is shown by the diversity of cultures across societies. A cultural norm codifies acceptable conduct in society; it serves as a guideline for behavior, dress, language, and demeanor in a situation, which serves as a template for expectations in a social group. Accepting only a monoculture in a social group can bear risks, just as a single species can wither in the face of environmental change, for lack of functional responses to the change. Thus in military culture, valor is counted a typica ...
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Arcade Video Games
Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games * Arcade (architecture), a series of adjoining arches * Shopping mall, one or more buildings forming a complex of shops, also sometimes called a shopping arcade Arcade or The Arcade may also refer to: Places Greece *Arcades (Crete), a town and city-state of ancient Crete, Greece Italy * Arcade, Italy, a town and commune in the region of Veneto United States * Arcade Building (Asheville, North Carolina) * Arden-Arcade, California * Arcade, Georgia, a city in Jackson County * Arcade (village), New York * Arcade (town), New York * The Arcade (Oak Bluffs, Massachusetts), a historic site in Oak Bluffs, Massachusetts * The Arcade (Providence, Rhode Island), a historic shopping center * Arcade, Texas Arts and entertainment Books an ...
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1985 Video Games
1985 saw many sequels and prequels in video games, such as ''Super Mario Bros.'' and ''Kung Fu'', along with new titles such as ''Commando'', ''Duck Hunt'', '' Gauntlet'', ''Ghosts 'n Goblins'', ''Gradius'', ''Hang-On'', ''Space Harrier'' and ''The Way of the Exploding Fist''. The year's highest-grossing arcade video games were ''Hang-On'' and ''Karate Champ'' in the United States, and ''Commando'' in the United Kingdom. The year's bestselling home system was the Nintendo Entertainment System (Famicom) for the second year in a row, while the year's bestselling home video game was ''Super Mario Bros.'' Financial performance In the United States, annual home video game sales fell to ( adjusted for inflation) in 1985. Meanwhile, the arcade game industry began recovering in 1985. Highest-grossing arcade games Japan In Japan, the following titles were the top-grossing arcade video games on the bi-weekly '' Game Machine'' charts in 1985. United Kingdom and United States In the Un ...
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