Sonic X-treme
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Sonic X-treme
''Sonic X-treme'' was a platform game developed by Sega Technical Institute from 1994 until its cancellation in 1996. It was planned as the first fully 3D ''Sonic the Hedgehog'' game, taking Sonic into the 3D era of video games, and the first original ''Sonic'' game for the Sega Saturn. The storyline followed Sonic on his journey to stop Dr. Robotnik from stealing six magic rings from Tiara Boobowski and her father. ''X-treme'' featured open levels rotating around a fixed center of gravity and, like previous ''Sonic'' games, featured collectible rings and fast-paced gameplay. ''X-treme'' was conceived as a side-scrolling platform game for the Sega Genesis to succeed ''Sonic & Knuckles'' (1994). Development shifted to the 32X and then the Saturn and Windows, and the game was redesigned as a 3D platform game for the 1996 holiday season. The plan was disrupted by company politics, an unfavorable visit by Japanese Sega executives, and obstacles with the game engines planned fo ...
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Sega Technical Institute
Sega Technical Institute (STI) was an American video game developer owned by Sega. Founded by the Atari veteran Mark Cerny in 1990, STI sought to combine elite Japanese developers, including the Sonic Team programmer Yuji Naka and his team, with new American talent. STI developed games for Sega Genesis, including several ''Sonic the Hedgehog'' games, before it was closed at the end of 1996. After working in Japan for Sega on games for the Master System, Cerny proposed the creation of a development studio in America, which was approved. When Naka quit Sega after the release of ''Sonic the Hedgehog (1991 video game), Sonic the Hedgehog'', Cerny convinced him to join STI. After completing ''Sonic the Hedgehog 2'' in 1992, STI was divided in two due to friction between the Japanese and American developers: the Japanese developed ''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' before leaving in 1994, while the Americans developed games including ''Sonic Spinball''. The failed deve ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in ...
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Imagine Publishing
Imagine Publishing was a UK-based magazine publisher, which published a number of video games, computing, creative and lifestyle magazines. It was founded on 14 May 2005 with private funds by Damian Butt, Steven Boyd and Mark Kendrick, all were former directors of Paragon Publishing, and launched with a core set of six gaming and creative computing titles in the first 6 months of trading. It was taken over by Future plc on 21 October 2016. In October 2005, it had acquired the only retro games magazine Retro Gamer, after its original publisher, Live Publishing went bankrupt. Early in 2006, it further acquired the rights to publish a considerable number of titles including gamesTM, Play, PowerStation, X360, Digital Photographer and iCreate, from the old Paragon Publishing stable of magazines when owner Highbury House Communications went into liquidation, following Future Publishing's withdrawal of its offer to buy the company, due to threats of a monopoly-investigation by the ...
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Game Players
''Game Players'' is a defunct monthly video game magazine founded by Robert C. Lock in 1989 and originally published by Signal Research in Greensboro, North Carolina. The original publication began as ''Game Players Strategy to Nintendo Games'' (the cover featured a disclaimer that claimed it had no affiliation with Nintendo, which already had its official publication in ''Nintendo Power''). The magazine evolved over the years, spinning off a separate publication called ''Game Players Sega Genesis Guide'' when Sega entered the console market. These two magazines were later folded together into one magazine. In 1996, the magazine changed its name to ''Ultra Game Players'' and introduced a radically different format. At the end of its run, it turned into ''Game Buyer'', before being cancelled in 1998. History Around 1992, Signal Research was shut down by investors that seized the company because of fiscal mismanagement. The publishing house was revived by an investment group as G ...
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Bug!
''Bug!'' is a platform video game developed by Realtime Associates and published by Sega originally for its console, the Sega Saturn. It was first released in North America, in 1995, just weeks after the Saturn's launch there; in Europe on September 15, 1995; and, in Japan, on December 8 the same year. It was also ported to Windows 3.1x and Windows 95 in 1996 by Beam Software. The game is one of the earliest examples of 3D platforming, as well as one of the first platform games released on the Saturn. Character movement is restricted to a track, unlike many in the genre that allow for unrestricted movement in all directions. The game centers around Bug, a green bug – and Hollywood actor – who hopes to gain fame by defeating the villainous Queen Cadavra. The game was developed with the titular character being considered a possible mascot for the Saturn. Although ''Bug!'' failed to capture consumers' attention, it received positive reviews upon its release. Critics praised i ...
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Sonic Lost World
is a 2013 Action-adventure game, action-adventure platform game developed by Sonic Team. It is part of the ''Sonic the Hedgehog'' series, and was released in October 2013 for the Wii U and Nintendo 3DS in PAL regions by Nintendo and by Sega in North America and Japan. A port of the Wii U version for Microsoft Windows, Windows was later released in November 2015. ''Lost World'' focuses on the efforts of Sonic the Hedgehog (character), Sonic the Hedgehog to stop the Deadly Six, an alien tribe that serves as the game's main antagonists, as they seek to siphon the world's energy from the Lost Hex, the game's setting. Sonic and his long-time sidekick Tails (character), Tails must team up with Doctor Eggman, normally their enemy, to stop the Deadly Six, leading to conflicts among the three parties. While the gameplay is typical of the ''Sonic'' series in some ways, it adds parkour mechanics and features largely cylindrical level design with an emphasis on alternate pathways. The game al ...
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List Of Commercial Failures In Video Games
The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit. Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failure of ''E.T.'' contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games. Video game hardware failures 32X Unveiled by ...
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Dreamcast
The is a home video game console released by Sega on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console, preceding Sony's PlayStation 2, Nintendo's GameCube and Microsoft's Xbox, and it was Sega's final console, ending the company's eighteen years in the console market. The Dreamcast was developed by an internal Sega team led by Hideki Sato. In contrast to the expensive hardware of the unsuccessful Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Sega used the GD-ROM media format to avoid the expenses of DVD-ROM technology and a custom version of the Windows CE operating system to make porting PC games easy. The Dreamcast was the first console to include a built-in modular modem for internet access and online play. Though released in Japan to a subdued reception, the Dreamcast ha ...
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Sonic Adventure
is a 1998 platform game for Sega's Dreamcast and the first main '' Sonic the Hedgehog'' game to feature 3D gameplay. It follows Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Big the Cat, and E-102 Gamma in their quests to collect the Chaos Emeralds and stop Doctor Robotnik from unleashing Chaos, an ancient evil. Controlling one of the six characters—each with their own abilities—players complete levels to progress the story. ''Sonic Adventure'' retains many elements from prior ''Sonic'' games, such as power-ups and the ring-based health system. Outside the main game, players can play minigames like racing and interact with Chao, a virtual pet. Sonic Team began developing ''Sonic Adventure'' in 1997, after the cancellation of the Sega Saturn game ''Sonic X-treme''. Led by director Takashi Iizuka and producer Yuji Naka, the team strove to reinvent ''Sonic'' for the 3D era of video games. ''Adventure'' features a stronger emphasis on storyte ...
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Sonic 3D Blast
known in Europe and Japan as is a 1996 platform game in the ''Sonic the Hedgehog'' series for the Sega Genesis and Sega Saturn. As Sonic the Hedgehog, the player embarks on a journey to save the Flickies, birds enslaved by Doctor Robotnik. The player must guide Sonic through a series of themed levels to collect Flickies and defeat Robotnik. Though it retains game mechanics from prior ''Sonic'' games, ''Sonic 3D Blast'' is differentiated by its isometric perspective, with pre-rendered 3D models converted into sprites. The concept for ''Sonic 3D Blast'' originated during the development of ''Sonic the Hedgehog 3'' (1994). Most of the programming was outsourced to the British studio Traveller's Tales, as the Japanese Sonic Team staff was preoccupied with '' Nights into Dreams'' (1996). Development lasted eight months, and the team drew inspiration from ''Donkey Kong Country'' (1994) and ''Sonic Labyrinth'' (1995). ''Sonic 3D Blast'' was developed alongside the Saturn game '' ...
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Porting
In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). The term is also used when software/hardware is changed to make them usable in different environments. Software is ''portable'' when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. Etymology The term "port" is derived from the Latin '' portāre'', meaning "to carry". When code is not compatible with a particular operating system or architecture, the code must be "carried" to the new system. The term is not generally applied to the process of adapting software to run with less memory on the sam ...
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