Switchblade II
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Switchblade II
''Switchblade II'' is a 1991 side-scrolling action-platform run and gun video game originally developed and published by Gremlin Graphics in Europe for the Amiga home computers. It is the sequel to the original ''Switchblade'', which was solely created by Simon Phipps at Core Design and released earlier in 1989 across multiple platforms. Despite being primarily developed in the UK, its graphics had a distinctly Japanese style similar to anime or manga. Taking place several centuries after the events of the first game, the story follows a descendant of the original protagonist named Hiro, as he embarks on a journey to defeat Havok, the original main antagonist who has returned from his previous defeat in order to bring chaos upon the land of Cyberworld and its inhabitants after the Blade Knights ceased to exist. Its gameplay consists of run and gun action mixed with platforming and exploration elements, with a main single-button configuration. Originally released for the Ami ...
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Gremlin Interactive
Gremlin Graphics Software Limited, later Gremlin Interactive Limited and ultimately Infogrames Studios Limited was a British software house based in Sheffield, working mostly in the home computer market. Like many software houses established in the 1980s, their primary market was the 8-bit range of computers such as the ZX Spectrum, Amstrad CPC, MSX, Commodore 16 and Commodore 64. The company was acquired by French video game publisher Infogrames in 1999, and was renamed Infogrames Studios in 2000. Infogrames Studios closed down in 2003. History The company, originally a computer store called Just Micro, was established as a software house in 1984 with the name Gremlin Graphics Software Ltd by Ian Stewart and Kevin Norburn with US Gold, US Gold's Geoff Brown owning 75% of the company until mid-1989. Gremlin's early success was based on games such as ''Wanted: Monty Mole'' for the ZX Spectrum and ''Thing on a Spring'' for the Commodore 64. In 1994, it was renamed as Gremlin I ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invade ...
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Microcomputer
A microcomputer is a small, relatively inexpensive computer having a central processing unit (CPU) made out of a microprocessor. The computer also includes memory and input/output (I/O) circuitry together mounted on a printed circuit board (PCB). Microcomputers became popular in the 1970s and 1980s with the advent of increasingly powerful microprocessors. The predecessors to these computers, mainframes and minicomputers, were comparatively much larger and more expensive (though indeed present-day mainframes such as the IBM System z machines use one or more custom microprocessors as their CPUs). Many microcomputers (when equipped with a keyboard and screen for input and output) are also personal computers (in the generic sense). An early use of the term ''personal computer'' in 1962 predates microprocessor-based designs. ''(See "Personal Computer: Computers at Companies" reference below)''. A ''microcomputer'' used as an embedded control system may have no human-readable input ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Antagonist
An antagonist is a character in a story who is presented as the chief foe of the protagonist. Etymology The English word antagonist comes from the Greek ἀνταγωνιστής – ''antagonistēs'', "opponent, competitor, villain, enemy, rival," which is derived from ''anti-'' ("against") and ''agonizesthai'' ("to contend for a prize"). Types Heroes and villains The antagonist is commonly positioned against the protagonist and their world order. While most narratives will often portray the protagonist as a hero and the antagonist as a villain, like Harry Potter and Lord Voldemort in '' Harry Potter'', the antagonist does not always appear as the villain. In some narratives, like Light Yagami and L in '' Death Note'', the protagonist is a villain and the antagonist is an opposing hero. Antagonists are conventionally presented as making moral choices less savory than those of protagonists. This condition is often used by an author to create conflict within a story. This is ...
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Travel
Travel is the movement of people between distant geographical locations. Travel can be done by foot, bicycle, automobile, train, boat, bus, airplane, ship or other means, with or without luggage, and can be one way or round trip. Travel can also include relatively short stays between successive movements, as in the case of tourism. Etymology The origin of the word "travel" is most likely lost to history. The term "travel" may originate from the Old French word ''travail'', which means 'work'. According to the Merriam-Webster dictionary, the first known use of the word ''travel'' was in the 14th century. It also states that the word comes from Middle English , (which means to torment, labor, strive, journey) and earlier from Old French (which means to work strenuously, toil). In English, people still occasionally use the words , which means struggle. According to Simon Winchester in his book ''The Best Travelers' Tales (2004)'', the words ''travel'' and ''travail'' bot ...
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Protagonist
A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a story contains a subplot, or is a narrative made up of several stories, then each subplot may have its own protagonist. The protagonist is the character whose fate is most closely followed by the reader or audience, and who is opposed by the antagonist. The antagonist provides obstacles and complications and creates conflicts that test the protagonist, revealing the strengths and weaknesses of the protagonist's character, and having the protagonist develop as a result. Etymology The term ''protagonist'' comes , combined of (, 'first') and (, 'actor, competitor'), which stems from (, 'contest') via (, 'I contend for a prize'). Ancient Greece The earliest known examples of a protagonist are found in Ancient Greece. At first, dramatic pe ...
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Lineal Descendant
A lineal descendant, in legal usage, is a blood relative in the direct line of descent – the children, grandchildren, great-grandchildren, etc. of a person. In a legal procedure sense, lineal descent refers to the acquisition of estate by inheritance by parent from grandparent and by child from parent, whereas collateral descent refers to the acquisition of estate or real property by inheritance by sibling from sibling, and cousin from cousin. Adopted children, for whom adoption statutes create the same rights of heirship as children of the body, come within the meaning of the term "lineal descendants," as used in a statute providing for the non-lapse of a devise where the devisee predeceases the testator but leaves lineal descendants. Among some Native American tribes in the United States, tribal enrollment can be determined by lineal descent, as opposed to a minimum blood quantum. Lineal descent means that anyone directly descended from original tribal enrollees could b ...
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Manga
Manga (Japanese: 漫画 ) are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long prehistory in earlier Japanese art. The term ''manga'' is used in Japan to refer to both comics and cartooning. Outside of Japan, the word is typically used to refer to comics originally published in the country. In Japan, people of all ages and walks of life read manga. The medium includes works in a broad range of genres: action, adventure, business and commerce, comedy, detective, drama, historical, horror, mystery, romance, science fiction and fantasy, erotica ('' hentai'' and ''ecchi''), sports and games, and suspense, among others. Many manga are translated into other languages. Since the 1950s, manga has become an increasingly major part of the Japanese publishing industry. By 1995, the manga market in Japan was valued at (), with annual sales of 1.9billion manga books and manga magazi ...
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Anime
is Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside of Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, in Japan and in Japanese, (a term derived from a shortening of the English word ''animation'') describes all animated works, regardless of style or origin. Animation produced outside of Japan with similar style to Japanese animation is commonly referred to as anime-influenced animation. The earliest commercial Japanese animations date to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist Osamu Tezuka and spread in following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, Original video animation, directly to home media, and Original net animation, over the Internet. In addition to original works, anime are often adaptations of Japanese comics (manga), light novels, ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Simon Phipps (game Designer)
Simon Phipps is a British self-taught game programmer and video game designer. He began making games in 1982 when he wrote his first published video game he wrote while he was at school. He spent a few months writing business software before he was approached to provide some freelance artwork for Sheffield-based Gremlin Graphics. At his interview, he was offered a full-time position. In 1988, he was one of the founders of Core Design, where he would work on many of their titles until leaving in 1996. Phipps then worked on Acclaim Entertainment's hit '' Shadow Man'', alongside game designer Guy Miller. Phipps worked for Acclaim Teesside, but about 9 months into making the game '' ShadowMan: 2econd Coming'', he left for Electronic Arts (EA) where he worked alongside Guy Miller on the Harry Potter games for five years. In 2006, he moved to EA's studio Criterion Games working on a number of unpublished titles as well as contributing to their website and video podcast. In early 2009 ...
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