Sakura Wars (1996 Video Game)
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Sakura Wars (1996 Video Game)
is a cross-genre video game developed by Sega and Red Company and published by Sega in 1996. It is the first installment in the ''Sakura Wars'' series, created by Oji Hiroi. Originally released for the Sega Saturn, it was later ported to other systems including the Dreamcast, and had a remake for the PlayStation 2. Defined by Sega as a "dramatic adventure" game, ''Sakura Wars'' combines overlapping tactical role-playing, dating sim, and visual novel gameplay elements. Set in a fictionalized version of 1923 in the Taishō era, the game follows the exploits of the Imperial Combat Revue, a military unit dedicated to fighting supernatural threats against Tokyo while maintaining their cover as a theater troupe. Imperial Japanese Navy Ensign Ichiro Ogami is assigned leader of its all-female Flower Division, a group of women with magical abilities that defend Tokyo against demon attacks using steam-powered armor called Kobus. He becomes embroiled in both the group's latest conflict ...
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Red Company
is a video game developer and publisher based in Japan. Originally founded in 1976 as (though it did not begin doing business until 1985), it was reorganized and succeeded by a new company on December 4, 2000, under its current moniker of Red Entertainment. While Red Company as a public corporation dates back to the mid-1980s, the first title released under the Red Entertainment brand was ''Gungrave'' on July 17, 2002. The name "RED" comes from "Royal Emperor Dragon". In 2011, the company was acquired by Chinese game developer UltiZen Games Limited. In 2014, Red Entertainment was sold to Oizumi Corporation. Partial game list NEC PC Engine * '' Gate of Thunder'' * ''Lords of Thunder'' * '' PC-Genjin (Bonk)'' series * ''Galaxy Fraulein Yuna'' series * '' Tengai Makyō (Far East of Eden)'' series Nintendo Super NES * '' Chou Mahou Tairiku WOZZ'' * ''Kabuki Rocks'' * ''The Twisted Tales of Spike McFang'' * '' Tengai Makyou Zero'' GameCube * '' Tengai Makyō II: Man ...
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Single-player
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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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Health (game Terminology)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Intermission
An intermission, also known as an interval in British and Indian English, is a recess between parts of a performance or production, such as for a theatrical play, opera, concert, or film screening. It should not be confused with an entr'acte (French: "between acts"), which, in the 18th century, was a sung, danced, spoken, or musical performance that occurs between any two acts, that is unrelated to the main performance, and that thus in the world of opera and musical theater became an orchestral performance that spans an intermission and leads, without a break, into the next act. Jean-François Marmontel and Denis Diderot both viewed the intermission as a period in which the action did not in fact stop, but continued off-stage. "The interval is a rest for the spectators; not for the action," wrote Marmontel in 1763. "The characters are deemed to continue acting during the interval from one act to another." However, intermissions are more than just dramatic pauses that are parts ...
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Turn-based Strategy
A turn-based strategy (TBS) game is a Strategy video game, strategy game (usually some type of wargaming, wargame, especially a wargaming#Unit or map scale, strategic-level wargame) where players take Time-keeping systems in games, turns when playing. This is distinguished from Real-time strategy, real-time strategy (RTS), in which all players play simultaneously. Examples Board games Many board games are turn based, such as chess, Reversi, Draughts, checkers, Hare games, and Go (game), Go, as well as many modern board games. Turn-based tactics Turn-based tactical game-play is characterized by the expectation of players to complete their tasks by using the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. Tactical role-playing games are a part of this genre. Examples include ''Fire Emblem'', ''The Battle for Wesnoth'', ''Poxnora'', ''Silent Storm'', ''Steel Panthers, Steel Pan ...
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Thou Shalt Not Die
The word ''thou'' is a second-person singular pronoun in English. It is now largely archaic, having been replaced in most contexts by the word ''you'', although it remains in use in parts of Northern England and in Scots (). ''Thou'' is the nominative form; the oblique/objective form is ''thee'' (functioning as both accusative and dative); the possessive is ''thy'' (adjective) or ''thine'' (as an adjective before a vowel or as a possessive pronoun); and the reflexive is ''thyself''. When ''thou'' is the grammatical subject of a finite verb in the indicative mood, the verb form typically ends in ''-(e)st'' (e.g. "thou goest", "thou do(e)st"), but in some cases just ''-t'' (e.g., "thou art"; "thou shalt"). Originally, ''thou'' was simply the singular counterpart to the plural pronoun '' ye'', derived from an ancient Indo-European root. In Middle English, ''thou'' was sometimes abbreviated by putting a small "u" over the letter thorn: þͧ. Starting in the 1300s, ''thou'' and ...
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Fan Translation
Fan translation (or user-generated translation) refers to the unofficial translation of various forms of written or multimedia products made by fans (fan labor), often into a language in which an official translated version is not yet available. Generally, fans do not have formal training as translators but they volunteer to participate in translation projects based on interest in a specific audiovisual genre, TV series, movie, etc. Media Notable areas of fan translation include: *Fansubbing – The subtitling of movies, television programs, video games and other audiovisual media by a network of fans. For many languages, the most popular fan subtitling is of Hollywood movies and American TV dramas, while fansubs into English are largely of East Asian entertainment, particularly anime and tokusatsu. *Fan translation of video games – this practice grew with the rise of video game console emulation in the late 1990s and still mainly focuses on older classic games. These transla ...
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Imperial Japanese Navy
The Imperial Japanese Navy (IJN; Kyūjitai: Shinjitai: ' 'Navy of the Greater Japanese Empire', or ''Nippon Kaigun'', 'Japanese Navy') was the navy of the Empire of Japan from 1868 to 1945, when it was dissolved following Japan's surrender in World War II. The Japan Maritime Self-Defense Force (JMSDF) was formed between 1952–1954 after the dissolution of the IJN. The Imperial Japanese Navy was the third largest navy in the world by 1920, behind the Royal Navy and the United States Navy (USN). It was supported by the Imperial Japanese Navy Air Service for aircraft and airstrike operation from the fleet. It was the primary opponent of the Western Allies in the Pacific War. The origins of the Imperial Japanese Navy go back to early interactions with nations on the Asian continent, beginning in the early medieval period and reaching a peak of activity during the 16th and 17th centuries at a time of cultural exchange with European powers during the Age of Discovery. After t ...
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PlayStation 2
The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 30 November 2000. It is the successor to the original PlayStation (console), PlayStation, as well as the second installment in the PlayStation brand of consoles. As a sixth generation of video game consoles, sixth-generation console, it competed with Nintendo's GameCube, and Microsoft's Xbox (console), Xbox. It is the List of best-selling game consoles, best-selling video game console of all time, having sold over 155 million units worldwide. Announced in 1999, Sony began developing the console after the immense success of its predecessor. The PS2 offered Backward compatibility, backward-compatibility for its predecessor's DualShock#DualShock, DualShock controller, as well as its games. The PlayStation 2 received widespread critical accla ...
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