Serious Sam Advance
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Serious Sam Advance
''Serious Sam Advance'' (also marketed as ''Serious Sam'') is a 2004 first-person shooter game developed by Climax London and published by Global Star Software for the Game Boy Advance. A Spin-off (media), spin-off in the ''Serious Sam'' series, the game has the player control Sam "Serious" Stone through confined levels—first in ancient Egypt, then in ancient Rome—defeating varying enemies using an assortment of weapons. ''Serious Sam Advance'' was developed by Climax London, a studio of former Crawfish Interactive developers, using ray casting technology. Global Star Software announced the game in January 2004 and released it in April. ''Serious Sam Advance'' received mixed reviews, with praise for its weapons, enemies, level design and sound effects, conflicting opinions about its graphics, and criticism for its controls and frame rate issues. Gameplay ''Serious Sam Advance'' is a first-person shooter. It contains twelve levels, each composed of enclosed rooms, often i ...
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Climax London
Climax Studios is a British video game developer based in Portsmouth that is best known for their work on the 2004 action role-playing game ''Sudeki'' and the 2007 and 2009 survival horror video games ''Silent Hill: Origins'' and ''Silent Hill: Shattered Memories'' from the Silent Hill, ''Silent Hill'' franchise. History Climax was founded by Karl Jeffery on 3 February 1988. It was originally known as Images Software Ltd., and its initial focus was on developing and porting games for the generation of home computers, consoles and handhelds. In October 1998, Climax announced the establishment of Climax PC Studio, a sub-studio focused on personal computer game development and located in an office next to Climax's headquarters. Another such studio, Climax Game Boy World, was launched during E3 1999 and focused on the development for the Game Boy family of handheld game devices. Pixel Planet, a Brighton-based studio founded in September 1999 by Tony Beckwith and Greg Michael, ente ...
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Arena
An arena is a large enclosed platform, often circular or oval-shaped, designed to showcase theatre, musical performances, or sporting events. It is composed of a large open space surrounded on most or all sides by tiered seating for spectators, and may be covered by a roof. The key feature of an arena is that the event space is the lowest point, allowing maximum visibility. Arenas are usually designed to accommodate a multitude of spectators. Background The word derives from Latin ', a particularly fine-grained sand that covered the floor of ancient arenas such as the Colosseum in Rome, Italy, to absorb blood.. The term ''arena'' is sometimes used as a synonym for a very large venue such as Pasadena's Rose Bowl, but such a facility is typically called a ''stadium'', especially if it does not have a roof. The use of one term over the other has mostly to do with the type of event. Football (be it association, rugby, gridiron, Australian rules, or Gaelic) is typically played ...
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Deathmatch (video Games)
Deathmatch, also known as free-for-all, is a gameplay mode integrated into many shooter games, including first-person shooter (FPS), and real-time strategy (RTS) video games, where the goal is to kill (or "frag") the other players' characters as many times as possible. The deathmatch may end on a ''frag limit'' or a ''time limit'', and the winner is the player that accumulated the greatest number of frags. The deathmatch is an evolution of competitive multiplayer modes found in game genres such as fighting games and racing games moving into other genres. Description In a typical first-person shooter (FPS) deathmatch session, players connect individual computers together via a computer network in a peer-to-peer model or a client–server model, either locally or over the Internet. Each individual computer generates the first person view that the computer character sees in the virtual world, hence the player sees ''through the eyes'' of the computer character. Players are ab ...
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Game Boy Advance Game Link Cable
The Nintendo Game Link Cable is an accessory for the Game Boy line of handheld video game systems, allowing players to connect Game Boys of all types for multiplayer gaming. Depending on the games, a Game Link Cable can be used to link two games of the same title, like ''Tetris'', or two compatible games like ''Pokémon Red'' and ''Blue''. Games can be linked for head-to-head competition, cooperative play, trading items, unlocking hidden features, etc. First generation The first generation Game Link Cable (model DMG-04) was released alongside the original Game Boy and has "large" connectors on both ends. It can only be used to link two original Game Boy consoles to play Game Link-compatible games, usually denoted by a "Game Link" logo (often read as "Game Boy Video Link") on the packaging and cartridge. A select few Game Boy games, such as F-1 Race, supported multiplayer modes for up to four players, although this requires the use of up to three additional Game Link cables ...
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Highscore
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. Video games In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade games, w ...
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Password (video Games)
In many video games of the 1980s and 1990s, passwords are used to select a starting level, or to restore the game to a particular state visited in a previous playthrough. Such passwords are given to the player when a level is beaten, or when all continues are used. Overlapping in many ways with cheat codes, passwords are distinguished from codes in that they are revealed to the player outright rather than hidden within the game code, and using them is generally not considered cheating. They are rarely used today, having been largely supplanted by saved games. Rationale and history Passwords were used when storage was either impossible or expensive. On early ROM cartridges, games could not be saved without an additional memory card being integrated into the game, significantly increasing (often doubling) the manufacturing cost. By using passwords, nothing needed to be written on the cartridge, as the password itself contained all the information needed to continue the game, and t ...
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Melee
A melee ( or , French: mêlée ) or pell-mell is disorganized hand-to-hand combat in battles fought at abnormally close range with little central control once it starts. In military aviation, a melee has been defined as " air battle in which several aircraft, both friend and foe, are confusingly intermingled". History of the term In the 1579 translation of Plutarch's '' Lives of the noble Grecians and Romanes'', Sir Thomas North uses the term '' to refer to a disorganized retreat. The phrase was later used in its current spelling in Shakespeare's ''Richard III'', 1594: The phrase comes from the French expression ''pêle-mêle'', a rhyme based on the old French ''mesler'', meaning to mix or mingle. The French term ''melee'' was first used in English in c. 1640 (also derived from the old French ''mesler'', but the Old French stem survives in '' medley'' and ''meddle''). Lord Nelson described his tactics for the Battle of Trafalgar as inducing a "pell mell battle" focused o ...
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Chainsaw
A chainsaw (or chain saw) is a portable gasoline-, electric-, or battery-powered saw that cuts with a set of teeth attached to a rotating chain driven along a guide bar. It is used in activities such as tree felling, limbing, bucking, pruning, cutting firebreaks in wildland fire suppression, and harvesting of firewood. Chainsaws with specially designed bar-and-chain combinations have been developed as tools for use in chainsaw art and chainsaw mills. Specialized chainsaws are used for cutting concrete during construction developments. Chainsaws are sometimes used for cutting ice; for example, ice sculpture and winter swimming in Finland. History In surgery The origin of chain saws in surgery is debated. A "flexible saw", consisting of a fine serrated link chain held between two wooden handles, was pioneered in the late 18th century (c. 1783–1785) by two Scottish doctors, John Aitken and James Jeffray, for symphysiotomy and excision of diseased bone, respectively. It was ...
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Ranged Weapon
A ranged weapon is any weapon that can engage targets beyond hand-to-hand distance, i.e. at distances greater than the physical reach of the user holding the weapon itself. The act of using such a weapon is also known as shooting. It is sometimes also called projectile weapon or missile weapon because it typically works by launching solid projectiles ("missiles"), though technically a fluid-projector (which throws out pressurized streams of liquid or even gas) and a directed-energy weapon (which does not involve any tangible projectile) are also ranged weapons. In contrast, a weapon intended to be used in hand-to-hand combat is called a melee weapon. Ranged weapons give the attacker an advantage, since the target is often getting hit from beyond immediate visual range, therefore making it more difficult for the defenders to react and hitting back effectively. It also puts distance between the attacker and the opponent, which is a safer combat option since the close physical ...
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Scripted Sequence
In video games, a scripted sequence is a pre-defined series of events that occur when triggered by player location or actions that play out in the game engine. Function Some scripted sequences are used to play short cutscenes that the player has little control of. However, they are commonly used in games such as ''Half-Life'' or ''Call of Duty'' to bring in new enemies or challenges to the player in a seemingly surprising manner while they are still playing. They can also present further plot points without interrupting the player and making them watch a cutscene. The intended results of this style of presentation is to increase immersion and to maintain a smooth-flowing experience that keeps the player's interest. Scripted sequences trigger a number of things. A timer, a checkpoint or the progress of the game could activate a scripted sequence. For players that speedrun video games, skipping these scripted sequences that would otherwise slow down their completion time requires ...
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Patrolling
Patrolling is a military tactic. Small groups or individual units are deployed from a larger formation to achieve a specific objective and then return. The tactic of patrolling may be applied to ground troops, armored units, naval units, and combat aircraft. The duration of a patrol will vary from a few hours to several weeks depending on the nature of the objective and the type of units involved. There are several different types of patrol each with a different objective. The most common is to collect information by carrying out a reconnaissance patrol. Such a patrol may try to remain clandestine and observe an enemy without themselves being detected. Other reconnaissance patrols are overt, especially those that interact with the civilian population. Patrol types A combat patrol is a group with sufficient size (usually platoon or company) and resources to raid or ambush a specific enemy. It primarily differs from an attack in that the aim is not to ''hold ground''. A clear ...
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Strafing (video Games)
Strafing is the act of moving sideways in a video game relative to the player's forward direction. Strafing allows a player to keep the camera focused on a target such as an enemy, while moving in a different direction. Techniques Circle strafing Circle strafing is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher and/or the enemy is required to lead the target when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun. Circle strafing is especially effect ...
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