Super QuickHook
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Super QuickHook
''Super QuickHook'' is a 2010 mobile 2D platform game developed and published by Rocketcat Games. The game released on June 17, 2010, for iOS devices, with an Android port releasing later on July 23, 2015. The game is a spiritual successor to 2009's '' Hook Champ'', and follows its playing characters traversing two-dimensional levels, primarily using a grappling hook. The game was developed by a team of three people: Kepa Auwae, Jeremy Orlando, and Brandon Rhodes. Auwae designed the game, Orlando was the lead programmer, and Rhodes was the lead artist. ''Super QuickHook'' received "universal acclaim" from critics. Critics praised ''QuickHook''s grappling hook mechanic, with ''Slide to Play'' stating that it makes the game a "blast to play". Gameplay ''Super QuickHook'' is a 2D platformer where players play as one of 6 different characters as they traverse terrain and levels using a grappling hook, which is used by touching the screen. The player also has a pair of rocket boo ...
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Production Music
Production music (also known as stock music or library music) is recorded music that can be licensed to customers for use in film, television, radio and other media. Often, the music is produced and owned by production music libraries. Background Unlike popular and classical music publishers, who typically own less than 50 percent of the copyright in a composition, production music libraries own all of the copyrights of their music. Thus, it can be licensed without the composer's permission, as is necessary in licensing music from normal publishers. This is because virtually all music created for music libraries is done on a work-for-hire basis. Production music is a convenient solution for media producers—they are able to license any piece of music in the library at a reasonable rate, whereas a specially commissioned work could be prohibitively expensive. Similarly, licensing a well-known piece of popular music could cost anywhere from tens to hundreds of thousands of dollar ...
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16-bit
16-bit microcomputers are microcomputers that use 16-bit microprocessors. A 16-bit register can store 216 different values. The range of integer values that can be stored in 16 bits depends on the integer representation used. With the two most common representations, the range is 0 through 65,535 (216 − 1) for representation as an (unsigned) binary number, and −32,768 (−1 × 215) through 32,767 (215 − 1) for representation as two's complement. Since 216 is 65,536, a processor with 16-bit memory addresses can directly access 64 KB (65,536 bytes) of byte-addressable memory. If a system uses segmentation with 16-bit segment offsets, more can be accessed. 16-bit architecture The MIT Whirlwind ( 1951) was quite possibly the first-ever 16-bit computer. It was an unusual word size for the era; most systems used six-bit character code and used a word length of some multiple of 6-bits. This changed with the effort to introduce ASCII, which used a 7-bit code and naturally led ...
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8-bit
In computer architecture, 8-bit Integer (computer science), integers or other Data (computing), data units are those that are 8 bits wide (1 octet (computing), octet). Also, 8-bit central processing unit (CPU) and arithmetic logic unit (ALU) architectures are those that are based on processor register, registers or Bus (computing), data buses of that size. Memory addresses (and thus address buses) for 8-bit CPUs are generally larger than 8-bit, usually 16-bit. 8-bit microcomputers are microcomputers that use 8-bit microprocessors. The term '8-bit' is also applied to the character sets that could be used on computers with 8-bit bytes, the best known being various forms of extended ASCII, including the ISO/IEC 8859 series of national character sets especially ISO/IEC 8859-1, Latin 1 for English and Western European languages. The IBM System/360 introduced byte-addressable memory with 8-bit bytes, as opposed to bit-addressable or decimal digit-addressable or word-addressable memory ...
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Achievement (video Games)
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, advancement, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement. Purpose and motivation Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inhe ...
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Ghost (video Gaming)
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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OpenFeint
OpenFeint was a social platform for mobile games for devices running on Android or iOS. It was developed by Aurora Feint, a company named after a video game by the same developers. The platform consisted of an SDK for use by games, allowing its various social networking features to be integrated into the game's functionality. OpenFeint was discontinued at the end of 2012. History OpenFeint was founded by Jason Citron, who later founded Discord. The first iteration of OpenFeint was launched on February 17, 2009. Version 2.0 was released in June 2009, and marked the first time that the platform was free for developers to integrate into their own applications. Harris Tsim joined to help with engineering. Version 2.1 was released on August 14, 2009, featuring "Social challenges", which allowed users to create tasks for themselves and their friends to attempt within games and notified users when new challenges were available. It also allowed users to add "Friends" and introduce ...
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Virtual Currency
Virtual currency, or virtual money, is a digital currency that is largely unregulated and issued and usually controlled by its developers and used and accepted electronically among the members of a specific virtual community. In 2014, the European Banking Authority defined virtual currency as "a digital representation of value that is neither issued by a central bank or a public authority, nor necessarily attached to a fiat currency, but is accepted by natural or legal persons as a means of payment and can be transferred, stored or traded electronically." A digital currency issued by a central bank is referred to as a central bank digital currency. Definitions In 2012, the European Central Bank (ECB) defined virtual currency as "a type of unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community". In 2013, US Financial Crimes Enforcement Network (FinCEN), a bureau of the US Treas ...
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Volcano
A volcano is a rupture in the crust of a planetary-mass object, such as Earth, that allows hot lava, volcanic ash, and gases to escape from a magma chamber below the surface. On Earth, volcanoes are most often found where tectonic plates are diverging or converging, and most are found underwater. For example, a mid-ocean ridge, such as the Mid-Atlantic Ridge, has volcanoes caused by divergent tectonic plates whereas the Pacific Ring of Fire has volcanoes caused by convergent tectonic plates. Volcanoes can also form where there is stretching and thinning of the crust's plates, such as in the East African Rift and the Wells Gray-Clearwater volcanic field and Rio Grande rift in North America. Volcanism away from plate boundaries has been postulated to arise from upwelling diapirs from the core–mantle boundary, deep in the Earth. This results in hotspot volcanism, of which the Hawaiian hotspot is an example. Volcanoes are usually not created where two tectonic plates slide ...
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Avalanche
An avalanche is a rapid flow of snow down a slope, such as a hill or mountain. Avalanches can be set off spontaneously, by such factors as increased precipitation or snowpack weakening, or by external means such as humans, animals, and earthquakes. Primarily composed of flowing snow and air, large avalanches have the capability to capture and move ice, rocks, and trees. Avalanches occur in two general forms, or combinations thereof: slab avalanches made of tightly packed snow, triggered by a collapse of an underlying weak snow layer, and loose snow avalanches made of looser snow. After being set off, avalanches usually accelerate rapidly and grow in mass and volume as they capture more snow. If an avalanche moves fast enough, some of the snow may mix with the air, forming a powder snow avalanche. Though they appear to share similarities, avalanches are distinct from slush flows, mudslides, rock slides, and serac collapses. They are also different from large scale movement ...
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Endless Runner
Endless runner or infinite runner is a subgenre of platform game in which the player character runs for an infinite amount of time while avoiding obstacles. The player's objective is to reach a high score by surviving for as long as possible. The method by which the game level or environment appears to continuously spawn before the player is an example of procedural generation. The genre exploded on mobile platforms following the success of ''Temple Run'', with ''Jetpack Joyride'' and '' Canabalt'' being other popular examples. Its popularity is attributed to its simple gameplay that works well on touchscreen devices. Concepts Endless runners can be side-scrolling, as in the genre's early titles, top-down, or 3D, but the player is placed in a neverending level in which the character automatically moves forward. The player's only form of control is to have the character dodge obstacles, either by moving them out of the way or using a specific button. Some form of points, currenc ...
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Score (game)
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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