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The Bouncer (video Game)
is a 2000 beat 'em up video game for the PlayStation 2 co-developed by Squaresoft and DreamFactory. It was published in Japan by Squaresoft in December 2000, in North America by Square Electronic Arts in March 2001, and in Europe by Sony Computer Entertainment Europe in June 2001. The game was produced by Shinji Hashimoto, co-directed by Takashi Tokita and Seiichi Ishii, and features character designs by Tetsuya Nomura, and music by Noriko Matsueda and Takahito Eguchi. The game tells the story of three bouncers in the fictional city of Edge on a rescue mission to save their young friend from the Mikado Group, a solar technology megacorporation owned by the megalomaniacal Dauragon C. Mikado. The game is structured like a "playable action movie," with the plot unfolding differently depending on which character the player chooses for specific gameplay sequences. ''The Bouncer'' was Square's first game released internationally on the PlayStation 2, and although it received cons ...
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DreamFactory
is a Japanese video game developer founded in 1995, based out of Tokyo. They are best known for developing Fighting game, fighting and beat 'em up games, such as the ''Tobal No. 1'' fighting game series and the high-profile PlayStation 2 launch title ''The Bouncer (video game), The Bouncer'', both developed under Square (video game company), Square Co. The company's chairman, Seiichi Ishii, is an industry veteran who served as an early designer and director for two fighting game franchises: ''Virtua Fighter (series), Virtua Fighter'' (published by Sega) and ''Tekken (series), Tekken'' (published by Namco). Products Video games Arcade *''Ehrgeiz: God Bless the Ring'' (1998) *Kenju (2005) PlayStation *''Tobal No. 1'' (1996) *''Tobal 2'' (1997) *''Ehrgeiz: God Bless the Ring'' (1998) PlayStation 2 *''The Bouncer (video game), The Bouncer'' (2000) *''Crimson Tears'' (2004) *''Yoshitsuneki'' (2005) *''Fighting Beauty Wulong'' (2006) *''Appleseed EX'' (2007) Xbox *''Ultimate Figh ...
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Video Game Producer
A video game producer is the top person in charge of overseeing development of a video game. History The earliest documented use of the term ''producer'' in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982. Hawkins said in 1983: Sierra On-Line's 1982 computer game ''Time Zone'' may be the first to list credits for "Producer" and "Executive Producer". As of late 1983 Electronic Arts had five producers: A product marketer and two others from Hawkins' former employer Apple ("good at working with engineering people"), one former IBM salesman and executive recruiter, and one product marketer from Automated Simulations; it popularized the use of the title in the industry. Hawkins' vision—influenced by his relationship with Jerry Moss—was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers. Activisio ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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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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Ragdoll Physics
Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations, which made death animations more realistic. Early video games used manually created animations for a character’s death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. In contrast, a ragdoll is a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic. Th ...
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Health (gaming)
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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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''gamespot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so a sis ...
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Tobal No
is a fighting video game for the PlayStation developed by DreamFactory and published by Square in 1996. The game was DreamFactory's first release, as well as Square's first release on the CD-based console. ''Tobal No. 1'' marks Square's first incursion into the fighting game genre, although an adventure-like quest mode is part of the game. The game's mechanics were designed with the aid of fighter game designer Seiichi Ishii, while all the characters were designed by Akira Toriyama of ''Dragon Ball'' fame. The sequel, ''Tobal 2'', was never released in North America and Europe. Packaged with both the North American and Japanese version of the game was a sampler disc featuring a pre-release playable demo of ''Final Fantasy VII'' and video previews of ''Final Fantasy Tactics'', '' Bushido Blade'', and ''SaGa Frontier''. Gameplay ''Tobal No. 1'' has a tournament mode, two player versus mode, practice mode, and the unique quest mode, all of which utilize the same fighting system. T ...
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The Bouncer Screen1
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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Megalomania
Megalomania is an obsession with power and wealth, and a passion for grand schemes. Megalomania or megalomaniac may also refer to: Psychology * Narcissistic personality disorder * Grandiose delusions * Omnipotence (psychoanalysis), a stage of child development Albums * ''Megalomania'' (Aqua album), 2011 * '' Mania velichia'' or ''Megalomania'', a 1985 album by Aria * ''Megalomania'' (Enslavement of Beauty album), 2001 * ''Megalomania'', a 2014 album by Kissin' Dynamite Songs * "Megalomaniac" (Incubus song), 2004 * "Megalomaniac" (KMFDM song), 1997 * "Megalomania" (Muse song), a 2001 song by Muse from ''Origin of Symmetry'' * "Megalomania", a 1975 song by Black Sabbath from ''Sabotage'' * "Megalomania", a 1983 song by the Blood from '' False Gestures for a Devious Public'' * "Megalomania", a 1992 song by Pele from ''Fireworks'' * "Megalomania", a 1991 song by Therion from '' Of Darkness...'' Other * ''Mega-Lo-Mania'', a 1991 real-time strategy game by Sensible Soft ...
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Megacorporation
Megacorporation, mega-corporation, or megacorp, a term originally coined by Alfred Eichner in his book ''The Megacorp and Oligopoly: Micro Foundations of Macro Dynamics'' but popularized by William Gibson, derives from the combination of the prefix ''mega-'' with the word ''corporation''. It has become widespread in cyberpunk literature. It is synonymous with syndicate, globalist- or transnational capital. It refers to a corporation (normally fictional) that is a massive conglomerate (usually private), holding monopolistic or near-monopolistic control over multiple markets (thus exhibiting both a horizontal and a vertical monopoly). Megacorps are so powerful that they are above the government laws, possess their own heavily armed (often military-sized) private armies, are operators of privatized police forces, hold "sovereign" territory, and even act as outright governments. They often exercise a large degree of control over their employees, taking the idea of "corporate culture" ...
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Solar Thermal Collector
A solar thermal collector collects heat by absorbing sunlight. The term "solar collector" commonly refers to a device for solar hot water heating, but may refer to large power generating installations such as solar parabolic troughs and solar towers or non water heating devices such as solar air heaters. Solar thermal collectors are either non-concentrating or concentrating. In non-concentrating collectors, the aperture area (i.e., the area that receives the solar radiation) is roughly the same as the absorber area (i.e., the area absorbing the radiation). A common example of such a system is a metal plate that is painted a dark color to maximize the absorption of sunlight. The energy is then collected by cooling the plate with a working fluid, often water or glycol running in pipes attached to the plate. Concentrating collectors have a much larger aperture than the absorber area. The aperture is typically in the form of a mirror that is focussed on the absorber, which in mo ...
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