The Idolmaster Live For You!
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The Idolmaster Live For You!
is a live simulation video game developed and published by Namco Bandai Games for the Xbox 360. It was released in Japan on February 28, 2008, as a sequel to ''The Idolmaster''. The gameplay in ''Live For You!'' focuses on coordinating the concert event from ''The Idolmaster'' with higher customization of the songs, stage and costumes. The game features a rhythm minigame during performances, which was developed to add a sense of unity with the audience and add excitement. The player is also able to freely manipulate how the performance looks by adjusting the position of the camera towards the idols. The story is told from the perspective of a special producer in charge of coordinating the live performances of 11 pop idols from ''The Idolmaster'' series. Development for the game began in 2007 in response to player tendencies for the original ''The Idolmaster'' arcade game and its Xbox 360 port. The development team wanted to create a game that would allow players to easily view t ...
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Namco Bandai Games
is a Japanese multinational video game publisher headquartered in Minato-ku, Tokyo. Its international branches, Bandai Namco Entertainment America and Bandai Namco Entertainment Europe, are respectively headquartered in Irvine, California and Lyon, France. It is a wholly-owned subsidiary of Bandai Namco Holdings, an entertainment conglomerate. Bandai Namco Entertainment was formed on 31 March 2006, following a corporate merge between Namco and Bandai on 29 September of the previous year. Originally known as , it merged Bandai Games and Namco Networks in January to create Namco Bandai Games America. Namco Bandai Games absorbed Banpresto's video game division in 2008 and dissolved Bandai Networks in 2009. Development operations were spun off into a new company in 2012, Namco Bandai Studios (now called Bandai Namco Studios), to help create faster development time and tighter cohesion between development teams. Namco Bandai Games was renamed Bandai Namco Games in 2014 and again ...
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Close-up
A close-up or closeup in filmmaking, television production, still photography, and the comic strip medium is a type of shot that tightly frames a person or object. Close-ups are one of the standard shots used regularly with medium and long shots (cinematic techniques). Close-ups display the most detail, but they do not include the broader scene. Moving toward or away from a close-up is a common type of zooming. A close up is taken from head to neck, giving the viewer a detailed view of the subject's face. History Most early filmmakers, such as Thomas Edison, Auguste and Louis Lumière and Georges Méliès, tended not to use close-ups and preferred to frame their subjects in long shots, similar to the stage. Film historians disagree as to the filmmaker who first used a close-up. One of the best claims is for George Albert Smith in Hove, who used medium close-ups in films as early as 1898 and by 1900 was incorporating extreme close-ups in films such as ''As Seen Through a Tel ...
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Amazon
Amazon most often refers to: * Amazons, a tribe of female warriors in Greek mythology * Amazon rainforest, a rainforest covering most of the Amazon basin * Amazon River, in South America * Amazon (company), an American multinational technology company Amazon or Amazone may also refer to: Places South America * Amazon Basin (sedimentary basin), a sedimentary basin at the middle and lower course of the river * Amazon basin, the part of South America drained by the river and its tributaries * Amazon Reef, at the mouth of the Amazon basin Elsewhere * 1042 Amazone, an asteroid * Amazon Creek, a stream in Oregon, US People * Amazon Eve (born 1979), American model, fitness trainer, and actress * Lesa Lewis (born 1967), American professional bodybuilder nicknamed "Amazon" Art and entertainment Fictional characters * Amazon (Amalgam Comics) * Amazon, an alias of the Marvel supervillain Man-Killer * Amazons (DC Comics), a group of superhuman characters * The Amazon, a ' ...
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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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Virtual Camera System
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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Xbox Live
The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox (console), Xbox system on November 15, 2002. An updated version of the service became available for the Xbox 360 console at the system's launch in November 2005, and a further enhanced version was released in 2013 with the Xbox One. This same version is also used with Xbox Series X and Series S. This service, in addition to a Microsoft account, is the account for Xbox consoles; accounts can store games and other content. The service was extended in 2007 on the Microsoft Windows, Windows platform, named Games for Windows – Live, which makes most aspects of the system available on Windows computers. Microsoft has announced plans to extend Live to other platforms such as Mobile device, handhelds and mobile phones as part of the Live Anywhe ...
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Achievement (video Gaming)
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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ASCII Media Works
ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because of technical limitations of computer systems at the time it was invented, ASCII has just 128 code points, of which only 95 are , which severely limited its scope. All modern computer systems instead use Unicode, which has millions of code points, but the first 128 of these are the same as the ASCII set. The Internet Assigned Numbers Authority (IANA) prefers the name US-ASCII for this character encoding. ASCII is one of the IEEE milestones. Overview ASCII was developed from telegraph code. Its first commercial use was as a seven-bit teleprinter code promoted by Bell data services. Work on the ASCII standard began in May 1961, with the first meeting of the American Standards Association's (ASA) (now the American National Standards Institu ...
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High Score
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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Combo (video Gaming)
In video games, a combo (short for combination) is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from fighting games where it is based upon the concept of a striking combination. It has been since applied more generally to a wide variety of genres, such as puzzle games, shoot 'em ups, and sports games. Combos are commonly used as an essential gameplay element, but can also serve as a high score or attack power modifier, or simply as a way to exhibit a flamboyant playing style. In fighting games, combo specifically indicates a timed sequence of moves which produce a cohesive series of hits, each of which leaves the opponent unable or almost unable to block or otherwise avoid the following hits in the sequence. History John Szczepaniak of ''Hardcore Gaming 101'' considers Data East's DECO Cassette System arcade title ''Flash Boy'' (1981), a scrolling action game based on the manga a ...
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Degree Of Difficulty
Degree of difficulty (DD, sometimes called tariff or grade) is a concept used in several sports and other competitions to indicate the technical difficulty of a skill, performance, or course, often as a factor in scoring. Sports which incorporate a degree of difficulty in scoring include bouldering, cross-country skiing, diving, equestrianism, figure skating, freestyle skiing, gymnastics, rhythmic gymnastics, surfing, synchronized swimming and trampoline. Degree of difficulty is typically intended to be an objective measure, in sports whose scoring may also rely on subjective judgments of performance. By sport Diving The International Swimming Federation computes the degree of difficulty of dives according to a five-part formula, incorporating height, number of somersaults and twists, positioning, approach, and entry. The total judges' score is multiplied by the dive's degree of difficulty to determine the total score. Figure skating In figure skating, each jump element is as ...
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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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