The Invincible Iron Man (video Game)
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The Invincible Iron Man (video Game)
''The Invincible Iron Man'' is a 2002 run and gun video game published by Activision and developed by Torus Games for the Game Boy Advance. The game, played from a side-scrolling perspective, is based on the Marvel Comics superhero Iron Man, and is the character's first appearance on a handheld game console. Within the game's narrative, Iron Man must traverse through a series of levels and recover one of his stolen suits of armor while battling supervillains such as the Blizzard and Crimson Dynamo. ''The Invincible Iron Man'' received mixed reviews from critics, who compared the gameplay to the ''Mega Man'' series. While they praised the visuals and generally found the gameplay to be solid, they faulted the game's lack of variety and length, and held middling opinions toward the audio. Gameplay ''The Invincible Iron Man'' is a side-scrolling run and gun game in which the player controls Iron Man, who is tasked with recovering one of his stolen suits of armor and tracking dow ...
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Torus Games
Torus Games is an Australian video game developer founded in 1994 by Bill McIntosh. The company is located in Bayswater, Victoria. Its managing director is Bill McIntosh. The company being a family business. History They'd begin developing their first game in 1994, a Game Boy and Game Gear game based on the film ''Stargate'', published by Acclaim Entertainment. Torus has released over 120 titles. Torus has a single, scalable cross-platform game engine. The Torus game engine runs on consoles, handhelds (including those without floating point support) and mobile phones, and their unified asset pipeline allows Torus to deliver the same game from the same common code-base across all hardware platforms. Torus Games also use the Unreal and Unity engines, depending on the type of project they are developing. They're most known for family action/adventure games, based on well-known licenses. Some of Torus Games' most recent releases include '' Beast Quest'' on PlayStation 4 ...
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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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Collision Detection
Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into the ...
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Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an Research and development, R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's Sega System 16, System 16 arcade board, centered on a Motorola 68000 processor as the central processing unit, CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware Sprite (computer graphics), sprites, Tile-based video game, tiles, and scrolling. It plays a List ...
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Artificial Intelligence In Video Games
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Evolution
Evolution is change in the heritable characteristics of biological populations over successive generations. These characteristics are the expressions of genes that are passed on from parent to offspring during reproduction. Different characteristics tend to exist within any given population as a result of mutation, genetic recombination and other sources of genetic variation. Evolution occurs when evolutionary processes such as natural selection (including sexual selection) and genetic drift act on this variation, resulting in certain characteristics becoming more common or rare within a population. The circumstances that determine whether a characteristic should be common or rare within a population constantly change, resulting in the change in heritable characteristics arising over successive generations. It is this process of evolution that has given rise to biodiversity at every level of biological organisation, including the levels of species, individual org ...
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