UEP Systems
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UEP Systems
was a Japanese video game developer founded in 1985. They were best known for their PlayStation-era snowboarding games, though they also released titles for PlayStation 2, Dreamcast, Neo Geo Pocket, and arcade. History UEP Systems' most critically acclaimed title is 1997's ''Cool Boarders 2'' for the PlayStation, an early pioneering title of the "action sports Action sports, adventure sports or extreme sports are activities perceived as involving a high degree of risk. These activities often involve speed, height, a high level of physical exertion and highly specialized gear. Extreme tourism overl ..." video game genre. The studio's biggest creative release was the quirky 3D action/adventure title '' Rising Zan: The Samurai Gunman'', the studio's only non-sports game, which received sub-par reviews but gained a small amount of cult appeal among gamers at the time. Despite the success of their early snowboarding titles, UEP struggled financially in the years that follo ...
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Video Game Industry
The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstream. , video games generated annually in global sales. In the US, it earned about in 2007, in 2008, and 2010, according to the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record ; the global games and services market is forecast to shrink 1.2% annually to in 2022; the industry is not recession-proof. The industry has influenced the advance of personal computers with sound cards, graphics cards and 3D graphic accelerators, CPUs, and co-processors like PhysX. Sound cards, for example, were originally developed for games and then improved for the music industry. Industry overview Size In 2017 in the United Stat ...
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Code Alien
In communications and information processing, code is a system of rules to convert information—such as a letter, word, sound, image, or gesture—into another form, sometimes shortened or secret, for communication through a communication channel or storage in a storage medium. An early example is an invention of language, which enabled a person, through speech, to communicate what they thought, saw, heard, or felt to others. But speech limits the range of communication to the distance a voice can carry and limits the audience to those present when the speech is uttered. The invention of writing, which converted spoken language into visual symbols, extended the range of communication across space and time. The process of encoding converts information from a source into symbols for communication or storage. Decoding is the reverse process, converting code symbols back into a form that the recipient understands, such as English or/and Spanish. One reason for coding is to enab ...
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Defunct Video Game Companies Of Japan
Defunct (no longer in use or active) may refer to: * ''Defunct'' (video game), 2014 * Zombie process or defunct process, in Unix-like operating systems See also * * :Former entities * End-of-life product * Obsolescence Obsolescence is the state of being which occurs when an object, service, or practice is no longer maintained or required even though it may still be in good working order. It usually happens when something that is more efficient or less risky r ...
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Video Game Companies Disestablished In 2001
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Video Game Companies Established In 1985
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Software Companies Based In Tokyo
Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consists of machine language instructions supported by an individual processor—typically a central processing unit (CPU) or a graphics processing unit (GPU). Machine language consists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location in the computer—an effect that is not directly observable to the user. An instruction may also invoke one of many input or output operations, for example displaying some text on a computer screen; causing state changes which should be visible to the user. The processor executes the instructions in the order they are provided, unless it is instructed ...
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Japanese Companies Disestablished In 2001
Japanese may refer to: * Something from or related to Japan, an island country in East Asia * Japanese language, spoken mainly in Japan * Japanese people, the ethnic group that identifies with Japan through ancestry or culture ** Japanese diaspora, Japanese emigrants and their descendants around the world * Japanese citizens, nationals of Japan under Japanese nationality law ** Foreign-born Japanese, naturalized citizens of Japan * Japanese writing system, consisting of kanji and kana * Japanese cuisine, the food and food culture of Japan See also * List of Japanese people * * Japonica (other) * Japonicum * Japonicus * Japanese studies Japanese studies (Japanese: ) or Japan studies (sometimes Japanology in Europe), is a sub-field of area studies or East Asian studies involved in social sciences and humanities research on Japan. It incorporates fields such as the study of Japanese ... {{disambiguation Language and nationality disambiguation pages ...
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Neo Geo Pocket Color
The is a 16-bit color handheld video game console manufactured by SNK. It is a successor to SNK's monochrome Neo Geo Pocket handheld which debuted in 1998 in Japan, with the Color being fully backward compatible. The Neo Geo Pocket Color was released on March 16, 1999 in Japan, August 6, 1999 in North America, October 1, 1999 in Europe, and on October 15, 1999 in United Kingdom, entering markets all dominated by Nintendo, competing with Nintendo's Game Boy Color. After a good sales start in both the U.S. and Japan with 14 launch titles (a record at the time), subsequent low retail support in the U.S., lack of communication with third-party developers by SNK's American management, the popularity of Nintendo's ''Pokémon'' franchise and anticipation of the 32-bit Game Boy Advance, and strong competition from Bandai's WonderSwan in Japan, led to a sales decline in both regions. Meanwhile, SNK had been in financial trouble for at least a year; the company soon collapsed, and was p ...
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Cool Boarders Pocket
''Cool Boarders Pocket'' is a Snowboarding video game developed by UEP Systems and published by SNK Playmore for the Neo Geo Pocket Color. Gameplay ''Cool Boarders Pocket'' differs to other games in the '' Cool Boarders'' series. It features an isometric (overhead) view instead of a third-person perspective Narration is the use of a written or spoken commentary to convey a story to an audience. Narration is conveyed by a narrator: a specific person, or unspecified literary voice, developed by the creator of the story to deliver information to the .... The game features two play modes a free-ride mode where the player navigates an obstacle course with no restrictions until they reach the goal, and a survival mode where the player snowboards through the obstacle course until they run out of health. The game allows the player to choose one of two characters; a female or male snowboarder. External links ''Cool Boarders Pocket'' reviewat Defunct Games 2000 video games N ...
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Rippin' Riders Snowboarding
''Rippin' Riders Snowboarding'', also known as ''Cool Boarders Burrrn'' in Japan and ''Snow Surfers'' in Europe, is a snowboard game developed by UEP Systems, the creators of the ''Cool Boarders'' series. It was released in 1999 for the Dreamcast. Regional differences ''Rippin' Riders'' was originally released in Japan under the name ''Cool Boarders Burrrn''. For the US release, UEP opted to release the ''Cool Boarders'' sequel under the name ''Rippin' Riders Snowboarding''. This was due to the U.S. rights to the ''Cool Boarders'' name being owned by Sony Computer Entertainment whose 989 Studios (a now defunct division of Sony Computer Entertainment America) published the US releases of ''Cool Boarders 3'' and ''Cool Boarders 4'' for the PlayStation. Reception The game received "average" reviews according to the review aggregation website GameRankings. Adam Pavlacka of '' NextGen'' said that the game was "just ''Cool Boarders'' on Dreamcast, albeit with a few new tracks and a ...
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Cool Boarders (video Game)
''Cool Boarders'' is a snowboarding video game developed by UEP Systems for the PlayStation (console), PlayStation. The game consists of three main courses (plus two additional unlockables) in which the player attempts to gain the fastest time, most points from performing tricks, and also total points, a combination of the two previous disciplines. This early game, while simple, led the way for the development of much more popular, extreme sport games. Release ''Cool Boarders'' was first released in Japan in August 1996. At this time Sony Computer Entertainment officials stated that, though snowboarding was not yet as popular in the West as in Japan, they were "seriously considering" localizing the game to North America. An emulated release for the PlayStation Network as a Lists of PS one Classics, PS one Classic was released in North America on December 4, 2006, in Europe on November 8, 2007 in Japan on October 26, 2011. Reception Reviews for ''Cool Boarders'' were mixed. T ...
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Cult Status
A cult following refers to a group of fans who are highly dedicated to some person, idea, object, movement, or work, often an artist, in particular a performing artist, or an artwork in some medium. The lattermost is often called a cult classic. A film, book, musical artist, television series, or video game, among other things, is said to have a cult following when it has a small but very passionate fanbase. A common component of cult followings is the emotional attachment the fans have to the object of the cult following, often identifying themselves and other fans as members of a community. Cult followings are also commonly associated with niche markets. Cult media are often associated with underground culture, and are considered too eccentric or anti-establishment to be appreciated by the general public or to be widely commercially successful. Many cult fans express their devotion with a level of irony when describing entertainment that falls under this realm, in that somethin ...
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