Viewtiful Joe 2
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Viewtiful Joe 2
''Viewtiful Joe 2'', known in Japan as is a video game and sequel to ''Viewtiful Joe''. The game was developed by Clover Studio and published by Capcom in 2004 for the GameCube and PlayStation 2. The game's story begins precisely where the original ''Viewtiful Joe'' left off, with the beginning of an alien invasion of Movieland by a villainous organization called "Gedow". The group is led by an unseen being known as the "Black Emperor", whose proclaims his goal to collect the special Rainbow Oscars, seven statuettes which contain the "power of the happy ending". Straight from their previous adventure, superhero Viewtiful Joe and his girlfriend Sexy Silvia quickly charge themselves with stopping Gedow's evil plans. Very similar to its predecessor, ''Viewtiful Joe 2'' is a combination of 2D and 3D cel-shaded graphics with action, platforming, and beat 'em up gameplay elements. Using either of the characters Viewtiful Joe or Sexy Silvia, the player must utilize "VFX Powers" in ord ...
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Clover Studio
was a Japanese video game development studio founded by Capcom. The studio developed the PlayStation 2 port of '' Viewtiful Joe'', both versions of ''Viewtiful Joe 2'' for the GameCube and PlayStation 2, and the PS2 titles ''Ōkami'' and '' God Hand''. The name "clover" is an abbreviation of "creativity lover" as well as the Japanese syllables mi ("three") and ba ("leaf") coming from the names of Shinji Mikami and Clover's Atsushi Inaba. The studio consisted largely of existing Capcom R&D talent, who had formed the company (then called Studio 9) to give themselves greater executive control (and thus creative freedom), like Sega's semi-autonomous studios in the early 2000s. The studio focused largely on creating new intellectual property rather than sequels. When these failed to perform on par with Capcom's more popular series, Capcom attempted to merge the studio back into their internal R&D. Those at the studio chose instead to leave the company, and Clover was dissolved. So ...
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Sequel
A sequel is a work of literature, film, theatre, television, music or video game that continues the story of, or expands upon, some earlier work. In the common context of a narrative work of fiction, a sequel portrays events set in the same fictional universe as an earlier work, usually chronologically following the events of that work. In many cases, the sequel continues elements of the original story, often with the same characters and settings. A sequel can lead to a series, in which key elements appear repeatedly. Although the difference between more than one sequel and a series is somewhat arbitrary, it is clear that some media franchises have enough sequels to become a series, whether originally planned as such or not. Sequels are attractive to creators and to publishers because there is less risk involved in returning to a story with known popularity rather than developing new and untested characters and settings. Audiences are sometimes eager for more stories about p ...
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Digital Recording
In digital recording, an audio or video signal is converted into a stream of discrete numbers representing the changes over time in air pressure for audio, or chroma and luminance values for video. This number stream is saved to a storage device. To play back a digital recording, the numbers are retrieved and converted back into their original analog audio or video forms so that they can be heard or seen. In a properly matched analog-to-digital converter (ADC) and digital-to-analog converter (DAC) pair the analog signal is accurately reconstructed per the constraints of the Nyquist–Shannon sampling theorem dependent on the sampling rate and quantization error dependent on the audio or video bit depth. Because the signal is stored digitally, assuming proper error detection and correction, the recording is not degraded by copying, storage or interference. Timeline *October 3, 1938: British telephone engineer Alec Harley Reeves files at the French Patent Office the fir ...
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Instant Replay
Instant replay or action replay is a video reproduction of something that recently occurred which was both shot and broadcast live. The video, having already been shown live, is replayed in order for viewers to see again and analyze what had just taken place. Some sports allow officiating calls to be overturned after the review of a play. Instant replay is most commonly used in sports, but is also used in other fields of live TV. While the first near-instant replay system was developed and used in Canada, the first ''instant'' replay was developed and deployed in the United States. Outside of live action sports, instant replay is used to cover large pageants or processions involving major dignitaries (e.g. monarchs, religious leaders such as the Catholic Pope, revolutionary leaders with mass appeal), political debate, legal proceedings (e.g. O.J. Simpson murder case), royal weddings, red carpet events at major award ceremonies (e.g. the Oscars), grandiose opening ceremonies ...
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Bullet-time
Bullet time (also known as frozen moment, dead time, flow motion or time slice) is a visual effect or visual impression of detaching the time and space of a camera (or viewer) from those of its visible subject. It is a depth enhanced simulation of variable-speed action and performance found in films, broadcast advertisements, and realtime graphics within video games and other special media. It is characterized by its extreme transformation of both time (slow enough to show normally imperceptible and unfilmable events, such as flying bullets), and of space (by way of the ability of the camera angle—the audience's point-of-view—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional slow motion, as the physical camera would have to move implausibly fast; the concept implies that only a "virtual camera", often illustrated within the confines of a computer-generated environment such as a virtual world or virtual reality, wou ...
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