Mervil's Ambition
is a role-playing video game (RPG) developed and published by ASCII Corporation for the Super Nintendo Entertainment System, Super Famicom. The plot follows the knight Gao, tasked with accompanying a hero (the gamer, player) in rescuing an ailing princess and preventing the end of all life. ''Down the World'' contains traditional gameplay tropes from console RPGs such as exploration of dungeons, completion of quests to advance the plot, recruitment of new party members, and completion of quests to advance the plot. The game's Turns, rounds and time-keeping systems in games, turn-based battles with enemies are largely automatically, where the player chooses from a set of tactical role-playing game, tactical formations containing roles for characters to act out. Lyricist Chinfa Kan penned the story of ''Down the World'' as a film before it became an RPG. The game was once considered for the cancelled Super NES CD-ROM, Super Famicom CD-ROM Adapter before development moved to the ROM ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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ASCII Corporation
was a Japanese publishing company based in Chiyoda, Tokyo. It became a subsidiary of Kadokawa Group Holdings in 2004, and merged with another Kadokawa subsidiary MediaWorks on April 1, 2008, becoming ASCII Media Works. The company published '' Monthly ASCII'' as the main publication. ASCII is best known for creating the '' Derby Stallion'' video game series, the MSX computer, and the '' RPG Maker'' line of programming software. History 1977–1990: Founding and first projects ASCII was founded in 1977 by Kazuhiko Nishi and Keiichiro Tsukamoto. Originally the publisher of a magazine with the same name, ''ASCII'', talks between Bill Gates and Nishi led to the creation of Microsoft's first overseas sales office, ASCII Microsoft, in 1978.Quote from Bill Gates' ''The Road Ahead'', found in In 1980, ASCII made 1.2 billion yen of sales from licensing Microsoft BASIC. It was 40 percent of Microsoft's sales, and Nishi became Microsoft's Vice President of Sales for Far East. In 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Game Controller
A game controller, gaming controller, or simply controller, is an input device used with video games or entertainment systems to provide input to a video game, typically to control an object or character in the game. Before the seventh generation of video game consoles, plugging in a controller into one of a console's controller ports was the primary means of using a game controller, although since then they have been replaced by wireless controllers, which do not require controller ports on the console but are Electric battery, battery-powered. USB game controllers could also be connected to a computer with a USB port. Input devices that have been classified as game controllers include keyboards, mouses, gamepads, joysticks, etc. Special purpose devices, such as steering wheels for Racing video game, driving games and light guns for Shooter games, shooting games, are also game controllers. Controllers which are included with the purchase of a home console are considered as stand ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tactical Role-playing Game
Tactical role-playing games (abbreviated TRPGs), also known as strategy role-playing games and in Japan as (both abbreviated SRPGs), are a video game genre that combines core elements of role-playing video games with those of tactical ( turn-based or real-time) strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as '' Chainmail'', which were primarily concerned with combat. Game design This subgenre of role-playing video games principally refers to games which incorporate elements from strategy video games as an alternative to traditional role-playing game (RPG) systems. Like standard RPGs, the player typically controls a finite party and battles a similar number of enemies. And like other RPGs, death is usually temporary. But this genre incorporates strategic gameplay suc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 usuall ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Isometric Video Game Graphics
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Boss (video Games)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses agai ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Fourth Wall
The fourth wall is a performance convention in which an invisible, imaginary wall separates actors from the audience. While the audience can see through this ''wall'', the convention assumes the actors act as if they cannot. From the 16th century onward, the rise of illusionism in staging practices, which culminated in the realism and naturalism of the theatre of the 19th century, led to the development of the fourth wall concept. The metaphor suggests a relationship to the mise-en-scène behind a proscenium arch. When a scene is set indoors and three of the walls of its room are presented onstage, in what is known as a box set, the fourth of them would run along the line (technically called the proscenium) dividing the room from the auditorium. The ''fourth wall'', though, is a theatrical convention, rather than of set design. The actors ignore the audience, focus their attention exclusively on the dramatic world, and remain absorbed in its fiction, in a state that th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Random Encounter
A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like ''Dragon Quest'', ''Pokémon'', and the ''Final Fantasy'' series. Role-playing games Random encounters—sometimes called ''wandering monsters''—were a feature of ''Dungeons & Dragons'' from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the gamemaster by rolling dice against a ''random encounter table''. The tables ar ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Fast Travel
Fast travel or teleportation is a video game mechanic used in open world titles that allows a player character to instantaneously travel between previously discovered locations (teleport waypoints or fast travel points) without having to traverse that distance in real time. It is a type of warp that is specifically used to traverse the game's world rather than the inside of a level. Sometimes in-game time passes while fast traveling, while in other cases the travel is simply implied or the player is teleported by magical or technological means. While typically used as a means of providing convenience to the player, fast travel has been criticized as detracting from games' design, as some worlds or quests are designed to incorporate it at the expense of depth, memorability or realism. Characteristics Fast travel is usually performed from an in-game menu upon accessing either a map of the overworld or an object such as a vehicle or save point. The player is immediately transported ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |