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Cyberball
is a video game released in arcades in 1988 by Atari Games. The game is a 7-man American football using robotic avatars of different speeds, sizes, and skill sets set in the year 2022. Originally released for arcades, ''Cyberball'' was ported to several home consoles and computers. In 1988, Atari released the original ''Cyberball'' arcade game as a large cabinet with two monitors, each with two sets of controls for one or two players. Players on each side could play against computer opponents or head-to-head on opposing monitors for a maximum of four players. In 1989, Atari Games released a sequel to the original ''Cyberball'' in both the same large dual-monitor cabinet titled ''Tournament Cyberball 2072'' as well as a stand-alone two-player cabinet titled ''Cyberball 2072''. The sequel included improved game play, which included refined player movements and many more offensive plays and defensive formations, and changed its setting to 2072. Also shipped in 1989 were several con ...
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Atari Games
Atari Games Corporation was an American producer of arcade video games, active from 1985 to 1999, then as Midway Games West Inc. until 2003. It was formed when the coin-operated video game division of Atari, Inc. was transferred by its owner Warner Communications to a joint venture with Namco, being one of several successor companies to use the name Atari. The company developed and published games for arcades under the Atari brand, and across consumer home systems such as the Commodore 16, Commodore 64, Game Boy, Nintendo Entertainment System (NES) and others using the Tengen (company), Tengen label for legal reasons. Some of the games Atari Games had developed include ''Tetris (Atari Games), Tetris, Road Runner (video game), Road Runner, RoadBlasters,'' ''Primal Rage, Hard Drivin''' and San Francisco Rush: Extreme Racing, ''San Francisco Rush''. Atari Games effectively operated independently from 1987, when Namco sold its controlling stake, until Time Warner reassumed full own ...
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Jaleco
was a corporate brand name that was used by two previously connected video game developers and publishers based in Japan. The original Jaleco company was founded in 1974 as Japan Leisure Company, founded by Yoshiaki Kanazawa, before being renamed to simply Jaleco in the early 1980s. This company was later acquired in 2000 by PCCW, who rebranded it as their Japanese game division, PCCW Japan, before reverting it to Jaleco in 2002. In 2006, Jaleco became independent from PCCW and renamed to Jaleco Holding, having their video game operations spun off into a new company, also called Jaleco. This new spin-off company was sold to mobile developer Game Yarou in 2009, with Jaleco Holding renaming itself to Encom Holdings shortly after. Jaleco is known for its arcade and home console video games produced in the 1980s and early 1990s, including '' City Connection'', '' Bases Loaded'', '' Ninja JaJaMaru-kun'', '' Exerion'', '' Idol Janshi Suchie-Pai'' and '' Rushing Beat''. Jaleco also prod ...
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Atari Corporation
Atari Corporation was an American manufacturer of Home computer, home computers and Video game console, video game consoles. It was founded by Jack Tramiel on May 17, 1984, as Tramel Technology, Ltd., but then took on the Atari name less than two months later when WarnerMedia, Warner Communications sold the home gaming and computing assets of Atari, Inc. to Tramiel. Its chief products were the Atari ST, Atari XE, Atari 7800, Atari Lynx and Atari Jaguar; in addition to hardware, the company also published video games for its home systems and also had an in-house development team for Lynx and Jaguar software for porting, or developing original titles such as Warbirds (video game), ''Warbirds'' and ''Trevor McFur in the Crescent Galaxy''. In 1996, the company Reverse takeover, reverse merged with JT Storage, JTS Corp., becoming a small ''de facto'' non-operating division which itself closed after JTS sold all Atari assets to Hasbro Interactive in 1998. History The company was fo ...
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Tengen (company)
Tengen Inc. was an American video game publisher and developer that was created by the arcade game manufacturer Atari Games for publishing computer and console games. It had a Japanese subsidiary named . History By 1984, Atari, Inc. had been split into two distinct companies. Atari Corporation was responsible for computer and console games and hardware and owned the rights to the Atari brand for these domains. Atari Games was formed from Atari, Inc.'s arcade division, and were able to use the Atari name on arcade releases but not on console or computer games. When Atari Games wanted to enter the console game market, it needed to create a new label that did not use the Atari name. The new subsidiary was dubbed Tengen, which in the Japanese nomenclature of the board game Go refers to the central point of the board (the word "Atari" comes from the same game). At the time, Nintendo restricted their licensees to releasing only five games per year, mandated that Nintendo handle c ...
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JAMMA
The (formerly the , abbreviated JAMMA) is a Japanese trade association headquartered in Tokyo. JAMMA is run by representatives from various arcade video game manufacturers, including Bandai Namco, Sega, Taito, Koei Tecmo, Capcom, and Konami among others. Nintendo was also a member of the organization until its departure on February 28, 1989. Nihon Bussan left in 1992 over content issues in their mahjong games. ��雀ゲームの審査に不満を示した日本物産の退会で議論」, ''Game Machine'' issue 420 (1992), p. 3 (Japanese)/ref> The corporation was renamed on 1 April 2012 after they merged with the Nihon Shopping Center Amusement Park Operator's Association (NSA) and the Japan Amusement Park Equipment Association (JAPEA). Before 2012, JAMMA had been organizing an annual trade fair called the Amusement Machine Show for many years. In 2013, they began collaborating with the Amusement Machine Operators' Union (AOU), who had their own trade show, to promote a new ...
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Onside Kick
In gridiron football, an onside kick is a kickoff (under American and Canadian rules) or punt (under Canadian rules only) deliberately kicked short in an attempt by the kicking team to regain possession of the ball. This is in contrast with a typical kickoff or punt, in which the kicking team kicks the ball far downfield in order to maximize the distance the receiving team has to advance the ball in order to score. The risk to the team attempting an onside kick is that if it is unsuccessful the receiving team gets the ball and usually has a much better field position than with a normal kick. The onside kick has a low success rate, though its chances of success increase in a situation where the returning team does not expect it. In American football, it is generally only seen late in a game when a team has just scored but is still trailing by 8 points or fewer (the most points that can be scored on a single possession) and needs to regain possession in order to score again before ...
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Rookie
A rookie is a person new to an occupation, profession, or hobby. In sports, a ''rookie'' is a professional athlete in their first season (or year). In contrast with a veteran who has experience, a rookie is typically considered needing more training and learning, though they may bring a new outside expertise to a job. Etymology The Oxford English Dictionary states that the origins are uncertain, but that perhaps it is a corruption of the word ''recruit''. The earliest example in the OED is from Rudyard Kipling's ''Barrack-Room Ballads'' (published 1892): "''So 'ark an' 'eed, you rookies, which is always grumblin' sore''", referring to rookies in the sense of raw recruits to the British Army. At least during the beginning of the 20th century, in the British Army the term "rookie" was typically used in place of "recruit" as exemplified in ''Trenching at Gallipoli'' by John Gallishaw (New York Century Co.: 1916) and in ''The Amateur Army'' by Patrick MacGill (London, Herbert Jenk ...
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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-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in 1948, first seen in the game ''Nim''. 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. One of the most infamous example ...
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Cooperative Video Game
A cooperative video game, often abbreviated as co-op, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents ( PvE). Co-op games can be played locally using one or multiple input controllers or over a network via local area networks, wide area networks, or the Internet. Co-op gameplay has gained popularity as controller and networking technology has developed. On PCs, consoles and mobile devices, cooperative games have become increasingly common, and many genres of games—including shooter games, sports games, real-time strategy games, and massively multiplayer online games—include co-op modes. Description A cooperative video game is a video game that allows players to work together as teammates, usually against one or more non-player character opponents ( PvE). Cooperative video games are often abbreviated as ''co-ops''. The gameplay of cooperative games may be entirely cooperative or be limited ...
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Fumble
A fumble in gridiron football occurs when a player who has possession and control of the ball loses it before being downed (tackled), scoring, or going out of bounds. By rule, it is any act other than passing, kicking, punting, or successful handing that results in loss of ball possession by a player. Unlike other events which cause the ball to become loose, such as an incomplete pass, a fumbled ball is considered a live ball, and may be recovered and advanced by any member of either team. A fumble may be forced by a defensive player who either grabs or punches the ball or butts the ball with their helmet (a move called "tackling the ball"). A fumbled ball may be recovered and advanced by either team (except, in American football, after the two-minute warning in either half/overtime or on 4th down at any point during the game, when the fumbler is the only offensive player allowed to advance the ball, otherwise the ball is ruled dead at the spot of the fumble, except when it is ...
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Interception
In Ball game, ball-playing Competitive sport, competitive team sports, an interception or pick is a move by a player involving a pass of the ball—whether by foot or hand, depending on the rules of the sport—in which the ball is intended for a player of the same team but caught or otherwise brought under control by a player of the opposing team, who thereby usually gains possession of the ball for their team. It is commonly seen in football, including American football, American and Canadian football, as well as association football, rugby league, rugby union, Australian rules football and Gaelic football, as well as any sport by which a loose object is passed between players toward a goal. In basketball, this is called a Steal (basketball), steal. Gridiron football In American football and Canadian football, an interception occurs when a forward pass that has not yet touched the ground is caught by a player of the defensive team. This leads to an immediate change of possess ...
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