Guilty Gear XX
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Guilty Gear XX
''Guilty Gear X2'', also known as and subtitled ''The Midnight Carnival'' in Japan, is a fighting game developed by Arc System Works and published by Sammy Studios. The third main installment of the ''Guilty Gear'' series, ''Guilty Gear X2'' furthered the plot of the series, as well as introduced new characters and gameplay mechanics. A sequel to ''Guilty Gear X'', it was announced in January 2002, and was released on May 23, 2002, for the arcades. It was later ported to the PlayStation 2 and published in North America and Europe. The PlayStation 2 version of ''Guilty Gear X2'' sold well in Japan; over 140,000 copies were sold between 2002 and 2004. In addition to the public reception, the game has been praised by video game critics. Several aspects were commended, the most noticeable being its gameplay, visuals, music, and new additions from ''Guilty Gear X''. Some called it the best title of the series, of the year, and even one of the best fighting games of all time. Sinc ...
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I-No
I-No ( ; Japanese language, Japanese: , Hepburn romanization, Hepburn: ) is a character in Arc System Works' ''Guilty Gear (series), Guilty Gear'' fighting game series. Created by Daisuke Ishiwatari and first appearing in the 2002 video game ''Guilty Gear X2'', she was originally conceived as a replacement for previous character Justice (Guilty Gear), Justice in the title, and a combination of a wizard and a musician. Ishiwatari designed her to be "the ultimate erotic character", making her cruel and sexually aggressive, while basing her physical appearance on musician Ringo Sheena. In the game's setting, she is a minion of series villain Asuka R. Kreutz, though works towards her own goals, and often manipulates the other fighters against each other. Since her initial appearance, she has since gone on to appear as a playable character in most ''Guilty Gear'' series titles, as well as several mobile games. She is voiced in Japanese by Kikuko Inoue, and by Amber Lee Connors in the E ...
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Amusement Arcade
An amusement arcade, also known as a video arcade, amusements, arcade, or penny arcade (an older term), is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchandisers (such as claw machines), or coin-operated billiards or air hockey tables. In some countries, some types of arcades are also legally permitted to provide gambling machines such as slot machines or ''pachinko'' machines. Games are usually housed in cabinets. Video games were introduced in amusement arcades in the late 1970s and were most popular during the golden age of arcade video games, the early 1980s. History Penny arcade A penny arcade can be any type of venue for coin-operated devices, usually for entertainment. The term came into use about 1905–1910. The name derives from the penny, once a staple coin for the machines. The machines used included: * bagatelles, a game with elements of billiards and non-elec ...
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Health (gaming)
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. 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 have more health and armor. In many gam ...
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Handicapping
Handicapping, in sport and games, is the practice of assigning advantage through scoring compensation or other advantage given to different contestants to equalize the chances of winning. The word also applies to the various methods by which the advantage is calculated. In principle, a more experienced participant is disadvantaged, or a less experienced or capable participant is advantaged, in order to make it possible for the less experienced participant to win whilst maintaining fairness. Handicapping is used in scoring many games and competitive sports, including go, shogi, chess, croquet, golf, bowling, polo, basketball, and track and field events. Handicap races are common in clubs which encourage all levels of participants, such as swimming or in cycling clubs and sailing clubs, or which allow participants with a variety of standards of equipment. Often races, contests or tournaments where this practice is competitively employed are known as ''Handicaps''. Handicapp ...
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Rovi Corporation
TiVo Corporation, formerly known as the Rovi Corporation and Macrovision Solutions Corporation, was an American technology company headquartered in San Jose, California. Now operating as Xperi, the company is primarily involved in licensing its intellectual property within the consumer electronics industry, including digital rights management, electronic program guide software, and metadata. The company holds over 6,000 pending and registered patents. The company also provides analytics and recommendation platforms for the video industry. In 2016, Rovi acquired digital video recorder maker TiVo Inc., and renamed itself TiVo Corporation. On May 30, 2019, TiVo announced the appointment of Dave Shull as the company's new president and CEO. On December 19, 2019, TiVo merged with Xperi; the combined firm operates as Xperi. History Macrovision Corporation was established in 1983 by Victor Farrow and John O. Ryan. The 1984 film '' The Cotton Club'' was the first video to be e ...
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Allgame
RhythmOne , a subsidiary of Nexxen, is an American digital advertising technology company that owns and operates the web properties AllMusic, AllMovie, and SideReel. Blinkx was founded in 2004, went public on the Alternative Investment Market, AIM market of the London Stock Exchange in 2007, and began trading as RhythmOne in 2017. The company is headquartered in San Francisco and London, England. RhythmOne acquired All Media Network and its portfolio of web properties in April 2015. In April 2019, RhythmOne merged with Taptica, Taptica International (renamed Tremor International in June 2019), an advertising technology company headquartered in Tel Aviv, Tel Aviv, Israel. History Blinkx was named after blinkx.com, an Internet Media platform which connects online video viewers with publishers and distributors, using advertising to monetize those interactions. Blinkx has an index of over 35 million hours of video and 800 media partnerships, as well as 111 patents related to the sit ...
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Ziff Davis Media
Ziff Davis, Inc. is an American digital media and internet company. Founded in 1927 by William Bernard Ziff Sr. and Bernard George Davis, the company primarily owns technology- and health-oriented media websites, online shopping-related services, internet connectivity services, gaming and entertainment brands, and cybersecurity and martech (marketing technology) tools. Previously, the company was predominantly a publisher of hobbyist magazines. History The company was founded by William B. Ziff Company publisher Bill Ziff Sr. with Bernard Davis. Upon Bill Ziff's death in 1953, William B. Ziff Jr., his son, returned from Germany to lead the company. In 1958, Bernard Davis sold Ziff Jr. his share of Ziff Davis to found Davis Publications, Inc.; Ziff Davis continued to use the Davis surname as Ziff-Davis. Throughout most of Ziff Davis' history, it was a publisher of hobbyist magazines, often ones devoted to expensive, advertiser-rich technical hobbies such as cars, photography, a ...
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Level (video Gaming)
In video games, a level (also referred to as a map, mission, stage, course, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high to play for a long time. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penul ...
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Non-player Character
A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In traditional tabletop role-playing games such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player characters might be alli ...
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Boss (gaming)
In video games, a boss is a significantly powerful non-player character and computer-controlled enemy created as an opponent to players. A fight with a boss character is referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the players have faced up to that point in a game. 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', 'hidden' or 'raid' 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 conclusion to the game. A boss ...
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Game Mechanics
In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different Game studies, theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players. Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and Magic systems in games, spell slots. Definition of term There is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are: * "systems of interactions betwe ...
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Combo (video Gaming)
In video games, a combo (short for combination) is a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from fighting games where it is based upon the concept of a striking combination. It has been since applied more generally to a wide variety of genres, such as puzzle games, shoot 'em ups, and sports games. Combos are commonly used as an essential gameplay element, but can also serve as a high score or attack power modifier, or simply as a way to exhibit an exuberant playing style. In fighting games, combo specifically indicates a timed sequence of moves that produce a cohesive series of hits, each of which leaves the opponent unable to block. History John Szczepaniak of ''Hardcore Gaming 101'' considers Data East's DECO Cassette System arcade title ''Flash Boy'' (1981), a scrolling action game based on the manga and anime series ''Astro Boy'', to have a type of combo mechanic. When t ...
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