Mischief Makers
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Mischief Makers
''Mischief Makers'' is a side-scrolling platform game developed for the Nintendo 64 Video game console, gaming console by Treasure (company), Treasure, and published in 1997 by Enix in Japan and by Nintendo internationally. The player assumes the role of Marina Liteyears, a robotic maid who journeys to rescue her creator, Professor Theo, from the emperor of Planet Clancer. The gameplay is displayed in 2.5D, based on grabbing, shaking, and throwing objects within five worlds and 52 levels. It is the first 2D side-scrolling game for the Nintendo 64, and Treasure's first release for a Nintendo console. The 12-person team began development in mid-1995 with little knowledge of the prototype console. The team wanted to make a novel gameplay mechanic, and implementing the resultant "catching" technique became their most difficult task. The game was announced at the 1997 Electronic Entertainment Expo and was released in Japan on June 27 that year and later in the United States, Europe ...
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Treasure (company)
is a Japanese video game developer based in Tokyo Tokyo, officially the Tokyo Metropolis, is the capital of Japan, capital and List of cities in Japan, most populous city in Japan. With a population of over 14 million in the city proper in 2023, it is List of largest cities, one of the most ... known for its Action game, action, Platform game, platform, and shoot 'em up games. The company was founded in 1992 by former Konami employees seeking to explore original game concepts and free themselves from Konami's reliance on sequels. Their first game, ''Gunstar Heroes'' (1993) on the Sega Genesis, was a critical success and established a creative and action-oriented design style that would continue to characterize their output. Treasure's philosophy in game development has always been to make games they enjoy, not necessarily those that have the greatest commercial viability. Treasure grew a cult following for their action games developed during the 1990s, and though initiall ...
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Comedic Device
A comedic device is a technique or structure used to make something funny. They are often used in comedy. List of comedic devices Repetition Repetition is the essential comedic device and is often used in combination with other devices to reinforce them. The "callback" in comedy writing—in which a statement or theme is recalled as the punchline or close of a scene—is a classic example of the tension and release that are possible using repetition. It is also the basis for "Englishman, Irishman, and Scotsman" jokes, where repetition is used to set up a modus operandi and build tension before the Irishman (usually assumed to be the stupid one) provides the resolving juxtaposition. Hyperbole, or overstatement Hyperbole, an overstatement, is a figure of speech in which statements are exaggerated or extravagant. It may be used to reflect or affect strong feelings or impressions. Understatement An understatement is a figure of speech in which statements are purposely understate ...
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Double Jump (video Gaming)
Since the origin of video games in the early 1970s, the video game industry, the gamer, players, and video game culture, surrounding culture have spawned a wide range of technical and slang terms. 0–9 A B C D E F ...
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Special Effects
Special effects (often abbreviated as F/X or simply FX) are illusions or visual tricks used in the theatre, film, television, video game, amusement park and simulator industries to simulate the fictional events in a story or virtual world. It is sometimes abbreviated as SFX, but this may also refer to ''sound effects''. Special effects are traditionally divided into the categories of mechanical effects and optical effects. With the emergence of digital filmmaking a distinction between special effects and visual effects has grown, with the latter referring to digital post-production and optical effects, while "special effects" refers to mechanical effects. Mechanical effects (also called practical or physical effects) are usually accomplished during the live-action shooting. This includes the use of mechanised props, scenery, scale models, animatronics, pyrotechnics and atmospheric effects: creating physical wind, rain, fog, snow, clouds, making a car appear to drive by i ...
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Scale (ratio)
The scale ratio of a model represents the proportional ratio of a linear dimension of the model to the same feature of the original. Examples include a 3-dimensional scale model of a building or the scale drawings of the elevations or plans of a building. In such cases the scale is dimensionless and exact throughout the model or drawing. The scale can be expressed in four ways: in words (a lexical scale), as a ratio, as a fraction and as a graphical (bar) scale. Thus on an architect's drawing one might read 'one centimeter to one meter', 1:100, 1/100, or . A bar scale would also normally appear on the drawing. Colon may also be substituted with a specific, slightly raised ratio symbol , ie. . General representation Generally, a representation may involve more than one scale at the same time. For example, a drawing showing a new road in elevation might use different horizontal and vertical scales. An elevation of a bridge might be annotated with arrows with a length proportion ...
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Overworld
An overworld or a hub world is, in a broad sense, an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some platformers and strategy games. Description An overworld or hub world is an area within a video game which connects its other levels or locations. The term can also refer to a safer area which players frequently return to, like a town. They are common in adventure games, role-playing games (RPGs), platformers, and dungeon crawlers. Multiplayer games have hub worlds which serve as a centre for interaction with other players and non-player characters (NPCs). Hub worlds in single-player games are often used for worldbuilding, while hubs in multiplayer games are more purposed for storage for weapons and equipment, as well as restocking supplies. They serve as safe areas in between dangerous areas and quests where players can take on more passi ...
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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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Cardinal Direction
The four cardinal directions or cardinal points are the four main compass directions: north (N), south (S), east (E), and west (W). The corresponding azimuths ( clockwise horizontal angle from north) are 0°, 90°, 180°, and 270°. The four ordinal directions or intercardinal directions are northeast (NE), southeast (SE), southwest (SW), and northwest (NW). The corresponding azimuths are 45°, 135°, 225°, and 315°. The intermediate direction of every pair of neighboring cardinal and intercardinal directions is called a secondary intercardinal direction. These eight shortest points in the compass rose shown to the right are: # West-northwest (WNW) # North-northwest (NNW) # North-northeast (NNE) # East-northeast (ENE) # East-southeast (ESE) # South-southeast (SSE) # South-southwest (SSW) # West-southwest (WSW) Points between the cardinal directions form the points of the compass. Arbitrary horizontal directions may be indicated by their azimuth angle value. Determin ...
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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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Player-character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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Run And Gun (video Game)
Shoot 'em ups (also known as shmups or STGs) are a subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century, but did not receive a video game release until '' Spacewar!'' (1962). The shoot 'em up genre was established by the hit arcade game ''Space Invaders'', which popularised and set the general template for the genre in 1978, and has spawned many clones. The genre was then further developed by arcade hits such as ''Asteroids'' and ''Galaxian'' in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun ga ...
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