Safecracker (video Game)
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Safecracker (video Game)
''Safecracker'' is a 1997 puzzle adventure game developed by Daydream Software and published by GT Interactive. It casts the player as a security professional, whose goal is to infiltrate the mansion headquarters of a safe manufacturer and break into 35 of its unusual models. Each safe is guarded by a different type of puzzle, including sliding tiles, anagram codes and translations from braille. The player's progression is nonlinear: the mansion can be explored, and its safes unlocked, in multiple orders. However, the game must be completed within a 12-hour time limit. ''Safecracker'' was conceived in 1994 as the debut title by Daydream, one of Sweden's first major computer game developers. After signing with Warner Interactive Entertainment (WIE) in 1995, Daydream began to develop the game with Macromedia Director and QuickTime VR. Expensive Silicon Graphics machines were purchased with Warner's funding to create the visuals; musicians Rob 'n' Raz were hired to compose the s ...
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Daydream Software
Daydream Software was a Swedish video game developer founded in 1994. They released four games (with another in the works) before closing in 2003. History Early years (1994–1996) Daydream Software was established in November 1994 in Umeå, Sweden. Its founding members were Jan Phersson-Broburg, Erik Phersson, Jörgen Isaksson, Nigel Papworth and Leif Holm. All but Papworth were employees of Sombrero AB, a local computer services company co-founded by Isaksson and the Phersson brothers in 1993. Daydream initially formed for the purpose of making '' Safecracker'', a project conceived earlier in 1994 by Papworth and Isaksson, influenced by '' Myst'' and the board game '' Mastermind''. The company's founders chose to make nonviolent gameplay their guiding principle in ''Safecracker'' and all future titles. Daydream soon obtained a handshake deal with publisher Warner Music Sweden for ''Safecracker'', but this arrangement fell through shortly after. However, the ''Safecracker'' pla ...
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Rob 'n' Raz
Rob'n'Raz were a Swedish music duo of Robert Wåtz and Rasmus Lindwall. After some years of DJing in the late 1980s, they decided to start performing and composing together. They worked on production, remixing and scratching. For a time, Lindwall was the first choice when a Swedish recording demanded a scratch. Leila K and Papa Dee were among the vocalists and rappers during the first years when the records were released by Swemix. They had two chart appearances in the UK Singles Chart with "Got to Get" (1989, #8) and "Rok the Nation" (1990, #41). In 1990, they released the album ''Rob'n'Raz featuring Leila K'', which included those two songs. Remixes were produced with Just D and Christer Sandelin. They produced a large number of unofficial remixes released by Remixed Records, such as ABBA's "Dancing Queen" among others. They also composed the music for the video game ''Safecracker'' (1996). During 1993, on ZTV, they presented the dance/ hip hop section ''Clubhopping''. Later ...
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Safe-cracking
Safe-cracking is the process of opening a safe without either the combination or the key. Physical methods Different procedures may be used to crack a safe, depending on its construction. Different procedures are required to open different safes, so safe-crackers need to be aware of the differences. Lock manipulation Lock manipulation is a damage-free combination recovery method and a well known surreptitious bypass technique. Manipulation only requires fingers, eyes, and proper technique, though it is a skill that takes years to develop. While manipulation of combination locks is usually performed on Group 2 locks, many Group 1 locks are susceptible to manipulation. It involves the manipulation of the lock in order to obtain the combination one number at a time. Manipulation procedures can vary, but they all rely on exploiting the presence of mechanical imperfections in the lock, unlocking the safe and recovering its combination, which can then be reused to open the safe loc ...
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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 st ...
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Zork Nemesis
''Zork Nemesis: The Forbidden Lands'' is a graphic adventure game developed by Zombie LLC, published by Activision, and released in 1996 for Windows 95, MS-DOS, and Macintosh. It is the eleventh game in the ''Zork'' series, and the first title not to be marketed under the Infocom label, while featuring a darker, less comical story within the Zork setting. The story focuses on players investigating the sudden disappearance of four prominent figures and their children to the hands of a mysterious being known as the "Nemesis", and uncovering a sinister plot during their investigations that they must thwart. The game features performances by Lauren Koslow, W. Morgan Sheppard, Allan Kolman, Stephen Macht, Paul Anthony Stewart, Merle Kennedy, and Bruce Nozick. The game received favorable reviews, despite some criticism of the puzzles and lack of relevance to the Zork setting, and won the 1996 Spotlight Award for "Best Prerendered Art". The MS-DOS edition of the game was later released ...
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Point And Click
Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document. Point and click can be used with any number of input devices varying from mouses, touch pads, trackpoint, joysticks, scroll buttons, and roller balls. User interfaces, for example graphical user interfaces, are sometimes described as "point-and-click interfaces", often to suggest that they are very easy to use, requiring that the user simply point to indicate their wishes. These interfaces are sometimes referred to condescendingly (e.g., by Unix users) as "click-and-drool" or "point-and-drool" interfaces. The use of this phrase to describe software implies that the interface can be controlled solely through the mouse (or some other mean ...
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Pre-rendering
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-t ...
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First-person (gaming)
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay. Many other genres incorporate first-person perspectives, including other types of shooter games (such as light gun shooters, rail shooters and shooting gallery games), adventure games (including visual novels), amateur flight simulations (including combat flight simulators), racing games (including driving simulators), role-playing video games, and vehicle simulations (including sailing simulators and vehicular combat games). Game mechanics Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typ ...
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Safecracker Video Game 1997 Screenshot
Safe-cracking is the process of opening a safe without either the combination or the key. Physical methods Different procedures may be used to crack a safe, depending on its construction. Different procedures are required to open different safes, so safe-crackers need to be aware of the differences. Lock manipulation Lock manipulation is a damage-free combination recovery method and a well known surreptitious bypass technique. Manipulation only requires fingers, eyes, and proper technique, though it is a skill that takes years to develop. While manipulation of combination locks is usually performed on Group 2 locks, many Group 1 locks are susceptible to manipulation. It involves the manipulation of the lock in order to obtain the combination one number at a time. Manipulation procedures can vary, but they all rely on exploiting the presence of mechanical imperfections in the lock, unlocking the safe and recovering its combination, which can then be reused to open the safe lock ...
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The Ultimate Puzzle Adventure
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pro ...
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The Adventure Company
The Adventure Company was a Canadian video game developer and a former publishing division of DreamCatcher Interactive. It was sold to THQ Nordic GmbH THQ Nordic GmbH (formerly Nordic Games GmbH) is an Austrian video game publisher based in Vienna. Formed in 2011, it is a publishing subsidiary of Embracer Group. Originally named Nordic Games, as was the parent company, both companies were re ... in 2011 following DreamCatcher's parent (JoWooD Entertainment) assets being sold after entering Administration (law), administration. History The Adventure Company was first launched in January 2002 as a Division (business), division and brand of DreamCatcher Interactive to distribute their adventure games titles under. The first title released under the new brand was ''The Cameron Files: Secret at Loch Ness'' which was released at the end of January 2002. The Adventure Company has worked with many developers including: Kheops Studio, THQ, Microïds, and Cryo Interactive. In 2006, Dr ...
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Kheops Studio
Kheops Studio was an independent video game development studio created in September 2003. Its games were published by Microïds, which acquired the brand and intellectual property as insolvency assets of Cryo Interactive in 2002. The company was co-founded by Benoît Hozjan (of Cryo Interactive), who also served as the creative director for the studio and Stéphane Petit (of Cryo Interactive), who served as technical director. Kheops developed adventure games for the PC platform and released several major successful games. The studio is best known for creating games that have been described by the developer as "cultural entertainment", that is, games which are heavily drawn from historical or literary sources to include a mixture of history and fiction. After filing for bankruptcy, the studio was closed down in January 2012. History Kheops Studio was established in Paris during September 2003 by Benoît Hozjan and other ex-members of DreamCatcher Interactive's European branch. ...
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