Serious Sam's Bogus Detour
''Serious Sam's Bogus Detour'' is a 2017 twin-stick shooter game developed by Crackshell and published by Devolver Digital. One to four players traverse levels set in Egypt, Greece, and on the Moon, collecting weapons to be used against waves of enemies placed throughout the open areas. Character upgrades can be purchased using stars, which can be found within levels or obtained through experience points gained by killing enemies. Deathmatch and survival modes can be played with up to twelve players. Revealed in December 2014, ''Bogus Detour'' was developed by Crackshell after designer Jochum Skoglund added an Easter egg of an enemy from ''Serious Sam'' to the studio's previous game, '' Hammerwatch''. Through communication with Roman Ribarić of ''Serious Sam'' franchise owner Croteam, Crackshell was allowed the use of ''Serious Sam'' assets and later the rights to develop a full game in ''Serious Sam'' series. Crackshell initially intended to self-publish ''Bogus Detour'' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Crackshell
''Hammerwatch'' is a 2013 hack and slash and action-adventure game developed and published by Swedish studio Crackshell. It was released for Linux, Microsoft Windows and OS X in August 2013, followed by released for Nintendo Switch, PlayStation 4 and Xbox One in December 2017. It also has the sequel '' Heroes of Hammerwatch''. Gameplay The gameplay of the game is similar to ''Diablo'' and other hack and slash video games. The player is in a castle and must kill hundreds of enemies. Like in the first edition of ''Diablo'', there are no skill trees in ''Hammerwatch''. The player buys skills from traders across the maps. ''Hammerwatch'' has six character classes: paladin, wizard, ranger, thief, warlock and priest. Development The game was developed by Jochum Skoglund and Niklas Myrberg. It was mainly inspired by the ''Gauntlet'' games. The game was put on Steam Greenlight and was accepted on 17 April 2013. A first beta was released in February 2013. The game was released on ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Software Cracking
Software cracking (known as "breaking" mostly in the 1980s) is the modification of software to remove or disable features which are considered undesirable by the person cracking the software (software cracker), especially copy protection features (including protection against the manipulation of software, serial number, hardware key, date checks and disc check) or software annoyances like nag screens and adware. A crack refers to the means of achieving, for example a stolen serial number or a tool that performs that act of cracking. Some of these tools are called keygen, patch, loader, or no-disc crack. A keygen is a handmade product serial number generator that often offers the ability to generate working serial numbers in your own name. A patch is a small computer program that modifies the machine code of another program. This has the advantage for a cracker to not include a large executable in a release when only a few bytes are changed. A loader modifies the startup f ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Split Screen (video Games)
Split screen is a display technique in computer graphics that consists of dividing graphics and/or text into adjacent (and possibly overlapping) parts, typically as two or four rectangular areas. This is done to allow the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports used this presentation methodology in the 1960s for instant replay. The original non-dynamic split screens differed from windowing systems in that the latter always allowed overlapping and freely movable parts of the screen (the "windows") to present related as well as unrelated application data to the user, while the former were strictly limited to fixed non-overlapping positions. The split screen technique can also be used to run two instances of an application, possibly with another user interacting with the other instance. In video games The split screen feature is commonly used in non- networked, also known as couch co-op, video games with mu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cooperative Video Game
A cooperative (also known as co-operative, co-op, or coop) is "an autonomous association of persons united voluntarily to meet their common economic, social and cultural needs and aspirations through a jointly owned and democratically-controlled enterprise".Statement on the Cooperative Identity. '' International Cooperative Alliance.'' Cooperatives are democratically controlled by their members, with each member having one vote in electing the board of directors. Cooperatives may include: * businesses owned and managed by the people who consume their goods and/or services (a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Heads-up Display (video Games)
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft. The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score or level). Shown on the HUD While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Most of them are static onscreen so that they stay visible during gameplay. Common features include: * Health/lives – this might include the player's character and possibly other important characters, such as allies or bosses. Real-time strategy games usually show the health of every unit visible on screen. Also, in many (but not all) first- and third-person shooters, when the player is damaged, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Life (video Games)
In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in arcade games and action games during the 1980s, and mechanics such as checkpoints and power-ups made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks. History Lives may have originated from ... [...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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Toxic Waste
Toxic waste is any unwanted material in all forms that can cause harm (e.g. by being inhaled, swallowed, or absorbed through the skin). Mostly generated by industry, consumer products like televisions, computers, and phones contain toxic chemicals that can pollute the air and contaminate soil and water. Disposing of such waste is a major public health issue. Classifying toxic materials Toxic materials are poisonous byproducts as a result of industries such as manufacturing, farming, construction, automotive, laboratories, and hospitals which may contain heavy metals, radiation, dangerous pathogens, or other toxins. Toxic waste has become more abundant since the industrial revolution, causing serious global issues. Disposing of such waste has become even more critical with the addition of numerous technological advances containing toxic chemical components. Products such as cellular telephones, computers, televisions, and solar panels contain toxic chemicals that can harm the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Destructible Environment
In video games, the term destructible environment, or deformable terrain, refers to an environment within a game which can be wholly or partially destroyed by the player. It may refer to any part of the environment, including terrain, buildings and other man-made structures. A game may feature destructible environments to demonstrate its graphical prowess, underscore the potency of the player character's given abilities, and/or require the player to leverage them to solve problems or discover new paths and/or secrets. Early examples include the Taito shooter games ''Gun Fight'' (1975) and ''Space Invaders'' (1978), where the players could take cover behind destructible objects.Brian AshcraftHow Cover Shaped Gaming's Last Decade Kotaku An early example of a fully destructible environment can be found in Namco's 1982 game ''Dig Dug'', in which the whole of each level is destructible, though enemies can usually only follow the player through a combination of pre-made tracks and paths ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Keycard Lock
A keycard lock is a lock operated by a keycard, a flat, rectangular plastic card. The card typically, but not always, has identical dimensions to that of a credit card or American and EU driver's license. The card stores a physical or digital pattern that the door mechanism accepts before disengaging the lock. There are several common types of keycards in use, including the mechanical holecard, barcode, magnetic stripe, Wiegand wire embedded cards, smart card (embedded with a read/write electronic microchip), RFID, and NFC proximity cards. Keycards are frequently used in hotels as an alternative to mechanical keys. The first commercial use of key cards was to raise and lower the gate at automated parking lots where users paid a monthly fee. Overview Keycard systems operate by physically moving detainers in the locking mechanism with the insertion of the card, by shining LEDs through a pattern of holes in the card and detecting the result, by swiping or inserting a magnetic ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rate Of Fire
Rate of fire is the frequency at which a specific weapon can fire or launch its projectiles. This can be influenced by several factors, including operator training level, mechanical limitations, ammunition availability, and weapon condition. In modern weaponry, it is usually measured in rounds per minute (RPM or round/min) or rounds per second (RPS or round/s). There are three different measurements for the rate of fire: cyclic, sustained, and rapid. Cyclic is the maximum rate of fire given only mechanical function, not taking into account degradation of function due to heat, wear, or ammunition constraints. Sustained is the maximum efficient rate of fire given the time taken to load the weapon and keep it cool enough to operate. Finally, rapid is the maximum reasonable rate of fire in an emergency when the rate of fire need not be upheld for long periods. Overview For manually operated weapons such as bolt-action rifles or artillery pieces, the rate of fire is governed primarily ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |