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Sonic After The Sequel
''Sonic After the Sequel'' is a 2013 platform game, platform video game created by Brazilian student Felipe Daneluz (LakeFeperd). It is an unofficial game based on the ''Sonic the Hedgehog'' series and set between the official games ''Sonic the Hedgehog 2'' and ''Sonic the Hedgehog 3''. Daneluz's second ''Sonic'' game, it follows ''Sonic Before the Sequel'', which is set between the original ''Sonic the Hedgehog (1991 video game), Sonic the Hedgehog'' and ''Sonic the Hedgehog 2''. Like its predecessor, ''After the Sequel'' stars Sonic the Hedgehog (character), Sonic the Hedgehog and his sidekick Tails (character), Tails in a quest to retrieve the Chaos Emeralds from Doctor Eggman. ''After the Sequel'' was inspired by ''Sonic Heroes'' and other games both inside and outside the ''Sonic'' series, and it was developed with Sonic Worlds, an game engine, engine based in Multimedia Fusion 2 that reduces the amount of computer programming involved in game creation. It was released as a ...
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Multimedia Fusion 2
Clickteam is a French software development company based in Boulogne-Billancourt, Hauts-de-Seine. Founded by Francis Poulain, François Lionet and Yves Lamoureux, Clickteam is best known for the creation of Clickteam Fusion, a script-free programming tool that allows users to create video games or other interactive software using a highly advanced event system. They are most known for publishing the first seven titles in the ''Five Nights at Freddy's'' series. History Before founding Clickteam, François Lionet was the programmer of STOS BASIC, a programming language released in 1989 for the Atari ST, and AMOS BASIC, a more advanced language released in 1990 for the Commodore Amiga. Both of these have since been released in open-source form on the Clickteam organisation website. Yves Lamoureux was also a successful game developer prior to co-founding Clickteam, working with multiple companies on games. Clickteam's debut software was ''Klik & Play'', released in 1994 as commer ...
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Sonic Chrono Adventure
Unlicensed developers and fans have created unofficial ''Sonic'' media, especially video games, relating to the ''Sonic the Hedgehog'' franchise. These products include video games, video game mods, ROM hacks, comics, and animations. Due to the popularity of the franchise, some of these products have received media attention. Sega is permissive of most fangames, as long as they are not for profit. Some ''Sonic'' fan game developers have gone on to work on official ''Sonic'' content, most prominently ''Sonic Mania'' (2017), while others have subsequently created original games that feature ''Sonic''-inspired mechanics. Video games Fangames The following are all original games based on the ''Sonic'' series: *''Green Hill Paradise Act 2'' is a 3D ''Sonic'' game built by Daniel "SuperSonic68" Coyle and other collaborators with the 3D Sonic Games Development Kit. This game gained notability for receiving a positive response from Sega. *''Sonic Utopia'' is 3D ''Sonic'' game demo, w ...
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Power-up
In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a Game mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power capsules from ''Pac-Man'' (regarded as the first power-up) and the Super Mushroom from ''Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video ga ...
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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. Sometimes the euphemisms chance, try, rest and continue are used, 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 ...
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Game Over
"Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in games designed for arcades, after the player has exhausted the game's supply of new challenges. The phrase has since been turned into quasi-slang, usually describing an event that will cause significant harm, injury, bad luck, or even death to a person. However, since the turn of the century, it has largely fallen out of fashion in favor of unlimited lives and endless checkpoints with autosaves, although it very much remains the norm in arcades, as they require payment inserts. History The phrase was used as early as 1950 in devices such as electro-mechanical pinball machines, which would light up the phrase with a lamp (lightbulb). Before the advent of home consoles and personal computing, arcades were the predominant platform for p ...
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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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Rings (Sonic The Hedgehog)
is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist, and his robot army. The main ''Sonic the Hedgehog'' games are platformers mostly developed by Sonic Team; other games, developed by various studios, include spin-offs in the racing, fighting, party and sports genres. The franchise also incorporates printed media, animations, films, and merchandise. Naka, Ohshima, and Yasuhara developed the first ''Sonic'' game, released in 1991 for the Sega Genesis, to provide Sega with a mascot to compete with Nintendo's Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three ''Sonic'' games, plus the spin-off ''Sonic Spinball'' (1993). A number ...
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Haunted House
A haunted house, spook house or ghost house in ghostlore is a house or other building often perceived as being inhabited by disembodied spirits of the deceased who may have been former residents or were otherwise connected with the property. Parapsychologists often attribute haunting to the spirits of the dead who have suffered from violent or tragic events in the building's past such as murder, accidental death, or suicide. Upon scientific investigation, alternative causes to supernatural phenomenon are found, such as hoaxes, environmental effects, hallucinations or confirmation biases. Common symptoms of hauntings, like cold spots and creaking or knocking sounds, can be found in most homes regardless of suspected paranormal presences. Carbon monoxide poisoning has also been cited as a cause of suspected hauntings. History According to Owen Davies, a paranormal historian, hauntings in the British Isles were usually attributed to fairies, but today hauntings are usually ...
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Vertical Loop
The generic roller coaster vertical loop, also known as a Loop-the-loop, or a Loop-de-loop, where a section of track causes the riders to complete a 360 degree turn, is the most basic of roller coaster inversions. At the top of the loop, riders are completely inverted. History The vertical loop is not a recent roller coaster innovation. Its origins can be traced back to the 1850s when ''centrifugal railways'' were built in France and Great Britain. The rides relied on centripetal forces to hold the car in the loop. One early looping coaster was shut down after an accident. Later attempts to build a looping roller coaster were carried out during the late 19th century with the ''Flip Flap Railway'' at Sea Lion Park, designed by Roller coaster engineer Lina Beecher. The ride was designed with a completely circular loop (rather than the teardrop shape used by many modern looping roller coasters), and caused neck injuries due to the intense G-forces pulled with the tight radius ...
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Boss (video 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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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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Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an Research and development, R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's Sega System 16, System 16 arcade board, centered on a Motorola 68000 processor as the central processing unit, CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware Sprite (computer graphics), sprites, Tile-based video game, tiles, and scrolling. It ...
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