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PS4 - PlayStation Plus - Free Games Trailer (August 2015) Subscribe http://bit.ly/GamesHQMedia. This article, PlayStation Plus free games of November 2015 for PS4, PS3, PS Vita, originally appeared on CNET.com. Sony has announced November 2015's. Sony is celebrating one full year of PlayStation Plus Instant Game Collection, and posted the image above showcasing all 64 free games offered since. Free Games On Playstation Plus September 2015Sony has revealed the six free games that PlayStation Plus members can download for free in September, one of which Plus members had a hand in choosing. Get free games and huge discounts on exciting PlayStation games with your PlayStation®Plus membership. Enjoy online multiplayer, free trial and much more. Updated with the free games available in November. If you have PlayStation Plus, you automatically get free games for your Sony consoles. Two free games are made. PlayStation Plus free games for September include Grow Home, Super Time Force Ultra. By Samit Sarkar on Aug 24, 2015 at 2:30p @SamitSarkar. Video game development - Wikipedia, the free encyclopedia. Video game development is the process of creating a video game. Development is undertaken by a game developer, which may range from one person to a large business. Traditional commercial PC and console games is normally funded by a publisher and take several years to develop. Indie games can take less time and can be produced cheaply by individuals and small developers. The indie game industry has seen a rise in recent years with the growth of new online distribution systems and the mobile game market. The first video games were developed in the 1. Commercial game development began in the 1. Due to low costs and low capabilities of computers, a lone programmer could develop a full game.
However, approaching the 2. PC game. The average cost of producing a video game slowly rose from US$1–4 million in 2. Mainstream PC and console games are generally developed in phases. First, in pre- production, pitches, prototypes, and game design documents are written. If the idea is approved and the developer receives funding, a full- scale development begins. This usually involves a 2. Overview[edit]Game development is the software development process by which a video game is produced. Games are developed as a creative outlet and to generate profit. Development is normally funded by a publisher. Well- made games bring profit more readily. However, it is important to estimate a game's financial requirements, such as development costs of individual features. Failing to provide clear implications of game's expectations may result in exceeding allocated budget. In fact, the majority of commercial games do not produce profit.[9] Most developers cannot afford changing development schedule and require estimating their capabilities with available resources before production. The game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations.[neutrality is disputed] Every year new independent development companies open and some manage to develop hit titles. Similarly, many developers close down because they cannot find a publishing contract or their production is not profitable. It is difficult to start a new company due to high initial investment required. Nevertheless, growth of casual and mobile game market has allowed developers with smaller teams to enter the market. Once the companies become financially stable, they may expand to develop larger games. Most developers start small and gradually expand their business. A developer receiving profit from a successful title may store up a capital to expand and re- factor their company, as well as tolerate more failed deadlines. An average development budget for a multiplatform game is US$1. M, with high- profile games often exceeding $4. Welcome To The New KSU. Kennesaw State University is a comprehensive university recognized for its entrepreneurial spirit, global engagement and sense of community. M.[1. 6]In the early era of home computers and video game consoles in the early 1. It could take as little as six weeks to develop a game.[1. However, the high user expectations and requirements[1. A team of over a hundred people can be employed full- time for a single project.[1. Game development, production, or design is a process that starts from an idea or concept.[2. Often the idea is based on a modification of an existing game concept. The game idea may fall within one or several genres. Designers often experiment with different combinations of genres.[2. Game designer usually produces initial game proposal document, that contains the concept, gameplay, feature list, setting and story, target audience, requirements and schedule, staff and budget estimates. Different companies have different formal procedures and philosophies regarding game design and development. There is no standardized development method; however commonalities exist.[3. Game development is undertaken by a game developer—ranging from an individual to a large company. There can be independent or publisher- owned studios. Independent developers rely on financial support from a game publisher.[3. They usually have to develop a game from concept to prototype without external funding. The formal game proposal is then submitted to publishers, who may finance the game development from several months to years. The publisher would retain exclusive rights to distribute and market the game and would often own the intellectual property rights for the game franchise. Publisher's company may also own the developer's company,[3. Generally the publisher is the one who owns the game's intellectual property rights.[9]All but the smallest developer companies work on several titles at once. This is necessary because of the time taken between shipping a game and receiving royalty payments, which may be between 6 to 1. Small companies may structure contracts, ask for advances on royalties, use shareware distribution, employ part- time workers and use other methods to meet payroll demands. Console manufacturers, such as Microsoft, Nintendo, or Sony, have a standard set of technical requirements that a game must conform to in order to be approved. Additionally, the game concept must be approved by the manufacturer, who may refuse to approve certain titles.[3. Most modern PC or console games take from one to three years to complete.[citation needed], where as a mobile game can be developed in a few months.[3. The length of development is influenced by a number of factors, such as genre, scale, development platform and amount of assets.[citation needed]Some games can take much longer than the average time frame to complete. An infamous example is 3. D Realms' Duke Nukem Forever, announced to be in production in April 1. June 2. 01. 1.[3. Planning for Maxis' game Spore began in late 1. September 2. 00. 8.[citation needed] The game Prey was briefly profiled in a 1. PC Gamer, but was not released until 2. Finally, Team Fortress 2 was in development from 1. Gabe Newell.[3. 9]The game revenue from retails is divided among the parties along the distribution chain, such as — developer, publisher, retail, manufacturer and console royalty. Many developers fail to profit from this and go bankrupt. Many developers seek alternative economic models through Internet marketing and distribution channels to improve returns., as through a mobile distribution channel the share of a developer can be up to 7. History[edit]. The XGS PIC 1. Bit game development board, a game development tool[4. The history of game making begins with the development of the first video games, although which video game is the first depends on the definition of video game. The first games created had little entertainment value, and their development focus was separate from user experience—in fact, these games required mainframe computers to play them. OXO, written by Alexander S. Douglas in 1. 95. In 1. 95. 8, a game called Tennis for Two, which displayed its output on an oscilloscope, was made by Willy Higinbotham, a physicist working at the Brookhaven National Laboratory.[4. In 1. 96. 1, a mainframe computer game called Spacewar! Massachusetts Institute of Technology students led by Steve Russell. True commercial design and development of games began in the 1. In 1. 97. 1, Computer Space was the first commercially sold, coin- operated video game. It used a black- and- white television for its display, and the computer system was made of 7. TTLchips.[4. 5] In 1. Magnavox Odyssey, developed by Ralph H. Baer.[4. 6] That same year, Atari released Pong, an arcade game that increased video game popularity.[4. The commercial success of Pong led other companies to develop Pong clones, spawning the video game industry.[4. Programmers worked within the big companies to produce games for these devices. The industry did not see huge innovation in game design and a large number of consoles had very similar games. Many of these early games were often Pong clones.[5. Some games were different, however, such as Gun Fight, which was significant for several reasons: [5. Tomohiro Nishikado's original version was based on discrete logic,[5. Dave Nutting adapted using the Intel 8. Console manufacturers soon started to produce consoles that were able to play independently developed games, and ran on microprocessors, marking the beginning of second- generation consoles, beginning with the release of the Fairchild Channel F in 1. The flood of Pong clones led to the video game crash of 1. Taito's 1. 97. 8 arcade shooter game. Space Invaders,[5. Its creator Nishikado not only designed and programmed the game, but also did the artwork, engineered the arcade hardware, and put together a microcomputer from scratch.[5. It was soon ported to the Atari 2. At the same time, home computers appeared on the market, allowing individual programmers and hobbyists to develop games. This allowed hardware manufacturer and software manufacturers to act separately. A very large amount of games could be produced by single individuals, as games were easy to make because graphical and memory limitation did not allow for much content. Larger companies developed, who focused selected teams to work on a title. The developers of many early home video games, such as Zork, Baseball, Air Warrior, and Adventure, later transitioned their work as products of the early video game industry.[citation needed]“I wouldn't recommend [designing computer games] for someone with a weak heart or a large appetite”The industry expanded significantly at the time, with the arcade video game sector alone (representing the largest share of the gaming industry) generating higher revenues than both pop music and Hollywood films combined.[6. The home video game industry, however, suffered major losses following the North American video game crash of 1. In 1. 98. 4 Jon Freeman warned in Computer Gaming World: Q: Are computer games the way to fame and fortune? A: No. Not unless your idea of fame is having your name recognized by one or two astute individuals at Origins .. I've been making a living (after a fashion) designing games for most of the last six years. I wouldn't recommend it for someone with a weak heart or a large appetite, though.[6. Chris Crawford and Don Daglow in 1. The home video game industry was revitalized soon after by the widespread success of the Nintendo Entertainment System.[6. By 1. 98. 7 a video game required 1. Projects remained usually solo efforts, with single developers delivering finished games to their publishers.[6. With the ever- increasing processing and graphical capabilities of arcade, console and computer products, along with an increase in user expectations, game design moved beyond the scope of a single developer to produce a marketable game in a reasonable time.[citation needed] This sparked the beginning of team- based development.[citation needed] In broad terms, during the 1. In the 1. 99. 0s, pre- production consisted mostly of game art previews. In the early 2. 00. In 2. 00. 0 a 1. 2 to 3. US$1. M–3. M. Additionally, $2. M were spent on marketing and sales development. In 2. 00. 1, over 3. PC; and from about 1. In the early 2. 00. Quake engine or Unreal engine. In the early 2. 00. However, mobile games distributed by mobile operators remained a marginal form of gaming until the Apple App Store was launched in 2. In 2. 00. 5, a mainstream console video game cost from US$3. M to $6. M to develop. Some games cost as much as $2. M to develop.[7. 2] In 2. In 2. 00. 8 a developer would retain around 1. Since the third generation of consoles, the home video game industry has constantly increased and expanded. The industry revenue has increased at least five- fold since the 1. In 2. 00. 7, the software portion of video game revenue was $9. The Apple App Store, introduced in 2. It significantly changed the consumer behaviour more favourable for downloading mobile content and quickly broadened the markets of mobile games.[3. In 2. 00. 9 games market annual value was estimated between $7–3. This is on par with films box office market. A publisher would typically fund an independent developer for $5. M for a development of a title. In 2. 01. 2, the total value had already reached $6. According to Newzoo, the share of MMO's was 1. PC/MAC's 9. 8%, tablets' 3. The fastest growing market segments being mobile games with an average annual rate of 1. In the past several years, many developers opened and many closed down. Each year a number of developers are acquired by larger companies or merge with existing companies. For example, in 2. Blizzard Entertainment's parent company, Vivendi Games merged with Activision. In 2. 00. 8 Electronic Arts nearly acquired Take- Two Interactive. In 2. 00. 9 Midway Games was acquired by Time- Warner and Eidos Interactive merged with Square Enix. Q: What lessons had you learned from these ventures which you could share for the benefits of fans wanting to enter the game industry? A: In the old days, when people asked me what they should study to become a game designer, I suggested literature, art and/or programming. Today, I recommend an undergraduate degree in professional management, followed by an MBA. Producer[edit]Development is overseen by internal and external producers. The producer working for the developer is known as the internal producer and manages the development team, schedules, reports progress, hires and assigns staff, and so on. The producer working for the publisher is known as the external producer and oversees developer progress and budget. Producer's responsibilities include PR, contract negotiation, liaising between the staff and stakeholders, schedule and budget maintenance, quality assurance, beta test management, and localization. This role may also be referred to as project manager, project lead, or director. Publisher[edit]A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising. They usually finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. Consequently, they also typically own the IP of the game.[3. Large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality. Because the publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones. Independent video game developers create games without a publisher and may choose to digitally distribute their games. Development team[edit]Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles. Companies divide their subtasks of game's development. Individual job titles may vary; however, roles are the same within the industry. The development team consists of several members. Some members of the team may handle more than one role; similarly more than one task may be handled by the same member. Team size can vary from 2. The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with two to three producers in management. These positions are employed full- time. Other positions, such as testers, may be employed only part- time. Salaries for these positions vary depending on both the experience and the location of the employee. An entry- level programmer can make, on average, around $7. A development team includes these roles or disciplines: Designer[edit]A game designer is a person who designs gameplay, conceiving and designing the rules and structure of a game.[8. Development teams usually have a lead designer who coordinates the work of other designers. They are the main visionary of the game.[8. One of the roles of a designer is being a writer, often employed part- time to conceive game's narrative, dialogue, commentary, cutscene narrative, journals, video game packaging content, hint system, etc. In larger projects, there are often separate designers for various parts of the game, such as, game mechanics, user interface, characters, dialogue, etc. A game artist is a visual artist who creates video game art. The art production is usually overseen by an art director or art lead, making sure their vision is followed. The art director manages the art team, scheduling and coordinating within the development team. The artist's job may be 2. D oriented or 3. D oriented. D artists may produce concept art, sprites,textures, environmental backdrops or terrain images, and user interface. D artists may produce models or meshes, animation, 3. D environment, and cinematics. Artists sometimes occupy both roles. Programmer[edit]A game programmer is a software engineer who primarily develops video games or related software (such as game development tools). The game's codebase development is handled by programmers. There are usually one to several lead programmers, who implement the game's starting codebase and overview future development and programmer allocation on individual modules. Individual programming disciplines roles include: Physics – the programming of the game engine, including simulating physics, collision, object movement, etc.; AI – producing computer agents using game AI techniques, such as scripting, planning, rule- based decisions, etc. Graphics – the managing of graphical content utilization and memory considerations; the production of graphics engine, integration of models, textures to work along the physics engine. Sound – integration of music, speech, effect sounds into the proper locations and times. Gameplay – implementation of various games rules and features (sometimes called a generalist); Scripting – development and maintenance of high- level command system for various in- game tasks, such as AI, level editor triggers, etc. UI – production of user interface elements, like option menus, HUDs, help and feedback systems, etc. Input processing – processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad, etc. Network communications – the managing of data inputs and outputs for local and internet gameplay. Game tools – the production of tools to accompany the development of the game, especially for designers and scripters. Level designer[edit]A level designer is a person who creates levels, challenges or missions for computer and/or video games using a specific set of programs. These programs may be commonly available commercial 3. D or 2. D design programs, or specially designed and tailored level editors made for a specific game. Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. Level editors may involve custom high- levelscripting languages for interactive environments or AIs. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for consistency and clear layout before required artwork is completed. Sound engineer[edit]Sound engineers are technical professionals responsible for sound effects and sound positioning. They sometimes oversee voice acting and other sound asset creation. Composers who create a game's musical score also comprise a game's sound team, though often this work is outsourced. The quality assurance is carried out by game testers. A game tester analyzes video games to document software defects as part of a quality control. Testing is a highly technical field requiring computing expertise, and analytic competence. The testers ensure that the game falls within the proposed design: it both works and is entertaining. This involves testing of all features, compatibility, localization, etc. Although, necessary throughout the whole development process, testing is expensive and is often actively utilized only towards the completion of the project. Development process[edit]Game development is a software development process, as a video game is software with art, audio, and gameplay. Formal software development methods are often overlooked. Games with poor development methodology are likely to run over budget and time estimates, as well as contain a large number of bugs. Planning is important for individual and group projects alike. Overall game development is not suited for typical software life cycle methods, such as the waterfall model. One method employed for game development is agile development. It is based on iterative prototyping, a subset of software prototyping. Agile development depends on feedback and refinement of game's iterations with gradually increasing feature set.[1. This method is effective because most projects do not start with a clear requirement outline. A popular method of agile software development is Scrum.[1. Another successful method is Personal Software Process (PSP) requiring additional training for staff to increase awareness of project's planning.[1. This method is more expensive and requires commitment of team members. PSP can be extended to Team Software Process, where the whole team is self- directing.[1. Game development usually involves an overlap of these methods. For example, asset creation may be done via waterfall model, because requirements and specification are clear, but gameplay design might be done using iterative prototyping. Development of a commercial game usually includes the following stages: Pre- production[edit]Pre- production or design phase is a planning phase of the project focused on idea and concept development and production of initial design documents.[1. The goal of concept development is to produce clear and easy to understand documentation,[1. The suite of documents produced in this phase is called production plan. This phase is usually not funded by a publisher, however good publishers may require developers to produce plans during pre- production. The concept documentation can be separated into three stages or documents—high concept, pitch and concept; however, there is no industry standard naming convention, for example, both Bethke (2. Bates (2. 00. 4) refer to pitch document as "game proposal", yet Moore, Novak (2. The late stage of pre- production may also be referred to as proof of concept, or technical review when more detailed game documents are produced. Publishers have started to expect broader game proposals even featuring playable prototypes. High concept[edit]High concept is a brief description of a game. A pitch,concept document, proposal document, or game proposal is a short summary document intended to present the game's selling points and detail why the game would be profitable to develop. Verbal pitches may be made to management within the developer company, and then presented to publishers. A written document may need to be shown to publishers before funding is approved. A game proposal may undergo one to several green- light meetings with publisher executives who determine if the game is to be developed. The presentation of the project is often given by the game designers.[citation needed]Demos may be created for the pitch; however may be unnecessary for established developers with good track records.[citation needed]If the developer acts as its own publisher, or both companies are subsidiaries of a single company, then only the upper management needs to give approval.[citation needed]Concept[edit]Concept document,game proposal, or game plan[1. This includes all the information produced about the game.[1. This includes the high concept, game's genre, gameplay description, features, setting, story, target audience, hardware platforms, estimated schedule, marketing analysis, team requirements, and risk analysis. Before an approved design is completed, a skeleton crew of programmers and artists usually begins work.[citation needed] Programmers may develop quick- and- dirty prototypes showcasing one or more features that stakeholders would like to see incorporated in the final product.[citation needed] Artists may develop concept art and asset sketches as a springboard for developing real game assets.[citation needed] Producers may work part- time on the game at this point, scaling up for full- time commitment as development progresses.[citation needed] Game producers work during pre- production is related to planning the schedule, budget and estimating tasks with the team.[citation needed] The producer aims to create a solid production plan so that no delays are experienced at the start of the production.[citation needed]Game design document[edit]Before a full- scale production can begin, the development team produces the first version of a game design document incorporating all or most of the material from the initial pitch.[1. The design document describes the game's concept and major gameplay elements in detail. It may also include preliminary sketches of various aspects of the game. Design document is sometimes accompanied by functional prototypes of some sections of the game.[citation needed] Design document remains a living document throughout the development—often changed weekly or even daily.[1. Compiling a list of game's needs is called "requirement capture". Prototype[edit]. Placeholder graphics are characteristic of early game prototypes. Writing prototypes of gameplay ideas and features is an important activity that allows programmers and game designers to experiment with different algorithms and usability scenarios for a game. A great deal of prototyping may take place during pre- production before the design document is complete and may, in fact, help determine what features the design specifies. Prototyping may also take place during active development to test new ideas as the game emerges. Prototypes are often meant only to act as a proof of concept or to test ideas, by adding, modifying or removing some of the features. Most algorithms and features debuted in a prototype may be ported to the game once they have been completed. Often prototypes need to be developed quickly with very little time for up- front design. Therefore, usually very prolific programmers are called upon to quickly code these testbed tools. RAD tools may be used to aid in the quick development of these programs. A successful development model is iterative prototyping, where design is refined based on current progress. There are various technology available for video game development. Production[edit]Production is the main stage of development, when assets and source code for the game are produced.[1. Mainstream production is usually defined as the period of time when the project is fully staffed.[citation needed] Programmers write new source code, artists develop game assets, such as, sprites or 3. D models. Sound engineers develop sound effects and composers develop music for the game. Level designers create levels, and writers write dialogue for cutscenes and NPCs.[original research?] Game designers continue to develop the game's design throughout production. Main article: Game design. Game design is an essential and collaborative process of designing the content and rules of a game, requiring artistic and technical competence as well as writing skills. Creativity and an open mindness is vital for the completion of a successful video game. During development, the game designer implements and modifies the game design to reflect the current vision of the game. Features and levels are often removed or added. The art treatment may evolve and the backstory may change. A new platform may be targeted as well as a new demographic. All these changes need to be documented and disseminated to the rest of the team. Most changes occur as updates to the design document. Programming[edit]The programming of the game is handled by one or more game programmers. They develop prototypes to test ideas, many of which may never make it into the final game. The programmers incorporate new features demanded by the game design and fix any bugs introduced during the development process. Even if an off- the- shelf game engine is used, a great deal of programming is required to customize almost every game. Level creation[edit]Main article: Level design. From a time standpoint, the game's first level takes the longest to develop. As level designers and artists use the tools for level building, they request features and changes to the in- house tools that allow for quicker and higher quality development. Newly introduced features may cause old levels to become obsolete, so the levels developed early on may be repeatedly developed and discarded. Because of the dynamic environment of game development, the design of early levels may also change over time. It is not uncommon to spend upwards of twelve months on one level of a game developed over the course of three years. Later levels can be developed much more quickly as the feature set is more complete and the game vision is clearer and more stable. Art production[edit]Audio production[edit]Game audio may be separated into three categories—sound effects, music, and voice- over. Sound effect production is the production of sounds by either tweaking a sample to a desired effect or replicating it with real objects. Sound effects are important and impact the game's delivery. Music may be synthesized or performed live. There are several ways in which music is presented in a game. Music may be ambient, especially for slow periods of game, where the music aims to reinforce the aesthetic mood and game setting. Music may be triggered by in- game events. For example, in such games as Pac- Man or Mario, player picking up power- ups triggered respective musical scores. Action music, such as chase, battle or hunting sequences is fast- paced, hard- changing score. Menu music, similar to credits music, creates aural impact while relatively little action is taking place. A game title with 2. Voice- overs and voice acting creates character gameplay interactivity. Voice acting adds personality to the game's characters. Testing[edit]Main article: Game testing. At the end[original research?] of the project, quality assurance plays a significant role. Testers start work once anything is playable. This may be one level or subset of the game software that can be used to any reasonable extent. Early on, testing a game occupies a relatively small amount of time. Testers may work on several games at once. As development draws to a close, a single game usually employs many testers full- time (and often with overtime). They strive to test new features and regression test existing ones. Testing is vital for modern, complex games as single changes may lead to catastrophic consequences. At this time features and levels are being finished at the highest rate and there is more new material to be tested than during any other time in the project. Testers need to carry out regression testing to make sure that features that have been in place for months still operate correctly. Regression testing is one of the vital tasks required for effective software development. As new features are added, subtle changes to the codebase can produce unexpected changes in different portions of the game. This task is often overlooked, for several reasons. Sometimes, when a feature is implemented and tested, it is considered "working" for the rest of the project and little attention is given to repeated testing. Also, features that are added late in development are prioritized and existing features often receive insufficient testing time. Proper regression testing is also increasingly expensive as the number of features increases and is often not scheduled correctly. Despite the dangers of overlooking regression testing, some game developers and publishers fail to test the full feature suite of the game and ship a game with bugs. This can result in customers dissatisfaction and failure to meet sales goals. When this does happen, most developers and publishers quickly release patches that fix the bugs and make the game fully playable again. Milestones[edit]Commercial game development projects may be required to meet milestones set by publisher. Milestones mark major events during game development and are used to track game's progress.[1. Such milestones may be, for example, first playable,[1. Project milestones depend on the developer schedules.[1. There is no industry standard for defining milestones, and such vary depending on publisher, year, or project. Some common milestones for two- year development cycle are as follows: [1. First playable[edit]The first playable is the game version containing representative gameplay and assets,[1. It is often based on the prototype created in pre- production.[1. Alpha and first playable are sometimes used to refer to a single milestone, however large projects require first playable before feature complete alpha. First playable occurs 1. It is sometimes referred to as the "Pre- Alpha" stage.[1. Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished.[1. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback.[1. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped. Programmers focus mainly on finishing the codebase, rather than implementing additions. Alpha occurs eight to ten months before code release,[1. Code freeze[edit]Code freeze is the stage when new code is no longer added to the game and only bugs are being corrected. Code freeze occurs three to four months before code release.[1. Beta is feature and asset complete version of the game, when only bugs are being fixed.[1. This version contains no bugs that prevent the game from being shippable. No changes are made to the game features, assets, or code. Beta occurs two to three months before code release.[1. Code release[edit]Code release is the stage when many bugs are fixed and game is ready to be shipped or submitted for console manufacturer review. This version is tested against QA test plan. First code release candidate is usually ready three to four weeks before code release.[1. Gold master[edit]Gold master is the final game's build that is used as a master for production of the game. Crunch time[edit]Overtime is expected in the games industry. Particularly, crunch time or crunch mode is unpaid overtime requested by many companies to meet project deadlines and milestones that negatively affects game developers. A team missing a deadline risks the danger of having the project cancelled or employees being laid off. Although many companies are reducing the amount of crunch time, it is still prominent in smaller companies. Many companies offer time- off, called comp time or extra paid time off after product ships to compensate for crunch time's negative effects. Some companies offer bonuses and financial rewards for successful milestone reach. Sometimes on- site crunch meals are offered and delivered to the team during crunch time. The International Game Developers Association (IGDA) surveyed nearly 1,0. Post- production[edit]After the game goes gold and ships, some developers will give team members comp time (perhaps up to a week or two) to compensate for the overtime put in to complete the game, though this compensation is not standard. Maintenance[edit]Once a game ships, the maintenance phase for the video game begins. Games developed for video game consoles have had almost no maintenance period in the past. The shipped game would forever house as many bugs and features as when released. This was the norm for consoles since all consoles had identical or nearly identical hardware and incompatibility—the cause of many bugs—was a non- issue. In this case, maintenance would only occur in the case of a port, sequel, or enhanced remake that reuses a large portion of the engine and assets. In recent times popularity of online console games has grown, and online capable video game consoles and online services such as Xbox Live for the Xbox have developed. Developers can maintain their software through downloadable patches. These changes would not have been possible in the past without the widespread availability of the Internet. PC development is different. Game developers try to account for majority of configurations and hardware. However, the number of possible configurations of hardware and software inevitably leads to discovery of game- breaking circumstances that the programmers and testers didn't account for. Programmers wait for a period to get as many bug reports as possible. Once the developer thinks they've obtained enough feedback, the programmers start working on a patch. The patch may take weeks or months to develop, but it's intended to fix most accounted bugs and problems with the game that were overlooked past code release, or in rare cases, fix unintended problems caused by previous patches. Occasionally a patch may include extra features or content or may even alter gameplay. In the case of a massively multiplayer online game (MMOG), such as a MMORPG or MMORTS, the shipment of the game is the starting phase of maintenance. Such online games are in continuous maintenance as the gameworld is continuously changed and iterated and new features are added. The maintenance staff for a popular MMOG can number in the dozens, sometimes including members of the original programming team. Outsourcing[edit]Several development disciplines, such as, for example, audio, dialogue, or motion capture, occur for relatively short periods of time. Efficient employment of these roles requires either large development house with multiple simultaneous title production or outsourcing from third- party vendors. Employing personnel for these tasks full- time is expensive, so a majority of developers outsource a portion of the work. Outsourcing plans are conceived during the pre- production stage; where the time and finances required for outsourced work are estimated. The music cost ranges based on length of composition, method of performance (live or synthesized), and composer experience. In 2. 00. 3 a minute of high quality synthesized music cost between US$6. A title with 2. 0 hours of gameplay and 6. Voice acting is well- suited for outsourcing as it requires a set of specialized skills. Only large publishers employ in- house voice actors. Sound effects can also be outsourced. Programming is generally outsourced less than other disciplines, such as art or music. However, outsourcing for extra programming work or savings in salaries has become more common in recent years.[1. Marketing[edit]The game production has similar distribution methods to those of music and film industries. The publisher's marketing team targets the game for a specific market and then advertises it. The team advises the developer on target demographics and market trends, as well as suggests specific features. The game is then advertised and the game's high concept is incorporated into the promotional material, ranging from magazine ads to TV spots. Communication between developer and marketing is important. The length and purpose of a game demo depends on the purpose of the demo and target audience. A game's demo may range between a few seconds (such as clips or screenshots) to hours of gameplay. The demo is usually intended for journalists, buyers, trade shows, general public, or internal employees (who, for example, may need to familiarize with the game to promote it). Demos are produced with public relations, marketing and sales in mind, maximizing the presentation effectiveness. Trade show demo[edit]As a game nears completion, the publisher will want to showcase a demo of the title at trade shows. Many games have a "Trade Show demo" scheduled.[citation needed]The major annual trade shows are, for example, Electronic Entertainment Expo (E3) or Penny Arcade Expo (PAX). E3 is the largest show in North America. E3 is hosted primarily for marketing and business deals. New games and platforms are announced at E3 and it received broad press coverage. Thousands of products are on display and press demonstration schedules are kept. In recent years E3 has become a more closed- door event and many advertisers have withdrawn, reducing E3's budget. PAX, created by authors of Penny Arcade blog and web- comic, is a mature and playful event with a player- centred philosophy. Localization[edit]A game created in one language may also be published in other countries which speak a different language. For that region, the game needs to be translated for the game to be playable. For example, some games created for Playstation Vita were initially published in Japanese language, like Soul Sacrifice. Non- native speakers of the game's original language may have to wait for translation of the game to their language. But most modern big- budget games take localization into account during the development process and the games are released for several different languages simultaneously.[citation needed]Localization is the actual process of translating the language assets in a game into other languages.[1. By localizing games, they increase their level of accessibility where games could help to expend the international markets effectively. Game localization is generally known as language translations yet a “full localization” of a game is a complex project. Different levels of translation range from: zero translation being that there is no translation to the product and all things are sent raw, basic translation where only a few text and subtitles are translated or even added, and a full translation where new voice overs and game material changes are added. There are various essential elements on localizing a game including translating the language of the game to adjusting in game assets for different cultures to reach more potential consumers in other geographies (or globalization for short). Translation seems to fall into scope of localization, which itself constitutes a substantially broader endeavor.[1. These include the different levels of translation to the globalization of the game itself. However, certain developers seem to be divided on whether globalization falls under localization or not. Moreover, in order to fit in to the local markets, game production companies often change or redesign the graphic designs or the packaging of the game for marketing purposes, such as the popular game Assassin's Creed have 2 different packaging designs for the Japan market and USA market.[1. By localizing the graphic and packaging designs, companies might arouse a better connections and attentions from the consumers from various regions. Indie development[edit]Independent games or indie games are produced by individuals and small teams with no large- scale developer or publisher affiliations. Indie developers generally rely on Internet distribution schemes. Many hobbyist indie developers create mods of existing games. Indie developers are credited for creative game ideas (for example, Darwinia, Weird Worlds, World of Goo). Current economic viability of indie development is questionable, however in recent years internet delivery platforms, such as, Xbox Live Arcade and Steam have improved indie game success. In fact, some indie games have become very successful, such as Braid,[1. World of Goo,[1. 88] and Minecraft.[1. Game industry[edit]The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video games. The industry sports several unique approaches. Locales[edit]United States[edit]In the United States, in the early history of video game development, the prominent locale for game development was the corridor from San Francisco to Silicon Valley in California. Most new developers in the US open near such "hot beds". At present, many large publishers still operate there, such as: Activision Blizzard, Capcom Entertainment, Disney Interactive, Eidos Interactive, Electronic Arts, Foundation 9, Lucas. Arts Entertainment, Namco Bandai Games, Sega of America, Sony Computer Entertainment America, THQ. However, due to the nature of game development, many publishers are present in other regions, such as Big Fish Games (Washington), Garage. Games (Oregon), Majesco (New Jersey), Microsoft Corporation (Washington), Nintendo of America (Washington), Take- Two Interactive (New York), South. Peak Interactive (Virginia). Education[edit]Many universities and design schools are offering classes specifically focused on game development. Some have built strategic alliances with major game development companies.[1. These alliances ensure that students have access to the latest technologies and are provided the opportunity to find jobs within the gaming industry once qualified.[citation needed] Many innovative ideas are presented at conferences, such as Independent Games Festival (IGF) or Game Developers Conference (GDC). Indie game development may motivate students who produce a game for their final projects or thesis and may open their own game company. Universities offer Computer Science degrees which give you a strong basis of knowledge if you wish to become a programmer [1. Generally, a three long bachelor's degree demonstrates enough knowledge to an employer, however, a four year long Master's may be required instead. Stability[edit]Video game industry employment is fairly volatile, similar to other artistic industries including television, music, etc. Scores of game development studios crop up, work on one game, and then quickly go under. This may be one reason why game developers tend to congregate geographically; if their current studio goes under, developers can flock to an adjacent one or start another from the ground up. In an industry where only the top 2. Numerous games may start development and are cancelled, or perhaps even completed but never published. Experienced game developers may work for years and yet never ship a title: such is the nature of the business. This volatility is likely inherent to the artistic nature of games. See also[edit]References[edit]^ abc. Irwin, Mary Jane (November 2. Indie Game Developers Rise Up". Forbes. Retrieved January 1. Crossley, Rob (January 1. Study: Average dev costs as high as $2. Retrieved October 1. Chandler 2. 00. 9, p. xxi.^ ab. Reimer, Jeremy (November 7, 2. Cross- platform game development and the next generation of consoles — Introduction". Retrieved October 1. Chandler 2. 00. 9, p. 3.^Oxland 2. Chandler 2. 00. 9, p. xxi- xxii.^Chandler 2. Chandler 2. 00. 9, p. 8. Chandler 2. 00. 9, p. 9. Behrmann M, Noyons M, Johnstone B, Mac. Queen D, Robertson E, Palm T and Point J (2. State of the Art of the European Mobile Games Industry"(PDF). Mobile Game. Arch Project. Retrieved 2. 01. 3- 0. Duke Nukem Forever release date disparity demystified". PC Gamer. 2. 01. 1- 0. Retrieved 2. 01. 2- 0. Berghammer, Billy (2. The History Of Team Fortress 2". Game Informer. Archived from the original on 2. Retrieved February 2. XGS PIC 1. 6- Bit Development System". Microchip Technology. Retrieved June 2. John Anderson. "Who Really Invented The Video Game?". Atari Magazines. Retrieved November 2. Marvin Yagoda (2. Nutting Associates Computer Space". Archived from the original on 2. Wolverton, Mark. "1. Recommended Mobile Video Games For All Mobile". American Heritage. Retrieved March 3. History of Gaming - Interactive Timeline of Game History". PBS. Retrieved 2. Miller, Michael (2. A History of Home Video Game Consoles". Inform. IT. Archived from the original on 2. Retrieved 2. 00. 7- 1. Jason Whittaker (2. The cyberspace handbook, Routledge, p. 1. ISBN 0- 4. 15- 1. X ^Gun Fight at Allgame^Stephen Totilo (August 3. In Search Of The First Video Game Gun". Kotaku. Retrieved 2. Chris Kohler (2. 00. Power- Up: How Japanese Video Games Gave the World an Extra Life, Brady. Games, p. 1. 9, ISBN 0- 7. Shirley R. Steinberg (2. Shirley R. Steinberg, Michael Kehler, Lindsay Cornish, ed., Boy Culture: An Encyclopedia. ABC- CLIO, p. 4. 51, ISBN 0- 3. Chris Kohler (2. 00. Power- Up: How Japanese Video Games Gave the World an Extra Life, Brady. Games, p. 1. 8, ISBN 0- 7. Steve L. Kent (2. The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, p. Prima, ISBN 0- 7. Kent, Steven L. (2. The Ultimate History of Video Games: From Pong to Pokémon. Three Rivers Press. ISBN 0- 7. 61. 5- 3. Edwards, Benj. "Ten Things Everyone Should Know About Space Invaders". UP. com. Retrieved 2. The Definitive Space Invaders". Retro Gamer (Imagine Publishing) (4. September 2. 00. 7. Retrieved 2. 01. 1- 0. Freeman, Jon (December 1. Should You Turn Pro?". Computer Gaming World. Everett M. Rogers & Judith K. Larsen (1. 98. 4), Silicon Valley fever: growth of high- technology culture, Basic Books, p. 2. ISBN 0- 4. 65- 0. Video game machines have an average weekly take of $1. The video arcade industry took in $8 billion in quarters in 1. Hollywood films ($3 billion). Those 3. 2 billion arcade games played translate to 1. America. A recent Atari survey showed that 8. US population from 1. US homes have video games hooked up to the television set. Sales of home video games were $3. Jason Whittaker (2. The cyberspace handbook, Routledge, pp. 1. ISBN 0- 4. 15- 1. X ^"Designer Profile: Chris Crawford (Part 2)". Computer Gaming World. Jan–Feb 1. 98. 7. Retrieved 1 November 2. Daglow, Don L. (Aug–Sep 1. I Think We've Got a Hit.." / The Twisted Path to Success in Entertainment Software". Computer Gaming World. Consalvo, Mia (2. Console video games and global corporations: Creating a hybrid culture"(PDF). New Media Society. Archived from the original(PDF) on 2. Cost of making games set to soar". BBC News. November 1. Retrieved April 9, 2. Global Games Market Grows to $8. Newzoo. Retrieved 6 November 2. Mamen, Erik- André Vik; Jong, Philip (2. Brian Moriarty". Adventure Classic Gaming. Retrieved 1. 5 January 2. Top Gaming Studios, Schools & Salaries", Big Fish Games^Oxland 2. Oxland 2. 00. 4, pp. 2. Chandler 2. 00. 9, p. 4. Chandler 2. 00. 9, p. 4. Chandler 2. 00. 9, pp. 4. Chandler 2. 00. 9, p. 4. Oxland 2. 00. 4, p. 2. Chandler 2. 00. 9, pp. 5–9.^ ab. Chandler 2. 00. 9, p. 6.^ ab. Chandler 2. 00. 9, p. 8.^Oxland 2. Oxland 2. 00. 4, p. 2. Chandler 2. 00. 9, p. 9.^ abcd. Chandler 2. 00. 9, p. 2. Chandler 2. 00. 9, p. 2. Cite error: Invalid < ref> tag; name "FOOTNOTEChandler. E2. 8. 0. 9. 32. 45" defined multiple times with different content (see the help page).^ abcdefghij. Chandler 2. 00. 9, p. 2. Quality of Life White Paper". International Game Developers Association. Archived from the original on May 1. Retrieved October 2. ASIN/1. 58. 45. 03. Challenges_in_video_game_localization_An_integrated_perspective^http: //www. Chaplin, Heather (August 2. Xbox's 'Braid' A Surprise Hit, For Surprising Reasons". NPR. Retrieved February 4, 2. Mysore, Sahana (January 2, 2. How the World of Goo became one of the indie video game hits of 2. Venturebeat. Retrieved February 4, 2. Plunkett, Luke (January 4, 2. Why Minecraft Is So Damn Popular". Kotaku. Retrieved February 4, 2. Oxland 2. 00. 4, p. 3. Computer Science (3 Years) [BSc] - 2. The University of Manchester". Retrieved 2. 01. 5- 1. Irwin, Mary. "Profile: Cooking Up A Block. Buster Game". Forbes. Retrieved November 2. Bibliography[edit]Adams, Ernest; Rollings, Andrew (2. Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 1- 5. 92. 73- 0. Bates, Bob (2. 00. Game Design (2nd ed.). Thomson Course Technology. ISBN 1- 5. 92. 00- 4. Bethke, Erik (2. 00. Game development and production. Texas: Wordware Publishing, Inc. ISBN 1- 5. 56. 22- 9. Brathwaite, Brenda; Schreiber, Ian (2. Challenges for Game Designers. Charles River Media. ISBN 1- 5. 84. 50- 5. X. Chandler, Heather Maxwell (2. The Game Production Handbook (2nd ed.). Hingham, Massachusetts: Infinity Science Press. ISBN 9. 78- 1- 9. Mc. Guire, Morgan; Jenkins, Odest Chadwicke (2. Creating Games: Mechanics, Content, and Technology. Wellesley, Massachusetts: A K Peters. ISBN 9. 78- 1- 5. Mc. Shaffry, Mike (2. Game Coding Complete. Hingham, Massachusetts: Charles River Media. ISBN 9. 78- 1- 5. Moore, Michael E.; Novak, Jeannie (2. Game Industry Career Guide. Delmar: Cengage Learning. ISBN 9. 78- 1- 4. Oxland, Kevin (2. Gameplay and design. Addison Wesley. ISBN 0- 3. Salen, Katie; Zimmerman, Eric (2. The Game Design Reader: A Rules of Play Anthology. The MIT Press. ISBN 0- 2. Salen, Katie; Zimmerman, Eric (2. Rules of Play: Game Design Fundamentals. MIT Press. ISBN 0- 2. External links[edit]. Play free online girl games everyday at GirlGames.com! We have the newest Dress Up, Makeover and Cooking games for all kinds of girl gamers out there! De Girl Games is a fun virtual site for girls where you can dress up your dream boyfriend, makeover your favorite beautiful girls or models, design your own bedroom. Check back each week to play all new fun, and free online Cooking Games for Girls only. Play all cooking games free and online. 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Enjoy everyday low prices and get everything you need for a home office or. TurboBit.net provides unlimited and fast file cloud storage that enables you to securely share and access files online. 2. Ninja Gaiden II: The Dark Sword of Chaos (1990) 3. Ninja Gaiden (1991) 4. Ninja Gaiden: Shadow (1991) 5. Ninja Gaiden III: The Ancient Ship of Doom. Temari in The Last: Naruto the Movie. During the Fourth Shinobi World War, Temari, like all the other shinobi, don the standard attire of her village inclusive of a. Ninja Gaiden Black. In Ninja Gaiden Black you can reprise the role of Ryu Hayabusa, ninja extraordinaire. This sequel to Ninja Gaiden sup. Ninja Gaiden. NA March 2, 2004; JP March 11, 2004; EU May 14, 2004; Ninja Gaiden Black. NA September 20, 2005; JP September 29, 2005; EU October 21, 2005; INT. Cheat Codes: Welcome to Cheatbook, your number one Cheats source for all video games and game cheats and codes, Cheats Codes and PC Computer Game Cheats, Action Games. Welcome to CheatChannel, your number one source for game cheats and codes along with high resolution game. CheatChannel is updated everyday, so check. Ninja Gaiden (2. 00. Ninja Gaiden. European cover art. Developer(s)Team Ninja. Publisher(s)Tecmo. Director(s)Tomonobu Itagaki. Hiroaki Matsui. Yasuo Egawa. Producer(s)Tomonobu Itagaki. Designer(s)Masanori Sato, Noriaki Kazama, Katsunori Ehara. Programmer(s)Takeshi Kawaguchi. Writer(s)Masato Onishi, Daisuke Suzuki. Composer(s)Ryo Koike, Wakana Hara. Series. Ninja Gaiden. Platform(s)Xbox. Release date(s)Genre(s)Action- adventure, hack and slash. Mode(s)Single- player. Ninja Gaiden is an action- adventurehack and slash video game developed by Team Ninja for the Xbox video game console. It went through five years of development before its release by Tecmo in 2. Ninja Gaiden Black and Ninja Gaiden Sigma. The game follows the fictional story of Ryu Hayabusa, a master ninja, in his quest to recover a stolen sword and avenge the slaughter of his clan. Tecmo specifically targeted Ninja Gaiden at a non- Japanese audience, and despite difficulties in obtaining content ratings due to the game's graphic depictions of violence, it was generally well received, and 3. North America in the first month after its release. Nevertheless, the game had to be censored for release in some regions, and Japanese sales were poor, with only 6. Making use of the Xbox's internet connectivity, Ninja Gaiden was the focus of a series of online contests across North America, Europe and Japan. Record- breaking numbers of players took part, competing for places in the live final, which was held during the Tokyo Game Show (TGS) 2. Team Ninja continued to update the game after its release: two Hurricane Packs were made available as free downloadable content that added extra content, gameplay challenges, and game engine improvements.[1] These were incorporated into a reworked version, released in 2. Ninja Gaiden Black, that was regarded by the game's creator Tomonobu Itagaki and many players as the definitive version. In 2. 00. 7, Ninja Gaiden was graphically enhanced on the Play. Station 3, with extra content, in the form of Ninja Gaiden Sigma. This version was later released on the Play. Station Vita as Ninja Gaiden Sigma Plus. Gameplay[edit]Ninja Gaiden gameplay screenshot, showing the game's protagonist Ryu Hayabusa fighting against enemies. Ninja Gaiden develops its narrative thread through the actions of its player- controlled protagonist, Ryu Hayabusa. Viewed from a third person over- the- shoulder perspective, in typical action- adventure fashion Ryu starts the game with basic, low- level abilities and weapons that can be upgraded as he progresses, by discovering or buying items. In keeping with his ninja persona, his character can interact with the game environment to perform acrobatic feats, such as running along and jumping off walls, swinging from pole to pole, or running across water.[2] The game world is made up of several distinct regions,[3] most of which are connected via the city of Tairon, which functions as a hub.[4] Access to these regions are obtained by fighting enemies, finding keys, or solving puzzles, inspired by the mechanics of the The Legend of Zelda video games.[2][5]Dragonbusts scattered throughout the regions provide the means to save player progress, permitting gameplay to be resumed at a later time. Ryu's movements are directed using the console gamepad. The game's control system, which comprises the left thumbstick, two attack buttons, and a block button, was described as fluid and responsive,[6][7] and Ninja Gaiden was regarded as having one of the deeper combat engines among Xbox games at the time, comparing well to the Play. Station 2 action- adventures God of War and Devil May Cry.[8][9][1. Eric Williams, the designer of the God of War combat engine, explained that Ninja Gaiden prohibits players from stopping or changing attacks in mid- stroke. In contrast, God of War allows players to do so, and Devil May Cry grants this freedom to certain attacks. Williams said that, compared to those two games, the combat system in Ninja Gaiden was harder to master; however, it lets players fight their computer controlled foes on equal terms.[8]Ninja Gaiden features a large selection of weapons for Ryu to wield, each with advantages and disadvantages that affect the way the player approaches combat. These include one- handed swords, such as the Dragon Sword and Kitetsu, which grant quick attacks, and a move called the "Flying Swallow", which allows Ryu to leap and slash through enemies. In addition these light weapons allow Ryu to smash foes into the ground and perform his signature Izuna Drop—a spinning piledriver. Heavy weapons, such as the Dabilahro and the Unlabored Flawlessness, are slow but cause more damage to opponents. With flails and staves, the player can string together long sequences of attacks. To engage distant foes Ryu can throw shuriken and shoot arrows.[2][1. In addition to using standard melee techniques, Ryu can employ essences—colored globes of energy that are released on the death of enemies and absorbed into Ryu's body when he comes into proximity with them. Essences have an important role in general gameplay, acting to heal Ryu, restore his magic, or increase his cash. However, in combat the player can cause Ryu to deliberately draw in essences, which can then be used to unleash powerful attacks known as Ultimate Techniques that allow Ryu to damage enemies without taking damage himself.[1. These techniques deal heavy damage and make Ryu immune to injury for a short time.[1. Ninja Gaiden also provides Ryu with magical spells in the form of ninpo spells. When activated by the player, these make Ryu cast fireballs, ice storms, or bolts of lightning. Functioning in a similar manner to the bombs or grenades of shooter action games, these spells allow Ryu to inflict heavy damage on enemies while potentially avoiding damage himself.[1. But, dissatisfied with their programmed visual effects, the game's director Tomonobu Itagaki wanted to deter players from using ninpo. He therefore tweaked the game to award bonus points when players cleared stages without employing magic.[1. For Ryu's defense, the player has two options. First, Ryu can stand still and attempt to block attacks. However, certain enemies can break his guard—either through particularly strong attacks or by grappling him. The second option is to make Ryu dodge, by rolling away from the attack in a maneuver called "reverse wind".[1. Inspired by the 1. Ninja Gaiden series for the Nintendo Entertainment System (NES), the 2. Team Ninja creation, the Dead or Alive (DOA) series of fighting games. However, interviews with Tomonobu Itagaki indicate that the Xbox games are prequels to the NES series and that both possibly share a single continuity.[1. Ninja Gaiden is set in the game world of the Dead or Alive series.[2. Located mainly in Japan and the fictional Vigoor Empire, the game draws on Heian period structures for its Japanese locales—a ninja fortress and village set in the mountains. In contrast the Vigoor Empire, with its capital city of Tairon, is a blend of architectural types from around the world.[1. European- style buildings display Arabic lettering, and the monastery in Tairon exhibits Gothic influences with a vaulted hall, pointed arches, and large stained glass windows. A hidden underground level features statues with the heads of cats, walls covered with carvings, hieroglyphics, Aztec pyramid and a labyrinth.[2. This mix of styles was the result of Itagaki's deliberate refusal to constrain the game's creative process.[2. Characters[edit]Ryu Hayabusa, the "super ninja", is the protagonist of Ninja Gaiden,[2. Itagaki believed that creating extra player characters might distract his team from focusing on Ryu's development.[2. Ryu has a long history with Tecmo; he was the star of the 1. Ninja Gaiden series, and has been part of the DOA roster since 1. His roles in these games played a part in his popularity among fans and the video game industry.[2. Ninja Gaiden provides a backstory to Ryu's appearance and character as seen in the Dead or Alive series, being set two years before the first DOA game.[2. Rachel is the leading female character, and tragic heroine of the game. She and her twin sister, Alma, are afflicted with a blood curse that turns humans into fiends.[2. Believing that there is no cure for their condition, Rachel seeks to kill Alma to redeem her sister's soul. The relationship between the sisters and the Greater Fiend Doku, who cursed them, serves as a plot device to drive the game forward,[2. Rachel occasionally needing to be rescued by Ryu. Although not a player- controlled character in Ninja Gaiden, in a few sections of the Ninja Gaiden Sigma remake she is controllable.[5] Two other characters assist the player in the game. Ayane, a young female ninja and one of the DOA regular cast members, acts as a guide throughout Ninja Gaiden by supplying advice and objectives to the player. Muramasa, a bladesmith, has shops scattered throughout the game world where players can purchase useful items and upgrades for Ryu's weapons. Muramasa also gives quests and relates back- stories and other crucial information; for example, he tells Ryu how he can obtain the item required to upgrade his Dragon Sword to its full potential. Players have the option to customize the appearance of player characters, with selectable costumes for Ryu and hairstyles for Rachel.[5]Most of the enemies are fiends—humans changed into monsters by their blood curse. Three Greater Fiends lead their lesser brethren against Ryu, playing major roles in the game's plot: Alma, Rachel's sister, whose story forms a significant part of the game; Doku, Ryu's main antagonist, whose raid on Hayabusa village and theft of the Dark Dragon Blade comprise the main plot thread; and Marbus, lord of the fiend underworld who is responsible for the final set of challenges Ryu faces in the realm of the fiends before encountering the Vigoor Emperor.[3. Ninja Gaiden's story spans 1. At the start of the game, the player takes control of Ryu as he infiltrates the Shadow clan fortress. Ryu is there to visit his uncle, the clan leader Murai. During their chat, Ayane delivers news of a raid on the Hayabusa village. Fighting his way back to his village, Ryu encounters Doku, who has killed the Hayabusa shrine maiden Kureha and has taken the Dark Dragon Blade. Ryu is cut down by Doku with the stolen Blade, but he is brought back to life as a "soldier of revenge" by a falcon, the spiritual animal of the Hayabusa clan. Seeking vengeance for Kureha's death, Ryu learns from Murai that the raiders were from Vigoor, so he stows away on an airship bound for the empire.[2. Fighting his way through the streets of its capital city, Tairon, Ryu faces several bosses including the three Greater Fiends. He defeats Alma in a battle that wrecks the city, but leaves her to Rachel's mercy. Conversely, Rachel cannot bring herself to kill her sister,[3. Doku, who prepares to sacrifice her in a ritual to enhance Alma's power. With Alma's help Ryu rescues Rachel and destroys Doku's spirit, but with his dying breath Doku casts the blood curse on Ryu.[3. The only way for Ryu to lift the curse is to kill the emperor, so he storms the palace, defeating Marbus who bars his way to the emperor's personal realm. Two successive boss fights must be completed to destroy the Emperor and reclaim the Dark Dragon Blade—once this is accomplished his realm starts to destruct. Ryu must then be maneuvered up a series of ledges to escape, but in the process he loses his grip on the Dark Dragon Blade. The fallen Blade lands at the feet of a figure, the Dark Disciple, who has been shadowing Ryu throughout the game. Taking the Blade, the Disciple reveals himself to be the clan leader Murai. He admits that the raid on Hayabusa village was part of his plan to restore the Blade's evil power, using souls harvested by Ryu.[3. Drawing on the Blade, Murai transforms himself, setting the stage for the final boss fight. Ryu defeats Murai and shatters the Blade with the True Dragon Sword. Victorious, Ryu turns himself into a falcon and flies to the Hayabusa village. In the game's final scene he places the Dragon Eye, used to enhance his sword, on Kureha's tombstone and disappears into the night. The story of Ninja Gaiden is continued in the sequels Ninja Gaiden: Dragon Sword, Ninja Gaiden II and Ninja Gaiden 3. Development[edit]In 1. Team Ninja started work on the "Next- Generation Ninja Gaiden Project".[2. The first stage of development was to create the game on the Sega NAOMI arcade system board. They then planned to move the project to the Dreamcast console for further development and release, but this was abandoned when Sega announced the end of Dreamcast product line in 2. At this point, Tecmo decided to release Ninja Gaiden as a launch title for the Sony Play. Station 2 in the United States.[3. Itagaki, however, had other plans; the Team Ninja Leader was impressed with the software development kits for the Xbox and pushed for his team to develop for the Microsoft console.[2. The company kept silent on this change in direction, and surprised both the games industry and fans when they announced at E3 2. Ninja Gaiden would be released exclusively on the Xbox gaming console. Most fans who voted on Tecmo's poll wanted the game on the Nintendo. Game. Cube.[3. 6]Ninja Gaiden was Team Ninja's first action title. Its initial concept had nothing in common with the original Ninja Gaiden series that was released for the NES.[3. However, for retail reasons Tecmo wanted to retain a link with the previous games, which had many adherents in the West,[2. Itagaki was asked to rethink his ideas to target the foreign market.[3][3. Analysing the earlier games, he concluded that their violence appealed to players, and included gory content, such as beheadings, in the Xbox game to retain that spirit.[3] He also aimed to make his new game hard but alluring; [2. His team made a point of designing smoothly- flowing gameplay with high- quality animations that reacted quickly to the player's input.[2. Itagaki paid homage to the earlier Ninja Gaiden series by including updated versions of foes and special attacks.[2][1. Team Ninja based their 3. D computer models, from the pistols of the henchman upwards, on real world material. Character models were taken from studies of human anatomy, and the team hired martial artists in order to digitally capture their movement. Rather than import the motion captures directly into the game, however, the animators used them as templates to give a sense of realism to the game characters' exaggerated movements. Itagaki found it more interesting to design nonhuman creatures than human enemies.[3. Release[edit]In 2. Tecmo released a demo disc of Ninja Gaiden in Japan, bundled with the February 2. Famitsu Xbox magazine.[3. The demo let players try the first chapter of the game on two difficulty settings with a few fully upgraded weapons and ninpos.[4. On March 2, 2. 00. Tecmo released Ninja Gaiden in the United States.[4. Regional censorship[edit]As released, Ninja Gaiden contained bloody acts of violence, decapitations and grotesque monsters. The North American games rating body, the Entertainment Software Rating Board (ESRB), rated it as a "Mature" game, which prohibits sale to anyone under the age of 1. The depiction of beheadings, though, attracts stricter ratings in other parts of the world.[4. In Germany, the Unterhaltungssoftware Selbstkontrolle (USK) deemed these excessive, and refused to rate the game at all. Since this had the potential to place Ninja Gaiden in Germany's "List of Media Harmful to Young People", which would have meant that shops could neither advertise the game nor sell it unless by request to customers of 1. Tecmo censored the European PAL version to obtain a USK rating.[4. A year later, Tecmo managed to obtain a USK 1. Ninja Gaiden Black. Japan's Computer Entertainment Rating Organization (CERO) rated Ninja Gaiden and Black, on their release, as 1. At the time, CERO ratings acted as guidelines for consumers. However, on March 1, 2. Japanese rating system changed. A scale from A to D was introduced, with an additional Z rating for games with large amounts of gore and sexual content. The Z rating is legally enforced, it being illegal to sell such games to anyone under the age of 1. As a result, Tecmo removed the human beheadings in Sigma to obtain a D rating for the East Asian market. However, CERO reclassified the two previous games as D, despite them also depicting human decapitations.[4. Post- release[edit]Team Ninja kept working on the Ninja Gaiden project after its release, with the aim of pushing the action genre and their first such title as far as they could.[3. To this end, they released downloadable expansions, known as Hurricane Packs, free of charge. Itagaki said that since the packs were born out of his team's interest, they did not care to charge players for their efforts.[5. The two packs were available over Xbox Live in the third quarter of 2. Hurricane Pack 1 was a revamped version of Story Mode; Team Ninja tweaked the encounters and artificial intelligence (AI) of Ryu's foes to increase the difficulty of the game. The pack introduced additional foes such as humanoid cats, giants wearing dinosaur skulls, and cyborgs, and Team Ninja made a key change to the camera system by which the on- screen action is displayed; players could now control the camera and change its viewing angle.[5. Another feature of the pack was to enhance the combat engine; the new "Intercept" skill let players counter any enemy attack with the proper timing.[5. Hurricane Pack 2 kept the enhancements of the first, but took place in an alternative world comprising only two regions, where players have to fight through several encounters to rescue Rachel from two new bosses (Nicchae and Ishtaros). This expansion introduced fiends who wield giant swords and cast fireballs.[5. Team Ninja later compiled both expansion packs, and added new features, to create Ninja Gaiden Black. This game, which Itagaki viewed as the final version of Ninja Gaiden,[5. September 2. 0, 2. A few years later, Team Ninja upgraded the graphics of the game and ported it to the Play. Station 3 (PS3). This version was released as Ninja Gaiden Sigma on June 1. Black became an Xbox Original game on February 1. Online competition[edit]. The contest's World Championship at the TGS 2. Finalists played on walkways above the crowd while commentators talked about their actions on the big screen. The Master Ninja Tournaments were a series of three online contests held by Microsoft and Tecmo in 2. They took place over Xbox Live, and were open to participants in Europe, Japan, and North America. Winner selection was based on the scores achieved through playing Ninja Gaiden or its Hurricane Packs. Players had 1. 4 to 2. The first two tournaments formed regional qualification stages for a live Ninja Gaiden Master Tournament World Championship, held on September 2. TGS 2. 00. 4. Competition for places was intense, with both tournaments breaking records for online participation in Xbox Live events.[6. Six of the highest scoring players from Europe and North America won bokkens bearing Itagaki's signature,[6. Here, the finalists simultaneously played a custom game drawn from Hurricane Pack 2 while commentators called out the action. They had 1. 5 minutes to complete the game and post the highest score; the winner emerged only in the last 2. Yasunori Otsuka cleared the game and outscored his rivals. At the award ceremony, the finalists received their prize plaques from Itagaki.[6. The tournaments were not without controversy. Players complained about Microsoft's tardiness in posting the official rules for the first playoff, and it was believed that the top posted score was not achievable by fair means.[6. Officials, however, stated that the score was possible, and allowed the results to stand.[6. In the second playoff, Microsoft initially named the runner up as the North American finalist,[6. Tokyo when the first was unable to produce a passport in time.[6. Master Ninja Tournament 3 started on September 2. Rankings were decided by scores obtained while playing Hurricane Pack 2, and the prizes were Tecmo apparel and Team Ninja games.[6. This marked the end of official tournaments for Ninja Gaiden, although Microsoft have retained the ranking boards for players to upload their scores. Merchandise[edit]Tecmo has built up a line of merchandise around the Ninja Gaiden name. Its online shop carries apparel and accessories such as caps, wristbands, T- shirts, key holders, and mugs. Most of the merchandise is based on that associated with the various Ninja Gaiden game launches or given as prizes in the Master Ninja Tournaments.[7. Tecmo also published the original soundtrack of the game under their record label Wake Up on March 2. Kotobukiya, a figurine maker, includes 1/6 scaleplastic figurines of Ninja Gaiden characters in their range of products. As of 2. 00. 7, they have produced figures of Ryu, Ayane, Kureha and Rachel.[7. Other versions[edit]Tecmo published two versions of Ninja Gaiden: Ninja Gaiden Black for Xbox and Ninja Gaiden Sigma for PS3. Essentially the same game as the original, they tell the same story of Ryu and the Dark Dragon Blade, but include additional content and updated game mechanics. Itagaki deemed Black to be the final version of Ninja Gaiden,[5. PS3, Tecmo ported the game to this platform as Sigma. In addition to the narrative Story Mode, Black and Sigma introduced a gameplay variation called Mission Mode. Focused on action rather than character development, this provides combat- based missions set mainly in small areas, where the player's goal is to "destroy all enemies".[7. In both Story and Mission modes, game scoring is based on the player's speed in clearing encounters, the number of kills achieved, the number of unused ninpo spells remaining at the end, and the amount of cash collected. Players can compare their scores on online ranking boards.[7. Ninja Gaiden Black[edit]Tecmo announced at E3 2. Team Ninja was working on Ninja Gaiden Black,[7. TGS 2. 00. 5.[7. 7]Black is a reworked compilation of the original Ninja Gaiden and the two Hurricane Packs.[5. The game features new foes, such as exploding bats and doppelgänger fiends who can imitate Ryu.[7. It contains more costumes than the original, and swaps Ninja Gaiden'sunlockable NES games for an arcade version.[7. One key feature of this version is its two new difficulty settings—the easy Ninja Dog and the very hard Master Ninja.[7. Itagaki added Ninja Dog after receiving complaints of Ninja Gaiden being too hard in its default incarnation,[8. Hence he ensured that those players selecting Ninja Dog would be subjected to gentle mockery by the game—players on this difficulty setting receive colored ribbons as accessories, and Ayane treats Ryu as an inferior. In compensation, Itagaki made the other difficulty settings harder than in Ninja Gaiden. Another feature of Black is its Mission Mode, which comprises 5. Ninja Gaiden Master Tournament World Championship final. The last five missions are based on those in Hurricane Pack 2 and form a linked series known as "Eternal Legend".[7. While most of the improvements made in the Hurricane Packs carried forward through this game, including the camera system tweaks and new boss battles, the Intercept maneuver, introduced in Hurricane Pack 1, was not included in Black, adding to its increased challenge. Ninja Gaiden Sigma[edit]In 2. Tecmo and Sony announced the development of Ninja Gaiden Sigma for the PS3.[8. Eidos obtained the European publishing rights for this game.[8. Itagaki had no direct role in Sigma and judged it a flawed game,[8. Sigma gave Play. Station owners a taste of Ninja Gaiden.[8. A version for Play. Station Vita, titled Ninja Gaiden Sigma Plus, was released in North America and Europe on February 2. Reception[edit]Ninja Gaiden was released to much critical acclaim. Greg Kasavin of Game. Spot called it "one of the best most challenging action adventure games ever made",[2] and IGN's Erik Brudvig said that it "sets a new standard for third- person action games in terms of length, depth, speed, and gore."[1. Electronic Gaming Monthly (EGM) called it "an unmissable instant classic", and declared that "no Xbox should go without [Ninja] Gaiden."[1. Critics also regarded it to be one of the most difficult games released prior to 2. Its enhanced version, Ninja Gaiden Black, also impressed reviewers. Game. Spot noted that it had the best visual and audio presentation on the Xbox, and praised its new Mission Mode for "[distilling] the game down to its purest essentials."[7. IGN called its release "a rare and welcome day", which brought their "excitement levels back to the first time [they] played the game."[8. From a technical point of view, critics regarded Ninja Gaiden and Black as the best of the available Xbox software at the time; the console hardware had been pushed to its limits without showing significant drops in performance. Game. Spot's Kasavin was impressed with their "first- rate presentation" and said that no other games at that time came close in visuals and audio.[7. According to IGN, the games could "make [them] momentarily forget about the next generation of consoles".[8. Both Ninja Gaiden and Black were top- sellers, which led to them being compatible with the Xbox 3. Ninja Gaiden attracted criticism for the way on- screen action is framed by the game's camera. The default camera system centers the action on Ryu and his surroundings, but reviewers were frustrated by occasions when the camera locked on to part of the scenery, thus losing track of Ryu.[8. Tecmo attempted to address this with the introduction of manual camera controls in the Hurricane Packs,[5. Ninja Gaiden was a good enough game that its flaws could be overlooked.[7. Consumers purchased 1. Ninja Gaiden and Black to August 2. North America and Europe. According to the NPD Group, in its first month Ninja Gaiden sold 3. United States.[1. These sales figures reflect Tecmo's decision to target the non- Japanese market. Japanese gamers were not particularly excited—according to Itagaki, only 6. Ninja Gaiden were sold in Japan in the four months following its release.[3. The critical and commercial successes of Ninja Gaiden have led CNET and Game. Spot Asia to induct the game into their halls of fame.[1. The Ninja Gaiden games gained a reputation throughout the gaming community for their difficulty and attention to detail.[2. Although they appealed to gamers who, like Pro- G's Struan Robertson, wanted a "bloody hard, but also bloody good" challenge,[9. IGN warned that gamers with lesser skills might not "get as much out of this game as others due to [its] incredible difficulty",[8. Edge commented that "Tecmo’s refusal to extend any kind of handhold to less dedicated players is simply a failure of design, not a badge of hardcore honour" and "it’s impossible to believe they couldn’t have found a way to increase the accessibility of the game without undermining the gloriously intractable nature of the challenges it contains."[1. EGM found the challenge to be "rewarding" as it "motivates you to actually get better at the game."[1. Clive Thompson focused on Ninja Gaiden in his Slate article examining the motivation for playing difficult games. He contends that extreme levels of challenge can be initially very frustrating and may cause a game to be abandoned in disgust. However, where a game also rewards a player's perseverance by teaching the skills required to overcome its challenges, that player will have the motivation to finish the game. Ninja Gaiden, in his opinion, strikes the correct balance between challenge and reward; completion brings "a sort of exhausted exhilaration, like finally reaching the end of War and Peace."[1. In 2. 01. 2, Crave. Online included it on their list of five "badass ninja games", calling it "the pinnacle of action gaming at the time, holding onto that crown for an entire year until God of War released in 2. That same year, G4tv ranked it as the 8. References[edit]^magx. Ninja Gaiden’s 2. Reboot Was Ahead of Its Time". The. Thoughtful. Gamers. Retrieved 2. 01. 4- 0. Greg Kasavin (2. 00. Ninja Gaiden for Xbox Review". Game. Spot. Archived from the original on 2. Retrieved 2. 00. 7- 0. 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Ninja Gaiden II: Q& A with Tomonobu Itagaki". Gamespot. Retrieved 2. In story chronology as well, this takes place after the first Ninja Gaiden for Xbox and then after the story of this game it leads into the old NES ones, so I think we have a nice continuity there. ^ abcde. César A. Berardini (2. Ninja Gaiden: Tomonobu Itagaki Interview". Team. Xbox. Retrieved 2. Ninja Gaiden Walkthrough, Page 3. Game. Spot. Retrieved 2. James Mielke (2. 00. Itagaki Talks DOA4 Demo on Live". UP. com. Retrieved 2. Tomonobu Itagaki: First of all, I have of course included the eternal heroine, Kasumi, as well as everyone's favorite Super Ninja, Ryu Hayabusa. ^Game. Spy staff (2. 00. Dead or Alive 4 Guys Week #1 (X3. Game. Spy. Retrieved 2. James Mielke (July 2. Ninja Gaiden". GMR (California, United States: Ziff- Davis). ISSN 1. 54. 4- 6. Tomonobu Itagaki: We're not really that interested in making supporting characters playable. 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Bettenhausen, Shane; Elliot, Shawn; Johnston, Chris (April 1. May 1, 2. 00. 4). More like.. Ninja Goddamn!". Electronic Gaming Monthly. Archived from the original on June 1. Retrieved April 1. Danny Cowan (2. 00. Critical Reception: Tecmo/Team Ninja's Ninja Gaiden Sigma". Gamasutra. Retrieved 2. Rob Semsey (2. 00. Ninja Gaiden: Black Hands- On". Team. Xbox. Retrieved 2. Tor Thorsen (2. 00. Xbox games". Game. Spot. Retrieved 2. Hirohiko Niizumi (2. Xbox 3. 60 backward compatibility lacking in Japan". Game. Spot. Retrieved 2. Brendan Sinclair (2. European 3. 60 backward compatibility detailed". Game. Spot. Retrieved 2. Edge staff (1. 8 March 2. Ninja Gaiden Review". Edge. Future plc. Archived from the original on 1. June 2. 01. 1. Retrieved 1. June 2. 01. 1. ^Kotaro Tsunetomi (2. Japanese). Bloomberg Japan. Retrieved 2. 00. 7- 0. NPD Tech (March 2. NPD US Sales Data". New York, United States: NPD Group. Retrieved 2. 00. 8- 0. NPD Group (June 2. NPD US Sales Data". New York, United States: NPD Group. Retrieved 2. 00. 8- 0. David Rudden (2. 00. Gaming hall of fame: the Xbox's best game". CNet. Retrieved 2. Game. Spot Asia staff (2. Editor's Choice Hall of Fame". Game. Spot. Archived from the original on 2. Retrieved 2. 00. 8- 0. Ray Huling (October 2. Ninja Playground". The Brooklyn Rail. Retrieved 2. 00. 7- 1. Clive Thompson (2. Tough Love—Can a video game be too hard?". Slate. Retrieved 2. Norris, Erik (2. 01. Badass Ninja Games". Crave. Online. Retrieved 2. Top 1. 00 Video Games of All Time #8. Ninja Gaiden – G4tv. External links[edit]. Johnson Brothers Dinnerware. Johnson Brothers China, founded by Alfred, Frederick and Henry Johnson, began in the late 1. Hanley, Stoke on the Trent, England. The company flourished and eventually had five manufacturing facilities. It became a division of Waterford Wedgwood of Josiah Wedgwood & Ltd in 1. The company currently produces Franciscan China (made in China). Wedgwood became part of WWRD Holdings in 2. Please note that Johnson Brothers Franciscan patterns are listed under Franciscan (England). China and Dinnerware/Johnson Brothers--vintage, antique and collectible--available for sale at TIAS.com. Johnson-Melloh Solutions has become a leading innovative Indiana Energy Service Company (ESCO) focusing on renewable and alternative energy… LEARN MORE. The Sting Now Available. Enjoy one of Universal’s most honored films. Johnson Brothers pas cher | Voir les 1. PROFESSIONAL OVERSIGHT OF END STAGE RENAL DISEASE TREATMENT. WE ARE NOT AFFILIATED WITH THE RENAL INDUSTRY MISSION. We are an advocacy for patients who are traversing. Apple Blossom. Johnson Brothers produced several versions of Apple Blossom. Blue Nordic. Johnson Brothers Blue Nordic has the traditional blue onion pattern. Service vaisselle Johnson Brothers. Torpes Vends service de vaisselle anglaise. Johnson brothers oval serving platter 35cms x 28cms at widest points. de la. 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