Putty is a game developed by System 3 and released in 1992 for the Amiga. It was also released on the SNES in 1993, under the name Super Putty in North America and Europe and as Putty Moon (パティームーン) in Japan. A release on the Commodore Amiga CD32 was made in 1994, also under the name Super Putty. Despite the extra buttons present on the CD32's controller, the CD32 version made no use of them.
Putty Moon, the place where Putty lives, has been taken over by an evil wizard named Dazzledaze. Putty has been banished from the moon to the planet below. To return to Putty Moon and oust the evil wizard, Putty enlists the help of some robots ("bots") to build a skyscraper that will reach up to Putty Moon.
In Putty, the player controls a blue blob with eyes. Putty has many moves that he could use to attack enemies or to navigate around the level. These abilities include being able to stretch out upwards, downwards, left and right to access far-off ledges. He also has the ability to inflate. This allows him to provide a cushioned landing for any falling bots. Over-inflation also acts as a "smart bomb", with Putty bursting, killing all of the enemies on the screen, whilst reducing his health in the process.
A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. The word video in video game traditionally referred to a raster display device, but it now implies any type of display device that can produce two- or three-dimensional images. Video games are sometimes believed to be a form of art, but this designation is controversial.
The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices. Specialized video games such as arcade games, while common in the 1980s, have gradually declined in use due to the widespread availability of home video game devices (e.g., PlayStation 4 and Xbox One) and video games on desktop and laptop computers and smartphones.
The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouses, keyboards, joysticks, the touchscreens of mobile devices and buttons. In addition to video and (in most cases) audio feedback, some games include haptic, vibration or force feedback peripherals.
Marvel 2099: One Nation Under Doom was a cancelled game for the PlayStation developed by Mindscape Inc. It was to be loosely based on the "One Nation Under Doom" storyline in Marvel's Doom 2099 comic. It was envisioned as a 2D side-scroller with 3D rendered characters.
In February 1996, Mindscape announced they would produce a video game based on the Marvel 2099 universe. Promoted as one of their top five games for the year, the game would be released on December 1, 1996, just in time for the Christmas rush. Two versions were announced: PlayStation and Windows 95.
By May 1996, CD-ROM and VHS video demos were being shipped to game magazines for pre-release reviews, along with a one-page color brochure. The first public demo was shown at the E3 show, and featured a playable single level of the Punisher 2099 fighting SHIELD troops, and also opening menus and some cut scenes. Electronic Gaming Monthly had a quarter-page preview of the game in their July 1996 issue and a half page preview in their August 1996 issue, showing screenshots of actual gameplay, and a group shot of the player characters. At the 1996 San Diego Comicon, the Mindscape booth handed out brochures, and raffled off One Nation Under Doom pins, shirts, and posters. Some attendees were even allowed to play the demo at the booth, although no copies of the demo were distributed. September 1996 issue of 3D Design magazine had a cover story on the Marvel 2099 game. After July, due to financial troubles, ongoing production of the game slowed down, and eventually stopped, though the game was never officially canceled.
Mario Party (Japanese: マリオパーティ, Hepburn: Mario Pāti) is a party video game series featuring Mario franchise characters in which four human- or computer-controlled characters compete in a board game interspersed with minigames. The series was developed by Hudson Soft and published by Nintendo; the arcade version was developed by Capcom. The series is known for its party game elements, including the often-unpredictable multiplayer modes that allow play with up to four (and sometimes eight) human players.
After the development of Mario Party 8, several of Hudson Soft's key designers left to work for Nintendo subsidiary Nd Cube, developers of Wii Party. Starting in 2012 with Mario Party 9, Nd Cube has taken over development of the series from Hudson Soft. The latest title in the series, Mario Party 10 was released worldwide in March 2015 on Wii U.
The series currently holds the record for the longest-running minigame series. As of December 2014, Nintendo reported cumulative worldwide sales of 39.6 million game copies in the Mario Party franchise.
An immersive video is basically a video recording of a real world scene, where the view in every direction is recorded at the same time. During playback the viewer has control of the viewing direction. Generally the only area that can't be viewed is the view toward the camera support. The material is recorded as data which when played back through a software player allows the user control of the viewing direction and playback speed. The player control is typically via a mouse or other sensing device and the playback view is typically 4:3 window on a computer display or projection screen or other presentation device such as a head mounted display.
A recent example, as of 2011, of immersive video is provided by the Kogeto Dot panoramic video capture device and associated online community for smartphones, for the iPhone 4, iPhone 4S and for the Galaxy Nexus with the Kogeto Dot 360-degree panoramic video accessory.
Sometimes the phrase "immersive video" is used to describe full-size teleconferencing capabilities, such as Cisco's Telepresence product.
Microsoft Video 1 or MS-CRAM is an early lossy video compression and decompression algorithm (codec) that was released with version 1.0 of Microsoft's Video for Windows in November 1992. It is based on MotiVE, a vector quantization codec which Microsoft licensed from Media Vision. In 1993, Media Vision marketed the Pro Movie Spectrum, an ISA board that captured video in both raw and MSV1 formats (the MSV1 processing was done in hardware on the board).
Microsoft Video 1 operates either in a 8-bit palettized color space or in a 15-bit RGB color space. Each frame is split into 4×4 pixel blocks. Each 4×4 pixel block can be coded in one of three modes: skip, 2-color or 8-color. In skip mode, the content from the previous frame is copied to the current frame in a conditional replenishment fashion. In 2-color mode, two colors per 4×4 block are transmitted, and 1 bit per pixel is used to select between the two colors. In 8-color mode, the same scheme applies with 2 colors per 2×2 block. This can be interpreted as a 2-color palette which is locally adapted on either a 4×4 block basis or a 2×2 block basis. Interpreted as vector quantization, vectors with components red, green, and blue are quantized using a forward adaptive codebook with two entries.
A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematical parameters. Often, such games have simple rules and match procedures, such as Tic-tac-toe and Dots and Boxes. Generally, mathematical games need not be conceptually intricate to involve deeper computational underpinnings. For example, even though the rules of Mancala are relatively basic, the game can be rigorously analyzed through the lens of combinatorial game theory.
Mathematical games differ sharply from mathematical puzzles in that mathematical puzzles require specific mathematical expertise to complete, whereas mathematical games do not require a deep knowledge of mathematics to play. Often, the arithmetic core of mathematical games is not readily apparent to players untrained to note the statistical or mathematical aspects.
Some mathematical games are of deep interest in the field of recreational mathematics.
When studying a game's core mathematics, arithmetic theory is generally of higher utility than actively playing or observing the game itself. To analyze a game numerically, it is particularly useful to study the rules of the game insofar as they can yield equations or relevant formulas. This is frequently done to determine winning strategies or to distinguish if the game has a solution.