Escape Velocity Nova
Escape Velocity Nova is a video game by Ambrosia Software, in collaboration with ATMOS. It is the third game in the Escape Velocity series of space combat games. Nova began as a plug-in for Escape Velocity Override in July 1998. Two years ATMOS was brought in to convert the plug-in to a full game, available for beta-testing on July 15, 2001, it was released on March 18, 2002. Developers no longer work on the project nor does the website give out keys required to activate shareware copies. Direct contact with Ambrosia Software was not possible as of January, 2018 for billing and account services. Existing copies still function and re-installation is possible with automatic key renewal. EV Nova alternative "Endless Sky" exists now on the Steam platform with an alternate story line but similar mechanics. Nova takes place around star systems in the Milky Way, many of which have planets or space stations that the player can land on; each star system is either controlled by a faction and has an evaluation of the player's crimes or contributions to that star system and its faction, or is uninhabited and controlled by no one.
The player's ship travels between star systems by "hyperjumping" by fixed paths to surrounding systems. The player can use rare wormholes which transport the player's ship to a random star system, or can use a "hypergate" system to move between certain systems after the Sigma Shipyard mission string has been completed. In space, which in the game is limited to two dimensions, the player controls their spaceship to land on planets, jump into another star system, or engage in combat and board ships; the player can communicate with other ships, obtaining information about supply and demand of commodities on different planets, can get missions in this way. On inhabited planets, the player can refuel their ship and accept missions, trade commodities, buy ships or ship upgrades, hire escorts; each planet, "spaceport bar," and ship or ship upgrade has associated descriptions. The player starts as a freelance space pilot in a shuttlecraft, out to make a penny in the vast and unforgiving galaxy. There are many ways to play Nova.
The game has six major storylines that the player can participate in, one for each of the major factions: Federation, Auroran, Vell-os, Pirate. These storylines are the bulk of the game; each storyline is a long and involved set of plot-filled missions which are like "playing" a short story written in second person. Each story-line forces pilots to align themselves with a particular faction, restricting a player's freedom but giving him access to more powerful ships and technology. A single story-line can take anywhere from an hour to several days to play to completion, depending on the player's level of experience and preferred pace. There exist a few shorter minor stories and missions, which are difficult to find but have great rewards, such as the ability to use the old hypergate system; some major and minor storylines branch into others so that, for example, a player in the midst of the Federation story-line can, along the way, choose to join the Rebellion instead. Nova has only a small fraction of the freelance missions that were common in the previous games in the Escape Velocity series.
In the standard game, only a single major storyline can be played per pilot, as opposed to previous games in the Escape Velocity series where one could play most all missions as one pilot while gathering more powerful ships and weapons. There are two minor storylines however; these include the Bounty Wild Geese storylines. The Bounty Hunter storyline can lead to Rebellion, or Auroran storylines; the Wild Geese storyline can lead to either the Pirate storyline. Starting with a simple shuttlecraft, the player obtains new ships and other technology, such as cloaking devices, beam weapons, fighter bays, by purchase or as the result of completing certain missions. Throughout the course of the game, the player can choose to pilot bigger and better ships — leading to powerful capital ships with alien technology — that can carry more cargo, can obtain controllable escort ships. Like the other games in the Escape Velocity series, Nova allows registered users to create their own plug-ins which can be used to or drastically change stories and technology, or completely replace the universe.
There is a large community at the official Ambrosia forums where players can trade tips, get help, swap favorite plugins and pilots. Of particular note are two official plug-ins available to registered users which replace Nova's scenario with those of the first two games, allowing the original Escape Velocity and its sequel Escape Velocity Override to be played natively on both Mac OS X and Microsoft Windows; the game takes place in the Milky Way in 1177 NC and follows several human civilizations that have broken away from the Colonial Council and developed independently of each other. There are three main governments: Federation and Polaris, several smaller factions. Back-story and other role-playing information can be gathered from several "preambles" that come as documentation with the game. At the start of the game, the Federation is the latest in a line of Earth based governments, succeeding the Colonial
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
MacOS is a series of graphical operating systems developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac family of computers. Within the market of desktop and home computers, by web usage, it is the second most used desktop OS, after Microsoft Windows.macOS is the second major series of Macintosh operating systems. The first is colloquially called the "classic" Mac OS, introduced in 1984, the final release of, Mac OS 9 in 1999; the first desktop version, Mac OS X 10.0, was released in March 2001, with its first update, 10.1, arriving that year. After this, Apple began naming its releases after big cats, which lasted until OS X 10.8 Mountain Lion. Since OS X 10.9 Mavericks, releases have been named after locations in California. Apple shortened the name to "OS X" in 2012 and changed it to "macOS" in 2016, adopting the nomenclature that they were using for their other operating systems, iOS, watchOS, tvOS; the latest version is macOS Mojave, publicly released in September 2018.
Between 1999 and 2009, Apple sold. The initial version, Mac OS X Server 1.0, was released in 1999 with a user interface similar to Mac OS 8.5. After this, new versions were introduced concurrently with the desktop version of Mac OS X. Beginning with Mac OS X 10.7 Lion, the server functions were made available as a separate package on the Mac App Store.macOS is based on technologies developed between 1985 and 1997 at NeXT, a company that Apple co-founder Steve Jobs created after leaving the company. The "X" in Mac OS X and OS X is pronounced as such; the X was a prominent part of the operating system's brand identity and marketing in its early years, but receded in prominence since the release of Snow Leopard in 2009. UNIX 03 certification was achieved for the Intel version of Mac OS X 10.5 Leopard and all releases from Mac OS X 10.6 Snow Leopard up to the current version have UNIX 03 certification. MacOS shares its Unix-based core, named Darwin, many of its frameworks with iOS, tvOS and watchOS.
A modified version of Mac OS X 10.4 Tiger was used for the first-generation Apple TV. Releases of Mac OS X from 1999 to 2005 ran on the PowerPC-based Macs of that period. After Apple announced that they were switching to Intel CPUs from 2006 onwards, versions were released for 32-bit and 64-bit Intel-based Macs. Versions from Mac OS X 10.7 Lion run on 64-bit Intel CPUs, in contrast to the ARM architecture used on iOS and watchOS devices, do not support PowerPC applications. The heritage of what would become macOS had originated at NeXT, a company founded by Steve Jobs following his departure from Apple in 1985. There, the Unix-like NeXTSTEP operating system was developed, launched in 1989; the kernel of NeXTSTEP is based upon the Mach kernel, developed at Carnegie Mellon University, with additional kernel layers and low-level user space code derived from parts of BSD. Its graphical user interface was built on top of an object-oriented GUI toolkit using the Objective-C programming language. Throughout the early 1990s, Apple had tried to create a "next-generation" OS to succeed its classic Mac OS through the Taligent and Gershwin projects, but all of them were abandoned.
This led Apple to purchase NeXT in 1996, allowing NeXTSTEP called OPENSTEP, to serve as the basis for Apple's next generation operating system. This purchase led to Steve Jobs returning to Apple as an interim, the permanent CEO, shepherding the transformation of the programmer-friendly OPENSTEP into a system that would be adopted by Apple's primary market of home users and creative professionals; the project was first code named "Rhapsody" and officially named Mac OS X. Mac OS X was presented as the tenth major version of Apple's operating system for Macintosh computers. Previous Macintosh operating systems were named using Arabic numerals, as with Mac OS 8 and Mac OS 9; the letter "X" in Mac OS X's name refers to a Roman numeral. It is therefore pronounced "ten" in this context. However, it is commonly pronounced like the letter "X"; the first version of Mac OS X, Mac OS X Server 1.0, was a transitional product, featuring an interface resembling the classic Mac OS, though it was not compatible with software designed for the older system.
Consumer releases of Mac OS X included more backward compatibility. Mac OS applications could be rewritten to run natively via the Carbon API; the consumer version of Mac OS X was launched in 2001 with Mac OS X 10.0. Reviews were variable, with extensive praise for its sophisticated, glossy Aqua interface but criticizing it for sluggish performance. With Apple's popularity at a low, the makers of several classic Mac applications such as FrameMaker and PageMaker declined to develop new versions of their software for Mac OS X. Ars Technica columnist John Siracusa, who reviewed every major OS X release up to 10.10, described the early releases in retrospect as'dog-slow, feature poor' and Aqua as'unbearably slow and a huge resource hog'. Apple developed several new releases of Mac OS X. Siracusa's review of version 10.3, noted "It's strange to have gone from years of uncertainty and vaporware to a steady annual supply of major new operating system releases." Version 10.4, Tiger shocked executives at Microsoft by offering a number of features, such as fast file s
Uplink (video game)
Uplink is a video game released in 2001 by the British software company Introversion Software. It is a simulator of the cinematic depiction of computer hacking. In the game, the player assumes the role of a hacker in the year 2010, who begins work for the Uplink Corporation, a worldwide company providing work for hackers; the player amasses money, gateway hardware and skill in the course of performing jobs for various clients, hacking servers of global corporations for profit. The storyline of the game begins with the player receiving an e-mail from a deceased top ranking Uplink agent concerning the research done by the Andromeda Research Corporation, related to the Andromeda organization which proclaims the destruction of the Internet, it is constructing a computer virus known as Revelation using artificial life research as a base in an attempt to destroy the Internet. One of the companies, attempts to cross their plans by developing Faith, a counter virus that can purge Revelation; the player can choose between two companies or ignore the plot in its entirety, concentrating on freelance hacking, in which case the storyline plays out without the player's participation.
Uplink focuses on emulating stylised, Hollywood-esque hacking, as seen in movies such as Hackers, WarGames and Swordfish. References to these movies can be found throughout the game, including joke servers for companies such as Steve Jackson Games and a nuclear missile control system from WarGames, it features at least three references to the movie Sneakers, including one which can be found in the first version of the game, a cheat code in which the user has to enter "TooManySecrets" as the username thus allowing him to access a cheat menu. Another reference to the anagram is the fake password "MySocratesNote", sent to the player in an e-mail which starts the plotline. In addition, the voice print sections use the phrase "Hello. I am the system administrator. My voice is my passport. Verify me." Which is similar to the one Sneakers used. Most of the'hacking' is of the form: "there is a security system of type X, level Y, stopping me from accessing or changing something I need to access or change, so I need to have an anti-X program of level Y+".
There is some need for rapid selection of programs to run, but there is no actual difficulty in running them. The game has a certain number of unusual features, including an in-game IRC function to talk to other players and in earlier versions a multi-monitor feature requiring another copy of the game running on a second computer; the latter was removed in versions due to lack of stability and popularity and, as it was called "Network", was confused with multiplayer gaming. The game uses several songs made in S3M, mod and xm format; the original song files are included on the bonus CD-ROM of the game, a disc, given as a free addition to those who referred the game to others. The disc includes several songs which were rejected; the Blue Valley by Karsten Koch Deep in Her Eyes by Peter'Skaven' Hajba Mystique Parts 1 and 2 by Robert'Timelord' Gergely Symphonic by Dual Crew The game was released for Microsoft Windows and Linux directly by Introversion, ported to and released for Mac by Contraband and Ambrosia Software respectively.
Chris Delay stated in an interview with PC Gamer UK that they did not pay for advertising of the game at all — it became known purely by word of mouth. A version released in the US was published and distributed by Strategy First under the title Uplink: Hacker Elite. Legal proceedings were undertaken when Strategy First filed for bankruptcy and ceased paying Introversion royalties, but the Hacker Elite version remains available from various sources; the game is now available via Valve's Steam online distribution service, via GOG.com, as well as the Ubuntu Software Center. Uplink was released for iOS on 7 June 2012. An Android version debuted as part of The Humble Bundle for Android 3, on 15 August 2012. A version released in the US was published and distributed by Strategy First under the title Uplink: Hacker Elite. Strategy First ran into financial difficulties, ceased paying royalties to Introversion shortly before filing for bankruptcy protection, but continued to sell the game in competition with Introversion.
On 20 January 2006 Introversion announced they were taking legal action against all retailers of Uplink: Hacker Elite, except Stardock. It transpired that, while filing for bankruptcy would have caused a breach of contract, Strategy First persuaded Canadian courts to grant a moratorium preventing termination of the contract. Strategy First has resumed paying limited royalties. Stores and services reselling Hacker Elite in North America include: Stardock, via GameStop's Impulse distribution platform. Direct2Drive, IGN's digital distribution service. Strategy First's online store; as some versions of Uplink: Hacker Elite have been modified, many game mods and patches will not run with the Hacker Elite version. The iOS and PC versions received "generally favorable reviews" according to the review aggregation website Metacritic; the editors of Computer Gaming World presented Uplink: Hacker Elite with their 2003 "Adventure Game of the Year" award. They summarized it as "an immersive and suspenseful little game."
Official website Uplink at MobyGames Modlink — Modding website
The goldfish is a freshwater fish in the family Cyprinidae of order Cypriniformes. It is one of the most kept aquarium fish. A small member of the carp family, the goldfish is native to East Asia, it was first selectively bred in Ancient China more than a thousand years ago, several distinct breeds have since been developed. Goldfish breeds vary in size, body shape, fin configuration and colouration. Starting in ancient China, various species of carp have been bred and reared as food fish for thousands of years; some of these gray or silver species have a tendency to produce red, orange or yellow colour mutations. During the Tang dynasty, it was popular to raise carp in ornamental watergardens. A natural genetic mutation produced gold rather than silver colouration. People began to breed the gold variety instead of the silver variety, keeping them in ponds or other bodies of water. On special occasions at which guests were expected, they would be moved to a much smaller container for display. By the Song dynasty, the selective domestic breeding of goldfish was established.
In 1162, the empress of the Song Dynasty ordered the construction of a pond to collect the red and gold variety. By this time, people outside the imperial family were forbidden to keep goldfish of the gold variety, yellow being the imperial colour; this is the reason why there are more orange goldfish than yellow goldfish though the latter are genetically easier to breed. The occurrence of other colours was first recorded in 1276. During the Ming dynasty, goldfish began to be raised indoors, which permitted selection for mutations that would not be able to survive in ponds; the first occurrence of fancy-tailed goldfish was recorded in the Ming Dynasty. In 1603, goldfish were introduced to Japan. In 1611, goldfish were introduced from there to other parts of Europe. During the 1620s, goldfish were regarded in southern Europe because of their metallic scales, symbolised good luck and fortune, it became tradition for married men to give their wives a goldfish on their first anniversary, as a symbol for the prosperous years to come.
This tradition died, as goldfish became more available, losing their status. Goldfish were first introduced to North America around 1850 and became popular in the United States; as of April 2008, the largest goldfish in the world was believed by the BBC to measure 19 inches, be living in the Netherlands. At the time, a goldfish named "Goldie", kept as a pet in a tank in Folkestone, was measured as 15 inches and over 2 pounds, named as the second largest in the world behind the Netherlands fish; the secretary of the Federation of British Aquatic Societies stated of Goldie's size that "I would think there are a few bigger goldfish that people don't think of as record holders in ornamental lakes". In July 2010, a goldfish measuring 16 inches and 5 pounds was caught in a pond in Poole, thought to have been abandoned there after outgrowing a tank. Goldfish have one of the most studied senses of vision in fish. Goldfish have four kinds of cone cells, which are sensitive to different colours: red, green and ultraviolet.
The ability to distinguish between four different primary colours classifies them as tetrachromats. Goldfish have one of the most studied senses of hearing in fish, they have two otoliths, permitting the detection of sound particle motion, Weberian ossicles connecting the swimbladder to the otoliths, facilitating the detection of sound pressure. Goldfish have strong associative learning abilities, as well as social learning skills. In addition, their visual acuity allows them to distinguish between individual humans. Owners may notice that fish react favorably to them while hiding when other people approach the tank. Over time, goldfish learn to associate their owners and other humans with food "begging" for food whenever their owners approach. Goldfish that have constant visual contact with humans stop considering them to be a threat. After being kept in a tank for several weeks, sometimes months, it becomes possible to feed a goldfish by hand without it shying away. Goldfish have a memory-span of at least three months and can distinguish between different shapes and sounds.
By using positive reinforcement, goldfish can be trained to recognize and to react to light signals of different colours or to perform tricks. Fish respond to certain colours most evidently in relation to feeding. Fish learn to anticipate feedings provided. Goldfish are gregarious, displaying schooling behaviour, as well as displaying the same types of feeding behaviours. Goldfish may display similar behaviours. Goldfish have learned behaviours, both as groups and as individuals, that stem from native carp behaviour, they are a generalist species with varied feeding and predator avoidance behaviours that contribute to their success. As fish they can be described as "friendly" towards each other. Does a goldfish harm another goldfish, nor do the males harm the females during breeding; the only real threat that goldfish present to each other is competing for food. Commons and other f
Bubble Trouble (film)
Bubble Trouble is the 151st short film released by Columbia Pictures in 1953 starring American slapstick comedy team The Three Stooges. The comedians released 190 short films for the studio between 1934 and 1959; the Stooges operate a local drug store whose landlord, the cantankerous Amos Flint, informs them their lease is about to expire. Larry protests that the trio have had their establishment for a decade, do not want to leave; as the four bicker, Flint's elderly wife Cerina enters the store, only to be berated by Flint for being an old hag. "25 years is enough," he coldly confirms. After he storms off, the boys take to the frail Cerina, who begins to weep that since she lost her beauty, Amos had threatened to leave. Both saddened and incensed, the Stooges offer Cerina their spare room in the back. Shemp, seeing this, hatches a plan to invent a "Fountain of Youth" to restore Cerina to her stunning beauty. Deeming the idea "tremendous and putrid," the Stooges flee to their pharmaceutical lab and mix a powerful serum.
After several false tries, the trio give Cerina a taste of their Fountain of Youth, she transforms into a fetching beauty right before their eyes. To celebrate her return to youth, Cerina prepares a Marshmallow Jumbo layer cake. Shemp inadvertently retrieves bubble gum; the resulting celebration finds the Stooges and Cerina blowing bubbles after every bite, with Shemp getting two bubbles out of his ears. Several days Amos comes storming into the Stooges' drug store only to see the youthful Cerina flaunting her newfound beauty. Amos reneges on his threat to evict the Stooges, requests a dose of the youthful serum himself. However, Amos overdoses on the potent stuff, transforms into a gorilla instead. Realizing this, he attacks the Stooges in anger. Once subdued, the Stooges get the idea to put Amos in a cage and make a mint off a traveling show involving the only talking gorilla in captivity. Moe adds that two talking gorillas would be better and tries to get Shemp to take some of the concoction.
Shemp knocks the spoon into Moe’s mouth, the film ends with Moe acting like a gorilla. Bubble Trouble is a remake of All Gummed Up; the new footage was filmed on October 1952, nearly one year before the film's release. Critics and fans alike have observed that this film has a better plot structure than the original, All Gummed Up. In the original, the climax occurs four minutes before the end of the film, leaving room for a bubblegum cake scene. In Bubble Trouble, the bubblegum cake scene comes before the climax of the film. Both the original and the remake were directed by Jules White. Bubble Trouble on IMDb Bubble Trouble at AllMovie Bubble Trouble at threestooges.net
Aquaria (video game)
Aquaria is a 2D sidescrolling action-adventure indie video game designed by Alec Holowka and Derek Yu, who together formed the independent game company Bit Blot, which developed and published the game. After more than two years of development, the game was released in late 2007 for Microsoft Windows. A Macintosh port of the game was released in 2008 by Ambrosia, an updated version of the game was released on Valve's Steam platform that same year. A Linux version of the game was released as part of the Humble Indie Bundle collection in 2010, a version for the iPad was released in 2011. An Android port of the game was released as part of the Humble Bundle with Android 6 collection in 2013. In 2009, an album with the Aquaria soundtrack was made available for sale, it includes all of the music in the game as well as a few remixes. The game follows a mermaid-like woman, as she explores the underwater world of Aquaria. Along her journey, she learns about the history of the world as well as her own past.
The gameplay focuses on a combination of swimming and combat, through which Naija can interact with the world. Her songs can move items, affect plants and animals, change her physical appearance into other forms that have different abilities, like firing projectiles at hostile creatures, or passing through barriers inaccessible to her in her natural form. Reviews of the game were positive. Critics focused on the visuals and atmosphere as being praiseworthy; the controls and gameplay were lauded, while negative critiques more centered on the map system and limited variety of objectives. The game won the Seumas McNally Grand Prize at the Independent Games Festival in March 2007. Aquaria is a 2D sidescrolling action-adventure game focused on exploration and puzzle-solving, with non-linear gameplay; the player controls a lone underwater dweller. The game only available for personal computers, was designed to be controlled through the mouse, though it can be controlled with a keyboard or Xbox 360 controller.
The player directs Naija through an underwater world composed of several distinct regions, ranging from caves to underwater ruins to sunlit oases. These areas are filled with plant and animal life, which can be hostile, friendly, or neutral towards her. Hostile plants and animals can hurt Naija, reducing her health meter, by touching her or firing projectiles at her. In general, Naija cannot interact directly with objects in the world. Instead, the majority of actions are accomplished through singing short tunes; the player does this by selecting a series of notes displayed in a circle of eight choices in the correct order. Each note corresponds with a different color. Singing notes affects plants and objects of the same color as the note, while singing the tunes, once learned through the plot, can lift objects, create a shield around Naija, or change Naija into different "forms" which have different appearances and unique abilities critical to overcoming the various challenges and obstacles found in the game.
The specific tones that are played when the player selects a note can subtly change in different regions, matching the background music. The default form, or "normal form", is the only one in which Naija can sing, is the only one where her appearance is modifiable by the player by having Naija wear costumes found throughout the game. Other forms, which can only be used once found in-game, are the "energy form", in which Naija can shoot projectiles to attack enemy creatures, "beast form", which allows Naija to swim faster through the water and eat small fish to restore health, "nature form", in which Naija can shoot seeds that produce flowers and spiky plants that can harm other creatures. In this form, Naija is not harmed by thorns on any plants; the player can learn the "sun form", which allows Naija to give off light in dark regions, "spirit form", which allows the player to move to specific locations marked by blue crystals without time passing, "fish form", where Naija turns into a small, fast fish, "dual form", found at the end of the game, which allows Naija and another character named Li, met late in the game's plot to merge, with actions taken by one affecting the other.
While exploring the world, Naija can collect various ingredients from interaction with plants and animals by combating her foes. These ingredients can be used to cook dishes; the most common effects are healing and enhancing various characteristics such as speed and defense, but there are some more exotic dishes which grant her new abilities. The player can learn new recipes by collecting new dishes directly, but can learn them by combining ingredients without first knowing the recipe; as the game opens, Naija has lost all of her memories, is unaware of the world outside of her home as she "lives as a simple creature". The player is told this in voice-over narrations in the form of a story told by a future Naija; these narrations serve as the primary source of information about Naija throughout the game, though there are occasional cutscenes. After being confronted by a shadowy figure and being shown a series of flashbacks she does not understand, Naija awakens. Feeling loneliness as the only member of her species, Naija decides to explore the world around her.
As the player explores, Naija discovers more and more about the history of the world, "Aquaria", about her own past. The player is not forced to go through the plotline in a set sequence; the only limiting factor is physical