B. B. Studio is a Japanese video game development company; the company in its current form is a result of a merger between Bandai Entertainment Company and Banpresto video game assets, by their parent company, Bandai Namco Entertainment. BEC known as Interbec, was a joint venture by Bandai and Human Co, Ltd. for video game development. They were best known for developing licensed video games for Bandai including Digimon, Dragon Ball Z and Mobile Suit Gundam. Once Bandai and Namco merged as Bandai Namco, Bandai Entertainment Company became a video game development subsidiary for the merged company. Before Bandai merged with Namco, both Banpresto and BEC were video game development subsidiaries for Bandai. On April 2011, Bandai Namco merged BEC with Banpresto in order to streamline and unify the Bandai gaming subsidiaries under one division. Whilst the Banpresto brand was re-established as a toy company as part of Bandai Namco's toys and hobby business. Cyborg 009 Digimon Digital Card Battle Digimon Story: Super Xros Wars Digimon World 2 Digimon World 3 Digimon World 4 Digimon World DS Digimon World Dawn and Dusk Digimon World Data Squad Dokodemo Hamster 3: O-Dekake Safuran Dragon Ball Z: Goku Gekitouden Dragon Ball Z: Harukanaru Densetsu Dragon Ball Z: Idainaru Dragon Ball Densetsu From TV Animation - Slam Dunk: I Love Basketball Kidou Keisatsu Patlabor Mobile Suit Gundam: Crossfire Mobile Suit Gundam Senki: Battlefield Record UC 0081 MS Saga: A New Dawn Neon Genesis Evangelion Saraba Uchū Senkan Yamato Ai no Senshitachi Super Bikkuriman Slayers Soul Eater: Battle Resonance 2nd Super Robot Wars Z Hakai-hen Gundam Memories: Memory of the Battle Ambition of Mobile Suit Gundam New Gillen Weiss Schwarz Portable Super Robot Wars OG Saga Masou Kishin II Revelation of Evil God 2nd Super Robot Wars Z Saisei-hen Mobile Suit Gundam Battle Operation Lagrange: Kamogawa Days Super Robot Wars Card Chronicle Flowers our Eureka Seven AO Jungfrau 2nd Super Robot Wars Original Generation Gundam Card Butler Magi the beginning of the Labyrinth Dragon Ball Heroes Ultimate Mission Super Robot Wars UX Super Robot Wars Operation Extend Super Robot Wars OG Saga Masou Kishin III Pride of Justice Super Robot Wars Original Generation: Infinite Battle Magi A New World 3rd Super Robot Wars Z Jigoku-hen Mobile Suit Gundam Side Stories Super Robot Wars OG Saga Masou Kishin F Coffin of the End Journey of your local railway to five local character and Japan 3rd Super Robot Wars Z Tengoku-hen SD Gundam Strikers Super Robot Wars BX Super Robot Wars X-Ω Gundam Battle Operation Next Digimon World: Next Order Super Robot Wars Original Generation: Moon Dwellers Shogi RPG Tsumetsume Load Super Robot Wars V Super Robot Wars X Full Metal Panic!
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IGN is an American video game and entertainment media website operated by IGN Entertainment Inc. a subsidiary of Ziff Davis, itself wholly owned by j2 Global. The company is located in San Francisco's SOMA district and is headed by its former editor-in-chief, Peer Schneider; the IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, television, comics and other media. A network of desktop websites, IGN is now distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, via YouTube, Twitch and Snapchat. IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, AskMen, among others. IGN was sold to publishing company Ziff Davis in February 2013 and now operates as a j2 Global subsidiary. Created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com, PSXPower, Next-Generation.com and Ultra Game Players Online.
Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand; the homepage exposed content from more than 30 different channels. Next-Generation and Ultra Game Players Online were not part of this consolidation. G. P. O. Dissolved with the cancellation of the magazine, Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter; that same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com.
At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider, which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN is ranked among the top 200 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multi-media business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount.
In 2011, IGN Entertainment acquired its rival UGO Entertainment from Hearst Corporation. News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had acquired. On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, UGO in order to focus on its flagship brands, IGN.com and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game.
However, the site is no longer being updated. The Xbox interest site, TeamXbox, the PC game website VE3D were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005; the merger brought the game download site FilePlanet into the IGN group. IGN Entertainment acquired the online male lifestyle magazine AskMen.com in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, sound and lasting appeal." Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced.
Instead of a 100-point s
Digimon, short for "Digital Monsters", is a Japanese media franchise encompassing virtual pet toys, manga, video games, films and a trading card game. The franchise focuses on Digimon creatures, which are monsters living in a "Digital World", a parallel universe that originated from Earth's various communication networks; the franchise was first created in 1997 as a series of virtual pets, akin to—and influenced in style by—the contemporary Tamagotchi or nano Giga Pet toys. The creatures were first designed to look cute and iconic on the devices' small screens; the franchise gained momentum with its first anime incarnation, Digimon Adventure, an early video game, Digimon World, both released in 1999. Several seasons of the anime and films based on them have aired, the video game series has expanded into genres such as role-playing, fighting, MMORPGs. Other media forms have been released. In the year 1996 came the Tamagotchi, created by Akihiro Yokoi, Aki Maita and Takeichi Hongo, one of the inspirations for the first release of the franchise, a device marketed in June 1997 with the name Digimon, a short for Digital Monster.
Aiming at the male audience and created by Akiyoshi Hongo, this device shows to players a virtual pet composed of data and designed to play and fight. In February 1998, the DigiMon fighting game, compatible with Windows 95 and developed by Rapture Technologies, Inc. was announced. The one-shot manga C'mon Digimon, designed by Tenya Yabuno, was published in the Japanese magazine V-Jump by Shueisha in 1997. A second generation of virtual pets was marketed six months after the launch of the first, followed by a third in 1998; each player starts with a baby-level digital creature that has a limited number of attacks and transformations and to make the creature stronger by training and nourishing the creature. Two devices can be connected, allowing two players to battle with their respective creatures, an innovation at the time, the battle is only possible from the moment the creature is in the child level or bigger. Playgrounds and subways were; the first Digimon were created by Japanese designer Kenji Watanabe, influenced by American comics, which were beginning to gain popularity in Japan, as such began to make his characters look stronger and "cool."
Other types of Digimon, which until the year 2000 totaled 279, came from extensive discussions and collaborations between the Bandai company members. There are over 1300 Digimon. Digimon hatch from types of eggs. In the English iterations of the franchise there is another type of Digi-Egg that can be used to digivolve, or transform, Digimon; this second type of Digi-Egg is called a Digimental in Japanese. They age via a process called "Digivolution" which changes their appearance and increases their powers; the effect of Digivolution, however, is not permanent in the partner Digimon of the main characters in the anime, Digimon who have digivolved will most of the time revert to their previous form after a battle or if they are too weak to continue. Some Digimon act feral. Most, are capable of intelligence and human speech, they are able to digivolve by the use of Digivices. A further level has since been used in the video games higher than Mega, known as Ultra in the dub; the Digimon anime series was produced by Toei Bandai of Japan.
Beginning in 1999, the franchise was given an anime as the first of the Digimon movies aired in theaters in Japan. The Digimon Adventure movie was supposed to be a short film, but after the storyboard was finished, a request for Digimon becoming a children's television show was made, which became the basis for Digimon Adventure. Several more series would follow, most of them with their own tie-in movies; the series was dubbed for release in Western markets, with the first four series under the title Digimon: Digital Monsters. Digimon Adventure/Digimon: Digital Monsters Digimon Adventure 02/Digimon: Digital Monsters Digimon Tamers/Digimon: Digital Monsters Digimon Frontier/Digimon: Digital Monsters Digimon Savers/Digimon Data Squad Digimon Xros Wars/Digimon Fusion Digimon Universe: App Monsters Several Digimon featurette films were released in Japan, with some of them seasonal tie-ins for their respective television series. In addition to the, Digimon: The Movie, an American film featuring Digimon Adventure, Digimon Adventure: Children's War Game!, Digimon Adventure 02: Part 1: Digimon Hurricane Touchdown!!/Part 2: Supreme Evolution!!
The Golden Digimentals, was released in the United States and Canada by Fox Kids through 20th Century Fox on October 6, 2000. Digimon Adventure Digimon Adventure: Children's War Game! Digimon Adventure 02: Part 1: Digimon Hurricane Touchdown!!/Part 2: Supreme Evolution!! The Golden Digimentals Digimon Adventure 02: Revenge of Diaboromon Digimon Tamers: Battle of Adventurers Digimon Tamers: Runaway Locomon Digim
Roguelike is a subgenre of role-playing video game characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, tile-based graphics, permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as Dungeons & Dragons. Though the roguelikes Beneath Apple Manor and Sword of Fargoal predate it, the 1980 game Rogue, an ASCII based game that runs in terminal or terminal emulator, is considered the forerunner and the namesake of the genre, with derivative games mirroring Rogue's character- or sprite-based graphics; these games were popularized among college students and computer programmers of the 1980s and 1990s, leading to a large number of variants but adhering to these common gameplay elements titled the "Berlin Interpretation". Some of the better-known variants include Hack, NetHack, Ancient Domains of Mystery, Angband, Tales of Maj'Eyal, Dungeon Crawl Stone Soup.
The Japanese series of Mystery Dungeon games by Chunsoft, inspired by Rogue fall within the concept of roguelike games. More with more powerful home computers and gaming systems, new games mislabelling the term roguelike incorporating other gameplay genres, thematic elements and graphical styles have become popular retaining the notion of procedural generation and permanent death of the player-character. Indie games like Weird Worlds: Return to Infinite Space, The Binding of Isaac, FTL: Faster Than Light, Rogue Legacy helped to establish the use of roguelike elements in other genres; these titles are labeled as "roguelike-like", "rogue-lite", or "procedural death labyrinths" to reflect the variation from titles which mimic the gameplay of traditional roguelikes more faithfully. Other games, like Diablo and UnReal World, key titles in the action role-playing and the survival game genres took inspiration from roguelikes; the origin of the term "roguelike" came from USENET newsgroups around 1993, as this was the principal channel the players of roguelike games of that period were using to discuss these games, as well as what the developers used to announce new releases and distribute the game's source code in some cases.
With several individual groups for each game, it was suggested that with rising popularity of Rogue, Hack and Angband, all which shared common elements, that the groups be consolidated under an umbrella term to facilitate cross-game discussion. Debate among users of these groups ensued to try to find an encapsulating term that described the common elements, starting with rec.games.dungeon.*, but after three weeks of discussion, rec.games.roguelike.*, based on Rogue being the oldest of these types of games, was picked as "the least of all available evils". By the time it was suggested that a group was created to discuss the development of these kind of games in 1998, the "roguelike" term was established within the community; this usage parallels that of "Doom clone", a term used in 1990s that evolved into more generic "first-person shooter". Deriving from the concepts of tabletop role-playing games such as Dungeons & Dragons, nearly all roguelikes give the player control of a character, which they may customize by selecting a class and gender, adjusting attributes points and skills.
At the start of the game, the character is placed at the top-most level of a dungeon, with basic equipment such as a simple weapon, armor and food. Following along the role-playing concept of a dungeon crawl, the player moves the character through the dungeon, collecting treasure which can include new weapons, magical devices, scrolls, in-game money, while having to fight monsters that roam the dungeon. Most combat is performed by attempting to move the character into the same space as the monster; the game calculates the damage that the character and monster deal. Other types of attacks, such as firing an arrow or performing an offensive magic spell, can be performed as well. Defeating monsters earns the character experience points, after earning enough points, the character will gain an experience level, improving their hit points, magic capability, other attributes. Monsters may drop treasure to be looted; the character dies. As most roguelikes feature the concept of permadeath, this represents the end of the game, the player will need to restart the game with a newly made character.
Roguelikes are nearly always turn-based, with the game only reacting when the player makes an action with the character. This allows players to evaluate a difficult situation, such as being cornered by several monsters, at their own pace and determine the best strategy; the player has to explore the dungeon to reveal its contents, similar to a fog of war. Many roguelikes include visibility elements, such as a torch to provide illumination to see monsters in nearby squares, or line of sight to limit which monsters are visible from the player's position. Dungeons tend to be connected by stairs. Dungeon levels and the population of monsters and treasure within them are generated randomly using procedural generation, so no game is the same on subsequent playthroughs. Most roguelikes have an ultimate goal of either claiming an item located at the deepest level of the dungeon, or defeating a specific monster that lives on that level. Typical roguelikes assess the player's performance at the end of the game through a score based on the amount of treasure and experience earned, how fast the player finished the game, if they managed to do so.
Role-playing video game
A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion; the electronic medium increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of the same terminology and game mechanics as early tabletop role-playing games such as Dungeons & Dragons. Players control a central game character, or multiple game characters called a party, attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while engaging in combat. A key feature of the genre is that characters grow in power and abilities, characters are designed by the player.
RPGs challenge a player's physical coordination or reaction time, with the exception of action role-playing games. Role-playing video games rely on a developed story and setting, divided into a number of quests. Players control one or several characters by issuing commands, which are performed by the character at an effectiveness determined by that character's numeric attributes; these attributes increase each time a character gains a level, a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres; this involves additional focus on the artificial intelligence and scripted behavior of computer-controlled non-player characters. The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa.
The game world tends to be set in a fantasy or science fiction universe, which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to near future are possible; the story provides much of the entertainment in the game. Because these games have strong storylines, they can make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games. While most games advance the plot when the player defeats an enemy or completes a level, role-playing games progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline, irreversible. New elements in the story may be triggered by mere arrival in an area, rather than completing a specific challenge; the plot is divided so that each game location is an opportunity to reveal a new chapter in the story.
Pen-and-paper role-playing games involve a player called the gamemaster who can dynamically create the story and rules, react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster; this offers the player a smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is handled using a dialog tree. Saying the right things to the right non-player characters will elicit useful information for the player, may result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of a gamemaster.
Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters, picking up objects, avoiding traps; some games such as NetHack and the FATE series randomize the structure of individual levels, increasing the game's variety and replayability. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes, named after the 1980 video game Rogue; the game's story is mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs allow players to return to visited locations. There is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome a major challenge in order to progress to the next area, this structure can be compared to the boss characters at the end of levels in action games; the player must complete a linear sequence of certain quests in order to reach the end of the game's story, although quests in some games such as Arcanum or Geneforge can limit o
Digimon Frontier, known as Digimon: Digital Monsters in English-speaking territories, is the fourth anime television series of the Digimon franchise, produced by Toei Animation. Unlike the first three series, the main characters, the DigiDestined merge with ancient spirits known as "Legendary Warriors" to become Digimon themselves, instead of training. Like Digimon Tamers, the climax features any human fusing each partner as a Mega form; the series aired in Japan from April 7, 2002 to March 30, 2003, with an English-language version, produced by Sensation Animation, airing in North America from September 9, 2002 to July 14, 2003. It was the last season to use the Digital Monsters title as subsequent series, beginning with Digimon Data Squad and using unique localized titles. In the events prior to the series, a group of ten Digimon creatures from the "Digital World", a parallel universe originated from Earth's various communication networks, sacrificed themselves to seal Lucemon; these Digimon collectively known as "Legendary Warriors" created artifacts from their data, the twenty "Spirits", before leaving the Digital World in the care of three Celestial Digimon, Ophanimon and Seraphimon.
When Cherubimon betrays them, Ophanimon summons five children. Takuya Kanbara Voiced by: Junko Takeuchi, he uses the Human Spirit of Fire to become Agunimon and the Beast Spirit of Fire to become BurningGreymon. The combined spirits allow him to transform him into EmperorGreymon. Takuya appeared in the third and final season of Digimon Fusion. Koji Minamoto Voiced by: Hiroshi Kamiya, he uses the Human Spirit of Light to become Lobomon and the Beast Spirit of Light to become KendoGarurumon. The combined spirits allow him to transform him into MagnaGarurumon. Zoe Orimoto Voiced by: Sawa Ishige, she uses the Human Spirit of Wind to become Kazemon, the Beast Spirit of Wind to become Zephyrmon. J. P. Shibayama Voiced by: Masato Amada, he uses the Human Spirit of Thunder to become Beetlemon, the Beast Spirit of Thunder to become MetalKabuterimon. Tommy Himi Voiced by: Kumiko Watanabe, he uses the Human Spirit of Ice to become Kumamon, the Beast Spirit of Ice to become Korikakumon. Koichi Kimura Voiced by: Kenichi Suzumura.
He follows Koji to the Digital World. As Cherubimon's servant, he uses a Human Spirit to transform into Duskmon, a Beast Spirit to transform into Velgemon. Once Koichi reforms, he uses the Human Spirit of Darkness to become Löwemon, the Beast Spirit of Darkness to become JägerLöwemon. Bokomon Voiced by: Kazuko Sugiyama; the Digidestined are called to the Digital World to restore peace to the land. In a final battle with the Digidestined, Cherubimon is destroyed and purified by Takuya Kanbara as EmperorGreymon and reverts back into his old self for a few moments before dying, he is reborn as Lopmon near the end of the series. In the final episode, the spirit of a redeemed Cherubimon appears alongside that of Seraphimon and Ophanimon to guide the Digidestined in their final battle with Lucemon. Lucemon Voiced by: Kumiko Nishihara, Ryusei Nakao. Lucemon was once a benevolent ruler who brought peace to the Digital World, but became corrupted by his own power and turned into a tyrant; the Ten Ancient Warriors came together to defeat Lucemon and locked him away in the core of the Digital World.
Lucemon was able to corrupt Cherubimon and used him to gather the data of the Digital World so that he could be released. Revealed as the true antagonist after Cherubimon's defeat, Lucemon released the Royal Knights to finish his work. Upon his release, Lucemon proved to be more than a match for the Digidestined until Takuya and Koji formed Susanoomon and destroyed Lucemon. However, Lucemon rose again, but as a being
Electronic Gaming Monthly
Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content, product reviews; the magazine was founded in 1988 as U. S. National Video Game Team's Electronic Gaming Monthly under Sendai Publications. In 1994, EGM spun off EGM ², which focused on expanded tricks, it became Expert Gamer and the defunct GameNOW. After 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher; until January 2009, EGM only covered gaming on console software. In 2002, the magazine's subscription increased by more than 25 percent; the magazine was discontinued by Ziff Davis in January 2009, following the sale of 1UP.com to UGO Networks. The magazine's February 2009 issue was completed, but was not published. In May 2009, EGM founder Steve Harris purchased its assets from Ziff Davis; the magazine was relaunched in April 2010 by Harris' new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets.
Notable contributors to Electronic Gaming Monthly have included Martin Alessi, Ken Williams, "Trickman" Terry Minnich, Andrew "Cyber-Boy" Baran, Danyon Carpenter, Marc Camron, Mark "Candyman" LeFebvre, Todd Rogers, Mike Weigand a.k.a. Major Mike, Al Manuel, Howard Grossman, Arcade Editor Mark "Mo" Hain, Mike "Virus" Vallas, Jason Streetz, Ken Badziak, Scott Augustyn, Chris Johnston, Che Chou, Dave Ruchala, Crispin Boyer, Greg Sewart, Jeanne Trais, Jennifer Tsao, artist Jeremy Norm Scott, Shawn "Shawnimal" Smith, West Coast Editor Kelly Rickards, Kraig Kujawa, Dean Hager, Jeremy Parish, Mark Macdonald. Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, James Mielke, artist Jeremy "Norm" Scott, Seanbaby. In addition, writers of EGM's various sister publications – including GameNow, Computer Gaming World/Games for Windows: The Official Magazine, Official U. S. PlayStation Magazine – would contribute to EGM, vice versa; the magazine is known for making April Fools jokes.
Its April 1992 issue was the source of the Sheng Long hoax in Street Fighter II: The World Warrior. The magazine includes the following sections: Insert Coin Letter from the editor - the editorial Login - Letters from readers and replies by the magazine Press Start This section contains a general article about video gaming EGM RoundTable - discussions around video games The Buzz - industry rumors The EGM Hot List - background information about a critically acclaimed game Features - feature articles The EGM Interview - interview with a person from the gaming industry Cover Story - preview of the game featured on the magazine cover Next Wave - previews of upcoming games Launch Point - short previews of upcoming games Review Crew - review section Review Recap - recapitulation of the review scores from the preceding issue Game Over - Commentary articles on video gaming related topics EGM's current review scale is based on a letter grade system in which each game receives a grade based on its perceived quality.
Games are reviewed by one member, except for "the big games", which were reviewed by one of a pool of editors known as "The Review Crew." They each write a few paragraphs about their opinion of the game. The magazine makes a strong stance. Towards the top of the scale, awards are given to games that average a B- or higher from the three individual grade: "Silver" awards for games averaging a grade of B- to B+; the current letter grade system replaced a long-standing 0–10 scale in the April 2008 issue. In that system, Silver went to a game with an average rating from 8 to 9, Gold to a game reviewed at 9 to 10, Platinum to a game that received nothing but 10 ratings; until 1998, as a matter of editorial policy, the reviewers gave scores of 10, never gave a Platinum Award. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, with an editorial announcing the shift. In addition, they gave the game with the highest average score for that issue a "Game of the Month" award.
If a "Game of the Month" title receives a port to another console, that version is disqualified from that month's award, such as with Resident Evil 4, which won the award for the Nintendo GameCube version and subsequently received the highest scores for the PlayStation 2 port months and Tony Hawk's Pro Skater 2, which won the Platinum award for two separate versions of the game. In 2002, EGM began giving games; as there is not always such a game in each issue, this award is only given out when a game qualifies. A team of four editors reviewed all the games; this process was dropped in favor of a system that added more reviewers to the staff so that no one person reviewed all the games for the month. Though the scores ranged from 0–10 on the previous numerical scale, the score of zero was never utilized, with exceptions being Mortal Kombat Advance, The Guy Game, Ping Pals. EGM en Español was released in Mexico in November 2002, it is edited by a different staff. Sometimes the content was more focused to