The Nintendo 3DS is a handheld game console produced by Nintendo. It is capable of displaying stereoscopic 3D effects without the use of 3D glasses or additional accessories. Nintendo announced the console in March 2010 and unveiled it at E3 2010 on June 15; the console succeeds the Nintendo DS, featuring backward compatibility with older Nintendo DS video games. Its primary competitor was the PlayStation Vita from Sony; the handheld offers new features such as the StreetPass and SpotPass tag modes, powered by Nintendo Network. It is pre-loaded with various applications including these: an online distribution store called Nintendo eShop, a social networking service called Miiverse; the Nintendo 3DS was released in Japan on February 26, 2011, worldwide beginning in March 2011. Less than six months on July 28, 2011, Nintendo announced a significant price reduction from US$249 to US$169 amid disappointing launch sales; the company offered ten free Nintendo Entertainment System games and ten free Game Boy Advance games from the Nintendo eShop to consumers who bought the system at the original launch price.
This strategy was considered a major success, the console went on to become one of Nintendo's most sold handheld consoles in the first two years of its release. As of September 30, 2018, the Nintendo 3DS family of systems combined have sold 73.53 million units. Several redesigns have been made since. An "entry-level" version of the console, the Nintendo 2DS, with a fixed "slate" form factor and lacking autostereoscopic functionality, was released in Western markets in October 2013; the New Nintendo 3DS features a more powerful CPU, a second analog stick called the C-Stick, additional buttons, an improved camera, other changes, was first released in Japan in October 2014. Nintendo began experimenting with stereoscopic 3D video game technology in the 1980s; the Famicom 3D System, an accessory consisting of liquid crystal shutter glasses, was Nintendo's first product that enabled stereoscopic 3D effects. Although few titles were released, Nintendo helped design one—called Famicom Grand Prix II: 3D Hot Rally—which was co-developed by Nintendo and HAL Laboratory and released in 1988.
The Famicom 3D System was never released outside Japan. Despite the limited success, Nintendo would press ahead with 3D development into the 1990s. Gunpei Yokoi, creator of the Game Boy handheld console and popular Metroid video game, developed a new 3D device for Nintendo called the Virtual Boy, it was a portable table-top system consisting of goggles and a controller that used a spinning disc to achieve full stereoscopic monochrome 3D. Released in 1995, the Virtual Boy sold fewer than a million units, spawning only 22 compatible game titles, was considered to be a commercial failure. Shigeru Miyamoto, known for his work on popular game franchises such as Mario and The Legend of Zelda, commented in a 2011 interview that he felt conflicted about Yokoi's decision to use wire-frame models for 3D and suggested that the product may not have been marketed correctly; the failure of the Virtual Boy left many at Nintendo doubting the viability of 3D gaming. Despite this, Nintendo continued to investigate the incorporation of 3D technology into other products.
The GameCube, released in 2001, is another 3D-capable system. With an LCD attachment, it could display true stereoscopic 3D, though only the launch title Luigi's Mansion was designed to utilize it. Due to the expensive nature of the requisite peripheral technology at the time, the GameCube's 3D functionality was never marketed to the public. Nintendo experimented with a 3D LCD during development of the Game Boy Advance SP, but the idea was shelved after it failed to achieve satisfactory results. Another attempt was made in preparation for a virtual navigation guide to be used on the Nintendo DS at Shigureden, an interactive museum in Japan. Nintendo president Hiroshi Yamauchi encouraged additional 3D research in an effort to use the technology in the exhibition. Although the project fell short, Nintendo was able to collect valuable research on liquid crystal which would aid in the development of the Nintendo 3DS. Speculation on the development of a successor to the Nintendo DS began in late 2009.
At the time, Nintendo controlled as much as 68.3 percent of the handheld gaming market. In October 2009, tech tabloid Bright Side of News reported that Nvidia, a graphics processing unit developer that made headway with its Tegra System-on-Chip processors, had been selected by Nintendo to develop hardware for their next generation portable game console; that month, speaking about the future for Nintendo's portable consoles, company president Satoru Iwata mentioned that while mobile broadband connectivity via subscription "doesn't fit Nintendo customers", he was interested in exploring options like Amazon's Whispernet found on the Amazon Kindle which provides free wireless connectivity to its customers for the sole purpose of browsing and purchasing content from the Kindle Store. Nintendo had expressed interest in motion-sensing capabilities since the development of the original Nintendo DS, an alleged comment by Satoru Iwata from a 2010 interview with Asahi Shimbun implied that the successo
Kyoto Kyoto City, is the capital city of Kyoto Prefecture, located in the Kansai region of Japan. It is best known in Japanese history for being the former Imperial capital of Japan for more than one thousand years, as well as a major part of the Kyoto-Osaka-Kobe metropolitan area. In Japanese, Kyoto was called Kyō, Miyako, or Kyō no Miyako. In the 11th century, the city was renamed Kyoto, from the Chinese calligraphic, jingdu. After the city of Edo was renamed Tokyo in 1868, the seat of the Emperor was moved there, Kyoto was for a short time known as Saikyō. Kyoto is sometimes called the thousand-year capital; the National Diet never passed any law designating a capital. Foreign spellings for the city's name have included Kioto and Meaco, utilised by Dutch cartographers. Another term used to refer to the city in the pre-modern period was Keishi, meaning "urba" or "capital". Ample archaeological evidence suggests human settlement in Kyoto began as early as the Paleolithic period, although not much published material is retained about human activity in the area before the 6th century, around which time the Shimogamo Shrine is believed to have been established.
During the 8th century, when powerful Buddhist clergy became involved in the affairs of the Imperial government, Emperor Kanmu chose to relocate the capital in order to distance it from the clerical establishment in Nara. His last choice for the site was the village of Uda, in the Kadono district of Yamashiro Province; the new city, Heian-kyō, a scaled replica of the Tang capital Chang'an, became the seat of Japan's imperial court in 794, beginning the Heian period of Japanese history. Although military rulers established their governments either in Kyoto or in other cities such as Kamakura and Edo, Kyoto remained Japan's capital until the transfer of the imperial court to Tokyo in 1869 at the time of the Imperial Restoration; the city suffered extensive destruction in the Ōnin War of 1467–1477, did not recover until the mid-16th century. During the Ōnin War, the shugo collapsed, power was divided among the military families. Battles between samurai factions spilled into the streets, came to involve the court nobility and religious factions as well.
Nobles' mansions were transformed into fortresses, deep trenches dug throughout the city for defense and as firebreaks, numerous buildings burned. The city has not seen such widespread destruction since. In the late 16th century, Toyotomi Hideyoshi reconstructed the city by building new streets to double the number of north-south streets in central Kyoto, creating rectangle blocks superseding ancient square blocks. Hideyoshi built earthwork walls called odoi encircling the city. Teramachi Street in central Kyoto is a Buddhist temple quarter where Hideyoshi gathered temples in the city. Throughout the Edo period, the economy of the city flourished as one of three major cities in Japan, the others being Osaka and Edo; the Hamaguri rebellion of 1864 burnt down 28,000 houses in the city which showed the rebels' dissatisfaction towards the Tokugawa Shogunate. The subsequent move of the Emperor to Tokyo in 1869 weakened the economy; the modern city of Kyoto was formed on April 1, 1889. The construction of Lake Biwa Canal in 1890 was one measure taken to revive the city.
The population of the city exceeded one million in 1932. There was some consideration by the United States of targeting Kyoto with an atomic bomb at the end of World War II because, as an intellectual center of Japan, it had a population large enough to persuade the emperor to surrender. In the end, at the insistence of Henry L. Stimson, Secretary of War in the Roosevelt and Truman administrations, the city was removed from the list of targets and replaced by Nagasaki; the city was spared from conventional bombing as well, although small-scale air raids did result in casualties. As a result, the Imperial City of Kyoto is one of the few Japanese cities that still have an abundance of prewar buildings, such as the traditional townhouses known as machiya. However, modernization is continually breaking down the traditional Kyoto in favor of newer architecture, such as the Kyōto Station complex. Kyoto became a city designated by government ordinance on September 1, 1956. In 1997, Kyoto hosted the conference.
Kyoto is located in a valley, part of the Yamashiro Basin, in the eastern part of the mountainous region known as the Tamba highlands. The Yamashiro Basin is surrounded on three sides by mountains known as Higashiyama and Nishiyama, with a height just above 1,000 metres above sea level; this interior positioning results in cold winters. There are three rivers in the basin, the Ujigawa to the south, the Katsuragawa to the west, the Kamogawa to the east. Kyoto City takes up 17.9% of the land in the prefecture with an area of 827.9 square kilometres. The original city was arranged in accordance with traditional Chinese feng shui following the model of the ancient Chinese capital of Chang'an; the Imperial Palace faced south. The streets in the modern-day wards of Nakagyō, Shimogyō, Kamigyō-ku still follow a grid pattern. Today, the main business district is located to the south of the old Imperial Palace, with the less-populated northern area retaining a fa
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Disney's Party is a pair of 2002/2003 party video games, one developed by Neverland Co. for the GameCube, the other by Jupiter Corporation for the Game Boy Advance. The games are much like the games of the Hudson Soft-produced Mario Party series, where you compete in mini-games to win the game; the gameplay in this game is different from other games of its kind. In starting the game, there are only up to 4 different choices. You vote on these choices, the more votes a game receives the more it increases the chance of the spinner landing on it. Whatever game the spinner lands on is played. Similar to the popular Mario Party series, you play on a game board, which features an item shop stocked with items for use on the board's spaces. In order to win the game, you must land on the flag where it says destination. You have to play another minigame to win the park; when you win the most parks you advance to a boss stage. Upon the boss' defeat, you win the credits appear. Disney's Party received bad reviews with gaming critics, for example receiving a score of 3 out of 10 from Game Informer magazine.
Disney's Party at MobyGames
Sonic Team Sega CS Research and Development #2, is a video game development division of the Japanese company Sega. Sonic Team is best known for the long-running Sonic the Hedgehog series and games such as Nights into Dreams and Phantasy Star Online; the initial team, formed in 1990, was composed of staff from Sega's Consumer Development division, including programmer Yuji Naka, artist Naoto Ohshima, level designer Hirokazu Yasuhara. The team took the name Sonic Team in 1991 with the release of Sonic the Hedgehog for the Sega Genesis; the game was a major success. The next Sonic games were developed by Naka and Yasuhara in America at Sega Technical Institute, while Ohshima worked on Sonic CD in Japan. Naka returned to Japan in late 1994 to become the head of CS3 renamed R&D #8. During this time, the division took on the Sonic Team brand but developed games that do not feature Sonic, such as Nights into Dreams and Burning Rangers. Following the release of Sonic Adventure in 1998, some Sonic Team staff moved to the United States to form Sonic Team USA and develop Sonic Adventure 2.
With Sega's divestiture of its studios into separate companies, R&D #8 became SONICTEAM Ltd. in 2000, with Naka as CEO and Sonic Team USA as its subsidiary. Sega's financial troubles led to several major structural changes in the early 2000s. After Sammy Corporation purchased Sega in 2004, Sonic Team was reincorporated to become Sega's GE1 research and development department renamed CS2. Naka departed Sonic Team during the development of Sonic the Hedgehog, Sega Studios USA was merged back into Sonic Team in 2008; the following decade was marked by Sonic titles of varying reception, with department head Takashi Iizuka acknowledging that Sonic Team had prioritized shipping over quality. In 1983, programmer Yuji Naka was hired into Sega's Consumer Development division, his first project was Girl's Garden, which he and Hiroshi Kawaguchi created as part of their training process. For his next game, Phantasy Star for the Master System, Naka created pseudo-3D animation effects, he met artist Naoto Ohshima while working on the game.
During the late 1980s and early 1990s, a rivalry formed between Sega and Nintendo due to the release of their 16-bit video game consoles: the Sega Genesis and the Super Nintendo Entertainment System. Sega needed a mascot character that would be as synonymous with their brand as Mario was to Nintendo. To distinguish themselves from Nintendo, Sega wanted a killer app and character that could appeal to an older demographic than preteens, demonstrate the capabilities of the Genesis, ensure commercial success in North America; some sources indicate Sega of Japan held an internal competition to submit characters designs for a mascot, while designer Hirokazu Yasuhara said the direction was given only to himself and Naka. Ohshima designed a blue hedgehog named Sonic, inserted into a prototype game created by Naka; the Sonic design was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game Sonic the Hedgehog. According to Ohshima, Sega was looking for a game that would sell well in the United States as well as in Japan.
Ohshima and Naka had the game and character ready, with Ohshima having worked with Sega's toy and stationery department on design ideas. Ohshima claims that the progress they had made encouraged the company to select their proposal, as theirs was the only team to have put in a high amount of time and effort; this left him confident. The Sonic the Hedgehog project began with just Naka and Ohshima, but grew to involve two programmers, two sound engineers, three designers. Yasuhara joined to supervise Naka and Ohshima and develop levels, became the lead designer, he satisfied Naka's request for a one-button design by having Sonic do damage by jumping. Sonic the Hedgehog was released in 1991 and proved a major success, contributing to millions of sales of the Genesis; the development team took the name Sonic Team for the game's release. Naka has referred to Sonic Team as only a "team name" at this point. Shortly after the release of Sonic the Hedgehog, Yasuhara, a number of other Japanese developers relocated to California to join Sega Technical Institute, a development division established by Mark Cerny intended as an elite studio combining the design philosophies of American and Japanese developers.
While Naka and Yasuhara developed Sonic the Hedgehog 2 with STI, Ohshima worked on Sonic CD, a sequel for the Sega CD add-on. Though Naka was not directly involved in the Sonic CD development, he exchanged design ideas with Ohshima. Following the release of Sonic & Knuckles in 1994, Yasuhara quit. Naka returned to Japan, he was placed in charge of Sega's Consumer Development Department 3 known as CS3. Naka was reunited with Ohshima and brought with him Takashi Iizuka, who had worked with Naka's team at STI. In the mid-1990s, Sonic Team started work on new intellectual property, leading to the creation of Nights into Dreams and Burning Rangers for the Sega Saturn. Naka stated that the release of Nights is when Sonic Team was formed as a brand; the Saturn did not achieve the commercial success of the Genesis, so Sega focused its efforts on a new console, the Dreamcast, which debuted in Japan in 1998. The Dreamcast was seen as opportunity for Sonic Team to revisit the Sonic series, which had stalled in recent years.
Sonic Team was creating a 3D Sonic game for the Saturn, but dev
Game Boy Camera
The Game Boy Camera, released as Pocket Camera in Japan, is a Nintendo accessory for the handheld Game Boy gaming console and was released on February 21, 1998 in Japan, which ceased manufacture in late 2002. It is compatible with all of the Game Boy platforms; the camera has a 128×128 pixel CMOS sensor, can store 128×112, black & white digital images using the 4-color palette of the Game Boy system. It interfaced with the Game Boy Printer, which utilized thermal paper to print saved images, making a hardcopy. Both the camera and the printer were marketed by Nintendo as light-hearted entertainment devices aimed at children in all three major video game regions of the world: Japan, North America, Europe. N64 Magazine dedicated a monthly section to the device; the Game Boy Camera comes in five different standard colors: blue, red and clear purple. There was a limited edition gold The Legend of Zelda: Ocarina of Time edition, which contains different stamps from the standard versions and was available only in the United States through a mail-order offer from Nintendo Power.
The device's software has numerous references to other Nintendo products. There are a few differences between the North American and Japanese versions, including the unlockable B album pictures and the stamps that can be placed on pictures; the Game Boy Camera was featured in the 1999 edition of Guinness World Records for being the world's smallest digital camera, though this record has since been broken. Nintendo had plans to release a successor to the Game Boy Camera for the Game Boy Advance called the GameEye which would take color photos and feature connectivity with the Nintendo GameCube through a game titled Stage Debut, but neither the GameEye nor Stage Debut saw release. Nintendo has had built-in cameras with the Nintendo DSi and Nintendo 3DS. There are three visible options available on the home screen: Shoot and Play. There is a fourth set of options. A fifth, hidden menu appears. SHOOT option SHOOT - Shoot Mode, where individual pictures can be taken ITEMS SELF-TIMER sets a delay timer for taking pictures TIME LAPSE provides an intervalometer function MAGIC TRICK LENSES - image mirroring, scaling MONTAGE - create multi image photos PANORAMA - create a panorama with multiple shots GAME FACE - edit game face photos CHECK - view/edit saved photos in a sequential "film roll" format RUN - loads a silly screenVIEW option ALBUM - view/edit photos in a non-sequential "photo album" format SHOW - SLIDE SHOW, ANIMATION and HOT-SPOT featuresPLAY option -see Minigames below SELECT button - various photo editing functions DOODLE - add various stamps to pictures STAMP - use stamps on pictures PAINT - draw on pictures LINK PRINT - select photos for printing TRANSFER - send photos to another GBC SEND pictures to another GBC RECEIVE pictures from another GBC SPECIAL HOT-SPOT - create hot spot trigger points in photos which jumps to another photo COMPOSE SPLIT - Divide photos FUSION - combine photos EDIT ALBUM - delete photos directly from the album view ANIMATION - combine photos into animationsUsers can make photo albums and custom animations of photos.
START button - personalization and record viewing options USER NAME allows the user to enter their name and gender RECORD shows statistics of photos taken, transferred to and from the GBC, deleted HI-SCORE shows top mini-game scores CREDITS shows staff credits, but only after being unlocked Hot-Spot allows users to link pictures together by clicking on certain spots of the picture. This can be used in a number of creative ways. For example, it could be used for creating a game where a player can go from one photo of a room in a house to another by pressing certain spots on the photos; the location of the hot-spots are customizable by accessing the Special menu via the Select options and choosing "Hot-Spot". In this mode, up to five one-eyed blobs can be placed on each picture, which becomes invisible hot-spots during "Hot-Spot" mode; each blob can be programmed to send the player to a different photo and include a visual transition and a sound effect. In Hot-Spot mode, when the player presses one of the hot-spots, he or she will be sent to a photo of another room, where additional hot-spots will send the player to additional photos, move him or her throughout the virtual house.
The Japanese version of the device is optionally integrated into the Mario Artist suite of multimedia games for the 64DD peripheral. Users can create drawn and 3D-animated avatars of themselves based on photographs taken with the camera. Play is a built-in Space Fever II minigame, the sequel to the Space Fever arcade game created by Nintendo. At the beginning of the game, two spaceships appear, one marked with a "B" and one with a "D". Shooting the "B" ship will send players to the Ball minigame. Shooting the "D" ship will send players to an open-ended music video game. By avoiding both of the ships, the player will begin playing Space Fever II. After scoring 2,000 points in Space Fever II, a new minigame called Run! Run! Run! will be unlocked. Once unlocked, a new ship marked with a "?" will appear alongside the "B" and "D" ships at the beginning of each new game of Space Fever II. Access Run! Run! Run! by shooting the "?" ship. Ball is a juggling game, in which the player moves her hand around to catch and throw balls.
It is similar to the Game & Watch game of the same name, only with Mr. Game & Watch's head replaced with the "Game Face". The
Ghost Trick: Phantom Detective
Ghost Trick: Phantom Detective is an adventure game developed by Capcom for the Nintendo DS and iOS. Ghost Trick's story centers on the deceased protagonist Sissel, his ghost's struggle to discover who he was when he was alive and who killed him; the player assumes the role of this ghost, who has the ability to perform various Ghost Tricks to solve puzzles and navigate the world around him. The lead development and directing were handled by Shu Takumi, creator of the Ace Attorney franchise; the game is published by Capcom and was released for the Nintendo DS in Japan on June 19, 2010. A version for iOS was released in Japan on December 16, 2010 and the rest of the world on February 2, 2012. Ghost Trick is an adventure game in which players control Sissel, a ghost that must use his powers to save lives. During gameplay segments, players can swap at will between the Land of the Living, where time flows and the Ghost World, in which time is stopped. In the Ghost World, Sissel can travel between objects within a certain radius.
These objects are represented by blue cores, in the Land of the Living, Sissel can animate these objects to perform actions, known as "Ghost Tricks", that open new paths or influence the characters around him. For example, moving a tray of donuts will prompt a character to change where he or she is seated, as well as giving Sissel access to new areas. Much of the plot is driven by Sissel's ability to possess corpses; when he does this, he can return to the time four minutes before the corpse's death. In these four minutes, Sissel can attempt to use his Ghost Tricks to alter the situation, change the future by saving the person's life, he can communicate with the ghost of whomever he is saving, but only if the ghost is conscious. If the player fails to save the victim in time, he may choose to go back to the beginning of the four minutes, or return to a checkpoint created when the player manages to alter fate a little. In the game, players can switch control to Missile, the ghost of a small dog.
Missile's spirit has a longer reach than Sissel, has the ability to swap the position of two objects that are of the same shape. The majority of Ghost Trick's gameplay segments consist of the puzzles; the game starts with the player coming to consciousness with no memories of his past. He sees a corpse of a man on the ground in a junk-yard, believes he just died. Another spirit named Ray tells Sissel about the nature of spirits, his special abilities known as "ghost tricks", he demonstrates the ability to manipulate them. Ray tells Sissel that he can use ghost tricks to go back four minutes before the death of a person and attempt to save their life. Sissel does so to save the life of a young detective, from an assassin. Sissel wishes to recover his memories, He learns Lynne had come to the junk-yard to get information from him. Being the only lead to his past, Sissel decides to follow her. Ray warns; as the night progresses and Lynne work together to save others, as Sissel learns pieces about the past.
Ten years prior, Detectives Jowd and Cabanela had arrested Yomiel, a man believed to be a spy for Sith, a foreign intelligence agency. Yomiel fled into a nearby park, taking young Lynne hostage. Jowd gave chase and before he could shoot Yomiel, a meteorite struck nearby and fragments from its impact struck and killed Yomiel. Jowd adopted Lynne into his family, including his wife Alma, daughter Kamila, pet dog Missile. Five years prior to the present, Alma was inadvertently killed by a complex contraption that Kamila had built as a surprise for her birthday. Jowd hid the evidence and took responsibility for Alma's death to protect Kamila, going to prison under Cabanela's watch. In the present and Lynne discover that Sith has been behind the assassination attempt on Lynne, is blackmailing the Minister of Justice into pushing for Jowd's execution, having claimed to have kidnapped his daughter, unaware that his subordinates mistakenly kidnapped Kamila instead. Sissel uses his ghost powers to help Jowd free himself from prison, though Cabanela recaptures him shortly thereafter.
Without Sith's coercion, the Minister stays Jowd's execution, tells Sissel and Lynne his fear that some spirit known as "the manipulator" is behind many of the recent events, including the death of Alma. Cabanela is killed while investigating Sissel's body at the junk-yard, but Sissel, with help from Missile, now a spirit with his own ghost tricks, undoes his death. Sissel is surprised to see that the manipulator used his corpse, which had yet to show signs of decomposition, to shoot and kill Cabanela while vowing revenge on Jowd and Lynne. Cabanela reveals that the body Sissel's spirit assumes is that of Yomiel, which had gone missing shortly after he was pronounced dead taken by the manipulator; the body showed traces of the same radiation in the meteorite, which they suspect is preventing it from decomposing. Sissel, Missile and Jowd follow the manipulator to board a submarine belonging to Sith, they find Kamila and corner the manipulator before he can kill Lynne, but Sith turns on Yomiel, extracting the fragments of meteorite still in Sissel's body and sinking the submarine after he escapes.
Yomiel reveals he had been working with Sith's organization to bring the meteorite with its unique restorative powers to them, had been taking steps to eliminate all those that knew about it, including Jowd and Cabanela. Yomiel had come to work fo