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
Klonoa 2: Lunatea's Veil
Klonoa 2: Lunatea's Veil is a platform game developed by Namco. It was self-published by Namco in Japan and North America, by Sony Computer Entertainment in Europe for the PlayStation 2 in 2001, it is the direct sequel to 1997's Klonoa: Door to Phantomile. The game puts players in the role of Klonoa, along with a new cast of friends, has stumbled into another adventure, this time to save the world of Lunatea and help unveil the mysteries of the enchanted world; the game features gameplay inspired by the original Klonoa with 2D side-scrolling in a 3D-rendered environment. Klonoa's equipped weapon is a crystal ring; the gameplay of Klonoa 2: Lunatea's Veil is comparable to its predecessor Klonoa: Door to Phantomile, consisting of standard platforming stages and boss battles, as well as board-riding stages. After a specific point in the game, the player has the option of choosing which stage, or "Vision", to play on the game's world map. For most of the game, the player is restricted to a side-scrolling 2D path in a 3D environment, with the ability to move left, right, up, or down.
The player can turn toward or away from the screen to interact with or throw things at objects in the foreground or background. In the standard stages the goal is to reach the end of level by means of using the enemies to overcome obstacles and solve puzzles. Klonoa has a limited amount of health in the form of hearts, reduced when coming in contact with enemies and certain obstacles. In addition to being able to jump, Klonoa can shoot enemies with his signature "Wind Bullet" using the ring he carries. Once Klonoa has shot an enemy with a Wind Bullet, the player can throw it or use it to double jump by tossing the enemy towards the ground after jumping. There are special kinds of enemies that are required for progressing through each Vision; these include the enemies called "Boomies," which will explode after a certain amount of time and must be used to break certain barricades. There are jet-like enemies and large cannons that rocket Klonoa towards distant parts of a Vision. Additionally, there is a feature that lets a friend use a second controller to make the character Popka give Klonoa an extra boost while jumping.
Other than that, there is no multiplayer mode in this game. Board-riding stages put Klonoa on a fixed, continuously-moving path towards the end goal. Boss battles consists of grabbing enemies or objects to throw at the boss until its health depletes. In each Vision, there are a number of items for Klonoa to collect. For example, Hearts will refill Klonoa's health and Alarm Clocks serve as a checkpoint in the event the player dies; each Vision, aside from boss battles, contains at least 150 "Dream Stones" scattered around. The item called; every Vision contains six star-like items called "Moon Stones." Collecting 150 Dream Stones for a Vision will unlock a picture in the game's "Scrapbook," while collecting six Moon Stones earns the player a "Momett Doll," used to unlock other in-game features. The game takes place in the dream world of Lunatea, it is composed of four kingdoms. The Kingdom of Tranquility, La-Lakoosha, is a peaceful kingdom that lies at the north of Lunatea and where the High Priestess resides.
The Kingdom of Joy, resembles an amusement park. The Kingdom of Discord, which lies to the west, resembles several metalworking factories and its people wage a neverending war; the Kingdom of Indecision, Mira-Mira, is snowbound all year long. Each kingdom contains a bell housing its element; the story begins with Klonoa, in what appears to be a dream, being asked for help by an unknown silhouette. Klonoa starts falling into water. A flying ship, carrying sky pirates Leorina and Tat, appears above him. Before they can take his ring, the priestess-in-training Lolo and her sidekick Popka appears and they fly off, not wanting to risk losing the ring. Klonoa wakes up and is greeted by Lolo and Popka, they mention that he is in Lunatea and that they should see The High Priestess. Along the way to meet the priestess, Klonoa uses the ring, with Lolo in it. After talking with the High Priestess, Lolo is granted the title of a priestess. Klonoa learns he must get the elements from the giant bells spread throughout Lunatea, but Leorina and Tat manage to get in his way, take them.
After catching up with her, Leorina explains that with the power she has, she'll make everyone realize sorrow, but instead, she gets cursed by it, turning into a giant silver bird-like creature. After Klonoa saves her, she decides to help him. With the power of the elements, Klonoa opens the gate to the Kingdom of Sorrow, it is revealed that the King of Sorrow is the one who summoned Klonoa to Lunatea, in the end however, the king decides to use Klonoa as a vessel for the pain he suffered in isolation but gets defeated in battle. Klonoa promises the King of Sorrow. Klonoa rings the bell, the king turns to light and fades away. Sometime Leorina and Tat decide to restore the Kingdom of Sorrow, Klonoa decides to return to his home world, saying his goodbyes to Lolo. In the credits, it is revealed that the inhabitants of the four Kingdoms in Lunatea are now moving about to the other Kingdoms, with most of them assisting Leorina and Tat in rebuilding the Kingdom of Sorrow while others are
The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. The console was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, 15 November 1995 in Australia; the console was the first of the PlayStation lineup of home video game consoles. It competed with the Nintendo 64 and the Sega Saturn as part of the fifth generation of video game consoles; the PlayStation is the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the PS one was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the PlayStation 2; the PlayStation 2, backwards compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was discontinued, for a total of 102 million units shipped since its launch 11 years earlier.
Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, less than a year before the debut of the PlayStation 3. On 19 September 2018, Sony unveiled the PlayStation Classic, to mark the 24th anniversary of the original console; the new console is a miniature recreation of the original PlayStation, preloaded with 20 titles released on the original console, was released on 3 December 2018, the exact date the console was released in Japan in 1994. The inception of what would become the released PlayStation dates back to 1986 with a joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges, in the form of the Family Computer Disk System, wanted to continue this complementary storage strategy for the Super Famicom. Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". A contract was signed, work began.
Nintendo's choice of Sony was due to a prior dealing: Ken Kutaragi, the person who would be dubbed "The Father of the PlayStation", was the individual who had sold Nintendo on using the Sony SPC-700 processor for use as the eight-channel ADPCM sound set in the Super Famicom/SNES console through an impressive demonstration of the processor's capabilities. Kutaragi was nearly fired by Sony because he was working with Nintendo on the side without Sony's knowledge, it was then-CEO, Norio Ohga, who recognised the potential in Kutaragi's chip, in working with Nintendo on the project. Ohga kept Kutaragi on at Sony, it was not until Nintendo cancelled the project that Sony decided to develop its own console. Sony planned to develop a Super NES-compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super NES cartridges and a new CD format which Sony would design; this was to be the format used in SNES-CDs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.
The product, dubbed the "Play Station" was to be announced at the May 1991 Consumer Electronics Show. However, when Nintendo's Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realised that the earlier agreement handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was unacceptable and he secretly cancelled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 am the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknownst to Sony, flown to Philips' global headquarters in the Netherlands and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.
After the collapse of the joint-Nintendo project, Sony considered allying itself with Sega to produce a stand-alone console. The Sega CEO at the time, Tom Kalinske, took the proposal to Sega's Board of Directors in Tokyo, who promptly vetoed the idea. Kalinske, in a 2013 interview recalled them saying "that’s a stupid idea, Sony doesn't know how to make hardware, they don't know. Why would we want to do this?". This prompted Sony into halting their research, but the company decided to use what it had developed so far with both Nintendo and Sega to make it into a complete console based upon the Super Famicom; as a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in US federal court, to obtain an injunction against the release of what was christened the "Play Station", on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the aforementioned brand new game system was revealed.
However, it is theorised that only 200 or so of these machines were produced. By the end of 1992, Sony and Nintendo reached a deal whereby the "Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and softw
Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments feature uneven terrain of varying height that must be traversed; the player has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves; these mechanics in the context of other genres, are called platforming, a verbification of platform. Games where jumping is automated such as 3D games in The Legend of Zelda series, fall outside of the genre. Platform games originated in the early 1980s, which were about climbing ladders as much as jumping, with 3D successors popularized in the mid-1990s.
The term describes games where jumping on platforms is an integral part of the gameplay and came into use after the genre had been established, no than 1983. The genre is combined with elements of other genres, such as the shooter elements in Contra, Beat'em up elements of Viewtiful Joe, adventure elements of Flashback, or role-playing game elements of Castlevania: Symphony of the Night. While associated with console gaming, there have been many important platform games released to video arcades, as well as for handheld game consoles and home computers. North America and Japan have played major parts in the genre's evolution. Platform themes range from cartoon-like games to science fantasy epics. At one point, platform games were the most popular genre of video game. At the peak of their popularity, it is estimated that between one-quarter and one-third of console games were platformers. No genre either before or since has been able to achieve a similar market share; as of 2006, the genre had become far less dominant, representing a two percentage market share as compared to fifteen percent in 1998, but is still commercially viable, with a number of games selling in the millions of units.
Since 2010, a variety of endless running platformers for mobile devices have brought renewed popularity to the genre. Platform games originated in the late 1970s - early 1980s. Most, but not all, early examples of platform games were confined to a static playing field viewed in profile. Space Panic, a 1980 arcade release by Universal, is sometimes credited as being the first platform game, though the distinction is contentious. While the player had the ability to fall, there was no ability to jump, so the game does not satisfy most modern definitions of the genre. However, it influenced the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. A difficult game to learn, Space Panic remained obscure as an arcade game, but the 1981 unauthorized clone Apple Panic was a hit for home computers. Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, which revolved around the concept of climbing vertically-scrolling skyscrapers.
Donkey Kong, an arcade game created by Nintendo and released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer. It introduced a modern icon of the genre, under the name Jumpman. Donkey Kong was ported to many consoles and computers at the time, notably as the system-selling pack-in game for ColecoVision, a handheld version from Coleco in 1982; the game helped cement Nintendo's position as an important name in the video game industry internationally. The following year, Donkey Kong received a sequel, Donkey Kong Jr.. The third game in the series, Donkey Kong 3, was not a platformer, but it was succeeded by Mario Bros, a platform game that offered two-player simultaneous cooperative play; this title laid the groundwork for other popular two-player cooperative platformers such as Fairyland Story and Bubble Bobble, which in turn influenced many of the single-screen platformers that would follow. Beginning in 1982, transitional games emerged that did not feature scrolling graphics, but had levels that spanned several connected screens.
Pitfall!, released for the Atari 2600, featured broad, horizontally extended levels. It was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner and its sequel Jet Set Willy continued this style of multi-screen levels on home computers. Wanted: Monty Mole won the first award for Best Platform game in 1984; that same year, Epyx released Impossible Mission, which further expanded on the exploration aspect and laid the groundwork for such games as Prince of Persia. The term platform game is somewhat ambiguous when referring to games that predate the widespread, international use of the term; the concept of a platform game as it was defined in its earliest days is somewhat different from how the term is used today. Following the release of Donkey Kong, a genre of similarly-styled games emerged characterized by a profile view of tiers connected by ladders; these included Kangaroo, Canyon Climber, Miner 2049er, Lode Runner, Jumpman.
The two most common gameplay goals were to get to the top of the screen or to collect all of a particular item, both of which are found in Donkey Kong. The North Ame
The Moon is an astronomical body that orbits planet Earth and is Earth's only permanent natural satellite. It is the fifth-largest natural satellite in the Solar System, the largest among planetary satellites relative to the size of the planet that it orbits; the Moon is after Jupiter's satellite Io the second-densest satellite in the Solar System among those whose densities are known. The Moon is thought to have formed not long after Earth; the most accepted explanation is that the Moon formed from the debris left over after a giant impact between Earth and a Mars-sized body called Theia. The Moon is in synchronous rotation with Earth, thus always shows the same side to Earth, the near side; the near side is marked by dark volcanic maria that fill the spaces between the bright ancient crustal highlands and the prominent impact craters. After the Sun, the Moon is the second-brightest visible celestial object in Earth's sky, its surface is dark, although compared to the night sky it appears bright, with a reflectance just higher than that of worn asphalt.
Its gravitational influence produces the ocean tides, body tides, the slight lengthening of the day. The Moon's average orbital distance is 1.28 light-seconds. This is about thirty times the diameter of Earth; the Moon's apparent size in the sky is the same as that of the Sun, since the star is about 400 times the lunar distance and diameter. Therefore, the Moon covers the Sun nearly during a total solar eclipse; this matching of apparent visual size will not continue in the far future because the Moon's distance from Earth is increasing. The Moon was first reached in September 1959 by an unmanned spacecraft; the United States' NASA Apollo program achieved the only manned lunar missions to date, beginning with the first manned orbital mission by Apollo 8 in 1968, six manned landings between 1969 and 1972, with the first being Apollo 11. These missions returned lunar rocks which have been used to develop a geological understanding of the Moon's origin, internal structure, the Moon's history. Since the Apollo 17 mission in 1972, the Moon has been visited only by unmanned spacecraft.
Both the Moon's natural prominence in the earthly sky and its regular cycle of phases as seen from Earth have provided cultural references and influences for human societies and cultures since time immemorial. Such cultural influences can be found in language, lunar calendar systems and mythology; the usual English proper name for Earth's natural satellite is "the Moon", which in nonscientific texts is not capitalized. The noun moon is derived from Old English mōna, which stems from Proto-Germanic *mēnô, which comes from Proto-Indo-European *mḗh₁n̥s "moon", "month", which comes from the Proto-Indo-European root *meh₁- "to measure", the month being the ancient unit of time measured by the Moon; the name "Luna" is used. In literature science fiction, "Luna" is used to distinguish it from other moons, while in poetry, the name has been used to denote personification of Earth's moon; the modern English adjective pertaining to the Moon is lunar, derived from the Latin word for the Moon, luna. The adjective selenic is so used to refer to the Moon that this meaning is not recorded in most major dictionaries.
It is derived from the Ancient Greek word for the Moon, σελήνη, from, however derived the prefix "seleno-", as in selenography, the study of the physical features of the Moon, as well as the element name selenium. Both the Greek goddess Selene and the Roman goddess Diana were alternatively called Cynthia; the names Luna and Selene are reflected in terminology for lunar orbits in words such as apolune and selenocentric. The name Diana comes from the Proto-Indo-European *diw-yo, "heavenly", which comes from the PIE root *dyeu- "to shine," which in many derivatives means "sky and god" and is the origin of Latin dies, "day"; the Moon formed 4.51 billion years ago, some 60 million years after the origin of the Solar System. Several forming mechanisms have been proposed, including the fission of the Moon from Earth's crust through centrifugal force, the gravitational capture of a pre-formed Moon, the co-formation of Earth and the Moon together in the primordial accretion disk; these hypotheses cannot account for the high angular momentum of the Earth–Moon system.
The prevailing hypothesis is that the Earth–Moon system formed after an impact of a Mars-sized body with the proto-Earth. The impact blasted material into Earth's orbit and the material accreted and formed the Moon; the Moon's far side has a crust, 30 mi thicker than that of the near side. This is thought to be; this hypothesis, although not perfect best explains the evidence. Eighteen months prior to an October 1984 conference on lunar origins, Bill Hartmann, Roger Phillips, Jeff Taylor challenged fellow lunar scientists: "You have eighteen months. Go back to your Apollo data, go back to your computer, do whatever you have to, but make up your mind. Don't come to our conference unless you have something to say about the Moon's birth." At the 1984 conference at Kona, the giant impact hypothesis emerged as the most consensual theory. Before the conference, there were parti
Klonoa is a video game series created by Namco and Klonoa Works, as well as the name of the titular character of the series. The character and series were launched with the release of Klonoa: Door to Phantomile for the PlayStation in 1997. Klonoa is described within the games and manga as a "Dream Traveler", fated to travel to various places where the state of dreams is in danger, but he himself is not aware of that, his traditional voice actor is Kumiko Watanabe, he is voiced by Eric Stitt in the English version of the remake of the first game. He has Namco's mascot Pac-Man on the side of his blue hat. Wanting to be a hero, he is young and good-hearted, is willing to go against all odds to make sure justice is served, he is able to befriend characters along the way who support his cause. His attitude is innocent and a bit naive, as shown in Klonoa 2: Lunatea's Veil. Klonoa was designed by Yoshihiko Arai. Arai's first design, "Shady", had a shadow-like appearance. However, he felt that the lack of color did not seem tasteful, dropped the design.
His next design was created with characteristically animal eyes and long ears, as Arai felt that a person's eyes and silhouette are the features noticed when they are first met. He added a large hat with a Pac-Man emblem on it and collar to give the character a childlike and energetic quality; the design was used for Klonoa. Klonoa: Door to Phantomile was released in late 1997 in Japan and was critically well received by numerous gaming publications and magazines, it was one of the first PlayStation platform games to feature two-dimensional character artwork on a rendered, three-dimensional backdrop. It was described as 2.5 D to distinguish it between other games that relied on the other. A remake of Klonoa: Door to Phantomile, was released on December 4, 2008, in Japan for the Wii console, it features revised graphics and voice acting, as well as many unlockable bonuses that were not in the original. These include new costumes, Mirrored Visions, challenge areas, it was released in North America on May 5, 2009, in Europe on May 22, 2009.
Klonoa's second appearance, Kaze no Klonoa: Moonlight Museum was released in Japan for the Japanese-only WonderSwan handheld system in 1999. It is Klonoa's first handheld appearance and his first two-dimensional one. Despite lacking the artful style of the first game, Moonlight Museum set the standard for the approaching Game Boy Advance titles like Klonoa: Empire of Dreams, which came out two years later. Though it was similar in style and execution to the previous game, it was developed for the more sophisticated Game Boy Advance hardware and was available in North America and Europe. Klonoa 2: Lunatea's Veil was released for the PlayStation 2 with moderate success in 2001, its different types of gameplay includes a standard set of platformer levels in the "2.5D" style, hoverboarding down snowy mountains and water parks, time-attack challenges, puzzle solving, boss fights, introducing the "360 degrees" system. A third handheld title, Klonoa 2: Dream Champ Tournament, was released for the Game Boy Advance in Japan in 2002 with a belated release in North America three years later.
Utilizing the same game engine as Empire of Dreams, Dream Champ Tournament was a similar gaming experience that benefited from more sophisticated puzzles and featured a newer cast of supporting characters. A sports title, Klonoa Beach Volleyball, released for the PlayStation in Japan and Europe, featured Klonoa and his friends in a unique version of volleyball. A North American version was not released. Klonoa Heroes: Densetsu no Star Medal was released in Japan in late 2002. Taking a unique twist on the series, the game is an action role-playing game rather than a platformer and is played from a top-down perspective. A webcomic adaption of the series made by Namco Bandai subsidiary ShiftyLook, called Klonoa: Dream Traveller of Noctis Sol, began publication on September 26, 2012, it was illustrated with new pages being published every Wednesday. The webcomic came to an abrupt end following the shutdown of ShiftyLook in late 2014. On August 7, 2014, Games.it published a rumor. On October 27, 2016, a Klonoa film adaptation was announced, was in development under the animation production company Henshin.
In January 2019, the film was confirmed cancelled. The games are set in different worlds, though the known ones are Phantomile and Lunatea, it revolves around Klonoa and how he, the Dream Traveler, must save whatever world he is in from peril. Along the way he makes some of them becoming recurring characters; the game is an early example of a side scrolling 3D game. It is an puzzle type of game; the main gameplay feature involves using Klonoa's ring and "Wind Bullets" to inflate enemies, which can be thrown at other objects or at the ground, giving him a boost upwards allowing him to double jump. Klonoa had cameo appearances in Alpine Racer 3, Smash Court 3, Taiko no Tatsujin. Klonoa and Guntz appear as a playable duo in Namco's cross-over role-playing game Namco × Capcom, they retain similar moves from Klonoa Heroes. Joka and various varieties of Moos appear as a part of the game's enemies while Lolo & The High Priestess of La-Lakoosha appear as non-playable characters. In Tales of Destiny 2, a Klonoa plushie can be seen at the left side of the character Harold's room.
In Tales of Symphonia, the character Presea could get a Klonoa costume. In Tales of Hearts and Keroro RPG: Kishi to Musha to Densetsu no Kaizoku, Klonoa appears as a summon character. In Tales of Vesperia, Klonoa appears in the form of a fellowship statue named F Statue. There is a Klonoa costume for the character K
Klonoa Beach Volleyball
Klonoa Beach Volleyball, known in Japan as Klonoa Beach Volley Saikyou Chīmu Ketteisen!, is a sports video game developed by Namco and released for PlayStation. It is a spin-off of the Klonoa game series, its release was limited to Europe. This is the only Klonoa title to feature a multiplayer mode, allowing up to four players to compete in pairs against the other team using a multitap. Official website Klonoa Beach Volleyball at MobyGames