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
Klonoa: Empire of Dreams
Klonoa: Empire of Dreams is a video game published by Namco for the Game Boy Advance and released in Japan and North America in 2001 and Europe the following year. Falling somewhere between Klonoa: Door to Phantomile and Klonoa 2: Lunatea's Veil, Empire of Dreams is a two-dimensional adventure game with puzzle elements that takes place in the new realm in the Klonoa series, the Kingdom of Jillius. Klonoa: Empire of Dreams works like a typical 2D sidescroller with the player moving Klonoa left or right on a scrolling screen while defeating enemies using his "wind bullet", a special ring that can shoot a small gust of wind forward and draw an enemy in, allowing Klonoa to lift them over his head. From this position, he can either throw them straight forward like a projectile, taking out any enemy they hit, or he can perform a double-jump, allowing him to reach places he couldn't normally. In addition to enemies, Klonoa can pick up large square blocks and place them wherever the player chooses.
By holding the jump button after Klonoa has left the ground, Klonoa flaps his ears and can float in mid-air for a short duration, which somewhat increases his jumping height. The game is progressed by finding the exit to a stage after collecting three stars within the level. Other items like crystals and hearts can be collected in addition, 1-up items are hidden within a level as well. Hearts can be found to increase Klonoa's health. Klonoa: Empire of Dreams is a side-story to the main console series, follows the adventures of Klonoa after he mysteriously awakens one morning in the Empire of Jillius and is dragged by the emperor's royal guards to his throne room for no reason. Emperor Jillius himself informs Klonoa that he broke the sacred law of his kingdom by dreaming, which he views as a worthless endeavor and a total waste of time; the Emperor himself suffers from insomnia, decrees that if he cannot be allowed to dream no one can. Rather than punish Klonoa outright, he instead offers him a challenge: defeat the four great monsters that are wreaking havoc on the land, he will be set free.
Joined by his friend Huepow, Klonoa has no choice but to travel to the surrounding lands and do battle with the monsters living there, hoping to earn his freedom and bring peace to the kingdom at last. As they defeat the monsters and Huepow become suspicious that someone is using people's dreams for their own ends, as the monsters are in fact transformed versions of various people from each region. Once the duo figure out the culprit is at the imperial castle, they engage Jillius in a fight and manage to defeat him. Only afterwards it is revealed that Jillius' minister, was behind everything. Bagoo, revealing himself to be the King of Despair, explains that through Jillius he had orchestrated a master plan to create his own kingdom of stolen dreams if it meant turning all dreamers in the empire into monsters. Klonoa and Huepow manage to destroy him and Jillius afterwards seems to die in Klonoa's arms, it all turns out to be a dream that Jillius himself had had and he decides that to give his people their dreams and to protect them as well is his real purpose, thus remaking his empire into the Empire of Dreams.
Players assume control of Klonoa, the long-eared hero of the story who wakes up one morning in the strange world this game take place in. Using his trusty ring-like weapon, the Wind Bullet, he is determined to rid the world of five great monsters who are causing trouble, as well as discover the secret to why he came here in the first place, he is joined by his trusty sidekick Huepow, a being that resembles a floating blue sphere with hands and eyes, who doubles as the power source for his weapon. The principle antagonist, Emperor Jillius, is the once-benevolent ruler of his kingdom until chronic insomnia caused him to become exceedingly irritable and ban all dreams within his realm, he is accompanied at all times by Bagoo. During the game, players must defeat four monsters who are citizens of the kingdom transformed by a strange mist, who include an amateur boxer named Chipple, a soprano from a musical land named Muzika, a chef named Chirin, a doctor from a forest village named Doctor Medim.
Empire of Dreams was developed jointly by Namco and Now Production as the second portable title in the franchise after 1999's Kaze no Klonoa: Moonlight Museum on the WonderSwan, was produced by Hideo Yoshizawa, who had worked on all previous Klonoa series titles. Unlike the console games, which were designed to focus more on action, Yoshizawa wanted Empire of Dreams to focus on the puzzles and "To have the same audience, but let them enjoy it in a different way." Representatives from Namco revealed the first details of the game in March 2001, stating that the title would retain all of Klonoa's "general moves" from the console series on Nintendo's Game Boy Advance handheld. The game would make an appearance at the 2001 Tokyo Game Show that same month, which included an early playable demo. A North American English release was announced at the 2001 Electronic Entertainment Expo the following May, with an initial release date set for August of that year. In October 2013, Namco Bandai filed a trademark of "Empire of Dreams", hinting a remake might be in the works.
The game was released on the Wii U's Virtual Console on May 22 in Europe, May 29 in North America, September 3 in Japan. Empire of Dreams received positive reviews from critics, earning an 83.10% and an 85 out of 100 average ratings from aggregate review websites GameRankings and Metacritic. Upon its release in Japan, Weekly Famitsu scored the game a 34 out of 40, earning t
Game Boy Advance
The Game Boy Advance is a 32-bit handheld video game console developed and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, in mainland China on June 8, 2004 as iQue Game Boy Advance; the GBA was part of the sixth generation. The original model was not backlit and Nintendo addressed that with the release of the redesigned Game Boy Advance SP in 2003. Another redesign, the Game Boy Micro, was released in 2005; as of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is compatible with Game Boy Advance software. Contrary to the previous Game Boy models, which were all following the "portrait" form factor of the original Game Boy, the Game Boy Advance was designed in a "landscape" form factor, putting the buttons to the sides of the device instead of below the screen; the Game Boy Advance was designed by the French designer Gwénaël Nicolas and his Tokyo-based design studio Curiosity Inc.
In 1996, magazines including Electronic Gaming Monthly, Next Generation, issues 53 and 54 of Total! and the July 1996 issue of Game Informer featured reports of a new Game Boy, codenamed Project Atlantis. Although Nintendo's expectations of releasing the system in at least one territory by the end of 1996 would make that machine seem to be the Game Boy Color, it was described as having a 32-bit RISC processor, a 3-by-2-inch color LCD screen, a link port—a description that more matches the Game Boy Advance, it may have referred to the unnamed, unreleased Game Boy Color successor prototype, revealed at 2009's Game Developers Conference. It was announced that Nintendo of Japan was working on a game for the system called "Mario's Castle". Nintendo tabled the project in 1997, since the original Game Boy was still too popular to merit the release of a successor; the technical specifications of the original Game Boy Advance are, as provided by Nintendo: Backward compatibility for Game Boy and Game Boy Color games is provided by a custom 4.194/8.388 MHz Z80-based coprocessor, while a link port at the top of the unit allows it to be connected to other devices using a Game Link cable or GameCube link cable.
When playing Game Boy or Game Boy Color games on the Game Boy Advance, the L and R buttons can be used to toggle between a stretched widescreen format and the original screen ratio of the Game Boy. Game Boy games can be played using the same selectable color palettes as on the Game Boy Color; every Nintendo handheld system following the release of the Game Boy Advance SP has included a built-in light and rechargeable battery. The Game Boy Advance and Nintendo DS 2D graphics hardware have scaling and rotation for traditional tiled backgrounds in its modes 1 and 2 and scaling and rotation for bitmaps in modes 3 through 5. On each machine supporting this effect, it is possible to change the scaling and rotation values during the horizontal blanking period of each scanline to draw a flat plane in a perspective projection. More complex effects such as fuzz are possible by using other equations for the position and rotation of each line; the "character mode" supports up to 4 tile map background layers per frame, with each tile being 8x8 pixels in size and having 16 or 256 colors.
The "character mode" supports up to 128 hardware sprites per frame, with any sprite size from 8x8 to 64x64 pixels and with 16 or 256 colors per sprite. With hardware comparable to the Super NES, the Game Boy Advance represents progress for sprite-based technology; the Game Boy Advance has platformers, SNES-style role-playing video games, classic games ported from various 8-bit and 16-bit systems of the previous generations. This includes the Super Mario Advance series, as well as the system's backward compatibility with all earlier Game Boy titles. All titles were GBA-exclusive and none of these were backwards compatible with older Game Boy systems, it featured a warning message, refuse to play on classic Game Boy. Final Fantasy VI Advance was the final licensed Japanese GBA game release. Released November 2006, it was the final Nintendo-published game for the system. 2 Games in 1: Columns Crown & ChuChu Rocket! was the final European GBA game, released November 2008. Samurai Deeper Kyo was the final North American GBA game, released in February 2008.
The last Nintendo-developed game released for the system was the Japan-only rhythm game Rhythm Tengoku, which went on to form the popular Rhythm Heaven series. An accessory for the GameCube, known as the Game Boy Player, was released in 2003 as the successor to the Super Game Boy peripheral for the Super Nintendo Entertainment System; the accessory allows Game Boy Advance games, as well as Game Boy and Game Boy Color games, to be played on the GameCube. However, some games may have compatibility issues due to certain features. Game Boy Advance games are compatible with the Nintendo DS and Nintendo DS Lite handheld consoles, which feature a cartridge slot at the bottom, they are not, compatible with the Nintendo DSi, as it does not feature a cartridge slot. As part of an Ambassador Program for early adopters of the Nintendo 3DS system, ten Game Boy Advance games were made available free for players who bought a system before August 2011. Unlike other Virtual Console games for the system, players were not able to use features such
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
Now Production Co. Ltd. styalized as NOW PRODUCTION, is a Japanese video game company headquartered in Chūō-ku, Osaka who develops and publishes video games. Founded in 1986, it started developing various games for major Japanese companies including Namco, Hudson Soft, Taito, Konami and Nintendo; the company used to have a development department in East Ikebukuro, Toshima-ku, but it is now closed. Now Production has been developing and selling software applications for iPhone and iPod touch since 2009. Metro-Cross Taito Grand Prix: Eikou heno License Spelunker II: Yūsha e no Chōsen Jikuu Yuuden: Debias Yokai Dochuki Wagan Land Splatterhouse: Wanpaku Graffiti Jackie Chan's Action Kung Fu Yo! Noid Wagan Land 2 Adventure Island II Adventure Island III Ms. Pac-Man Master Takahashi's Adventure Island IV Mickey's Dangerous Chase Dig Dug Barcode Boy: Kattobi Road Adventure Island II: Aliens in Paradise Klonoa: Empire of Dreams Klonoa 2: Dream Champ Tournament WTA Tour Tennis Gachinko Pro Yakyuu Goemon: New Age Shutsudō!
Silent Scope Metal Max 2 Kai One Piece: Going Baseball Dance Dance Revolution GB Dance Dance Revolution GB2 Detanabi Pro Yakyuu Detanabi Pro Yakyuu 2 Dance Dance Revolution GB3 Dance Dance Revolution GB Disney Mix Oha Star Dance Dance Revolution GB Wagan Land Pac-Attack Sonic Adventure DX: Director's Cut Mario Superstar Baseball Sonic Riders Quad Challenge Splatterhouse 2 Splatterhouse 3 Rolling Thunder 3 Neo Bomberman Nazotte Oboeru Otona no Kanji Renshuu Kanzenban Shoho Kara wa Hajimeru Otona no Eitango Renshuu Unsolved Crimes Zero Kara Hajimeru: Otona no 5-Kokugo Nyuumon Bakugan Battle Brawlers Kodawari Saihai Simulation: Ocha no Ma Pro Yakyuu DS Imi Gawakaru Otona no Jukugo Renshuu: Kadokawa Ruigo Shinjiten Kara 5-Man Mon WireWay Nazotte Oboeru Otona no Kanji Renshuu Kaiteiban Zoobles! Spring to Life! Chew Man Fu Bravoman Dragon Saber Final Soldier Jackie Chan's Action Kung Fu Doraemon: Nobita no Dorabian Night Samurai Ghost New Adventure Island Power Tennis Namco Museum Volume 1 Namco Museum Volume 3 Digical League Smash Court 2 known in Europe as Anna Kournikova's Smash Court Tennis Block Kuzushi Extreme Go-Kart Racing Rescue Shot Ganbare Goemon: Oedo Daikaiten Goemon: Shin Sedai Shūmei!
Big League Slugger Baseball Ninja Assault Surfing Air Show with Rat Boy Gachinko Pro Yakyuu Katamari Damacy Demon Chaos We Love Katamari Twinkle Star Sprites: La Petite Princesse Sonic Riders Bakugan Battle Brawlers Bakugan Battle Brawlers Higanjima PQ: Practical Intelligence Quotient PQ2: Practical Intelligence Quotient 2 Undead Knights Super Power League King of the Monsters 2 Miracle Girls Super Kyuukyoku Harikiri Stadium 2 Super Power League 2 The Sporting News: Baseball Super Power League 3 Supapoon Supapoon DX Super Power League 4 Mario Super Sluggers Little League World Series Baseball 2008 Little League World Series Baseball 2009 Bakugan Battle Brawlers Sonic Riders Beautiful Katamari Bakugan Battle Brawlers Official website Now Production at GDRI: Game Developer Research Institute
Klonoa: Door to Phantomile
Klonoa: Door to Phantomile is a platform game developed and published by Namco for the PlayStation in 1997. The story follows Klonoa and his friend Huepow in their efforts to save the dream world of Phantomile from an evil spirit intent on turning it into a world of nightmares; the player controls Klonoa through a 2.5D perspective. Klonoa can grab enemies and throw them as projectiles, or use them as a jump boost to navigate through the stages; the game was directed by Hideo Yoshizawa, who conceptualized the setting as a dream world that could appeal to children and adults. The Klonoa character was designed early on and the environments and other characters were designed around him. Door to Phantomile received positive reviews, being praised for its clever platforming and impressive graphics and cutscenes; some critics thought it was excessive in its Japanese cuteness. In retrospect, it is considered one of best PlayStation games, it spawned a series of sequels, including Klonoa 2: Lunatea's Veil for the PlayStation 2, a 2008 remake for the Wii.
Klonoa: Door to Phantomile is a side-scrolling platform game. It is presented from a 2.5D perspective. The player moves the protagonist Klonoa along this path; the path may curve, overlap itself, or branch into different directions. Paths visible in the background may be traversed in the stage. Klonoa can grab enemies using a large ring inhabited by his spirit friend Huepow. After grabbing an enemy, they are inflated in a similar manner to a balloon and the player can either throw them as a projectile weapon at other enemies, or use them as a springboard to perform a larger jump. Enemies can be thrown into the background as well as along the 2D plane; the stages are laced with obstacles that must be traversed by using a combination of these techniques. Some stages end in boss fights which take head-on against a 2D plane; the game is set in Phantomile, a land fueled by dreams. A furry anthropomorphic animal named Klonoa has been having dreams about an airship crashing into a nearby mountain, one day an airship does indeed crash into the mountain.
Klonoa and his friend, a "ring spirit" named Huepow, decide to investigate. They find a dark spirit named Ghadius on the mountain searching for a magical moon pendant so he can turn Phantomile into a world of nightmares. Klonoa ventures back to town where his grandfather tells him that his grandmother knows about the pendant. Klonoa and Huepow travel to find his grandmother, who tells them that the pendant is at his grandfather's house. One of Ghadius' henchmen eavesdrops on the conversation, ventures off to steal the pendant and kill his grandfather before Klonoa can arrive back. Klonoa defeats Ghadius who unleashes a nightmarish beast known as Nahatomb as he dies. Huepow reveals himself to be a prince and helps Klonoa defeat Nahatomb and restore peace to Phantomile. After this final battle, Huepow explains that Klonoa came from another world and was given fake memories when summoned to Phantomile. Klonoa is sucked through a portal back to his own world. Klonoa: Door to Phantomile was developed by Namco and directed by Hideo Yoshizawa as his tenth project.
Yoshizawa is known for having directed Ninja Gaiden for the Nintendo Entertainment System. The idea for Door to Phantomile originated when Yoshizawa wanted to create a more cinematic game following his dissatisfaction with other developers not prioritizing story; the original concept featured robots and an "ancient ruins" motif. The main character was a robot; this idea was dropped for a more comical story. Yoshizawa established the dream concept because he was interested in exploring the idea of where dreams go when they are forgotten, he envisioned a world where these dreams could be collected and felt players could relate the setting to their own dreams and experiences. Namco felt that the game would appeal to a wide audience, thinking the adventure-like aspects would be enjoyed by children and the emotional plot twists would be appreciated by adults. Lead designer Tsuyoshi Kobayashi conceptualized the fast-paced action gameplay; the game used three buttons, but was reduced to two for quicker input and faster play.
Klonoa and other characters were designed by Yoshihiko Arai. The initial designs of Klonoa had a shadow-like design and the character was called "Shady". Arai felt that this design dropped it, his next design had cat eyes and long ears, as he believed that a person's eyes and silhouette are their foremost features. He added a large necklace to give him a childlike and mischievous quality; the character has features of a dog and rabbit but is not explicitly any particular animal. His hat features a Pac-Man design. After Klonoa was designed, the setting and other characters were designed around him. Having now adopted a dreams theme, the enemies were designed as nightmarish. Klonoa and Huepow's movements in cinematics were based on motion capture data; some of the cinematic animators acted out their own motion capture in addition to professional actors. Differences in the character movements can be spotted according to the developers; the cinematics were made with LightWave 3D. The background music was the work of several different composers, each working on their stages independently.
The game was revealed at the 1997 E3 trade fair with a video demonstr
Famitsu Famicom Tsūshin, is a line of Japanese video game magazines published by Enterbrain, Inc. and Tokuma. Famitsu is published in both weekly and monthly formats as well as in the form of special topical issues devoted to only one console, video game company, or other theme. Shūkan Famitsū, the original Famitsū publication, is considered the most read and respected video game news magazine in Japan. From October 28, 2011 Enterbrain began releasing the digital version of the magazine on BookWalker weekly; the first issue of Famitsū was published on June 1986 as Famicom Tsūshin. It was published semiregularly thereafter, going through periods of monthly and quarterly publication. On July 19, 1991 the magazine was renamed to Shūkan Famicom Tsūshin and issues were published weekly thereafter. Alongside the weekly magazine, a monthly version called Gekkan Famicom Tsūshin was published. At the start of 1996 the magazines underwent another name change, truncating their titles to Shūkan Famitsū and Gekkan Famitsū.
The magazine was published by ASCII from its founding through March 2000 when it was sold to Enterbrain, Inc. The name Famitsū is a portmanteau abbreviation of Famicom Tsūshin; the first issue was published on June 6, 1986. Today, Shūkan Famitsū features multi-platform coverage. Shūkan Famitsū is a weekly publication concentrating on video game news and reviews, is published every Thursday with a circulation of 500,000 per issue. Gekkan Famitsū is published monthly. Famitsū magazine covers alternately feature pop idols or actresses on even-numbered issues and the Famitsū mascot, Necky the Fox in odd-numbered issues. Year-end and special editions all feature Necky dressed as popular contemporary video game characters. Necky is the cartoon creation of artist Susumu Matsushita, he takes the form of a costumed fox; the costumes worn by Necky reflect current popular video games. Necky's name was chosen according to a reader poll, it derives from a complex Japanese pun: "Necky" is the reverse of the Japanese word for fox, キツネ, his original connection to Famicom Tsūshin is intended to evoke the bark of the fox, the Japanese onomatopoeia of, コンコン.
Necky makes a cameo appearance in Super Mario Maker. Famitsū publishes other magazines dedicated to particular consoles. In circulation are: Entamikusu is written for an older audience and covers retrogaming, it has been published monthly since November 2010. Famitsū Connect! On reports on online gaming. Famitsū DS+Wii reports on Nintendo platforms; the magazine was known as Famitsū 64 and Famitsū Cube based on whatever platforms Nintendo was producing games for at the time. Famitsū GREE reports on mobile gaming via GREE. Famitsū Mobage reports on mobile gaming via Mobage. Famitsū spin-offs that are no longer in circulation include: Famitsū Bros. was written for younger audiences and concentrated on video game hints and strategy. It was published monthly and went defunct in September 2002. Famicomi was a comic and manga magazine published irregularly between 1992 and 1995. Famitsū DC covered the Dreamcast. Previous incarnations of this magazine included Sega Saturn Tsūshin which covered the Sega Saturn, with earlier issues covering earlier Sega platforms.
Famitsū Sister covered bishōjo games. Satellaview Tsūshin covered the Satellaview, it was published monthly and ran for only 12 issues from May 1995 to May 1996. Its inaugural issue was the May 1995 issue of Gekkan Famicom Tsūshin. Virtual Boy Tsūshin covered the Virtual Boy. Only one issue was published in 1995. Famitsū PS began publication in May 1996, reported on Sony platforms news, it was known as Famitsū PS2 and Famitsū PSP+PS3 before being discontinued in March 2010. Famitsū Wave DVD covered events and previews; each magazine included a DVD disc with video game footage. It was published monthly and went defunct in May 2011. Famitsū Xbox 360 reported on Xbox 360 news, it went defunct in 2013. Video games are graded in Famitsū via a "Cross Review" in which a panel of four video game reviewers each give a score from 0 to 10; the scores of the four reviewers are added up for a maximum possible score of 40. From the twenty-four games awarded with a perfect score as of 2017, three are for the Nintendo DS and five are for the Wii.
The PlayStation 3 has five games with a perfect score and the Xbox 360 has four, with both consoles having four titles in common. The others are for different platforms with only one title each. Franchises with multiple perfect score winners include The Legend of Zelda with four titles, Metal Gear with three titles, Final Fantasy with two titles; the most recent game to receive a perfect score is Dragon Quest XI. As of 2016, all but two games with perfect scores are from Japanese companies, nine being published/developed by Nintendo, four by Square Enix, three by Sega, three by Konami and one by Capcom; as of 2016, the only two foreign games to achieve a perfect score are The Elder Scrolls V: Skyrim by Bethesda Softworks and Grand Theft Auto V, from Rockstar Games. Other foreign games that have achieved near-perfect scores are L. A. Noire, Red Dead Redemption and Grand Theft Auto IV – all three of which came from Rockstar Games.