Tokyo Game Show
Tokyo Game Show known as TGS, is a video game expo / convention held annually in September in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association and Nikkei Business Publications, Inc; the main focus of the show is on Japanese games, but some international video game developers use it to showcase upcoming releases/related hardware. The duration of the event is four days; the first two days of Tokyo Game Show are open only to industry attendees and the general public can attend during the final two days. The first Tokyo Game Show was held in 1996. From 1996 to 2002, the show was held twice a year: once in Autumn. Since 2002, the show has been held once a year, it attracts more visitors every year. 2011’s show hosted over 200,000 attendees and the 2012 show bringing in 223,753. The busiest TGS was in 2016 with 271,224 people in 614 companies had exhibits; the event was never canceled. The 20th anniversary of TGS was celebrated in 2016; the TGS layout varies per year.
Such as in 2015, the Tokyo Game Show showcased 11 exhibition areas consisting of business, general public and other areas to buy merchandise. The General Exhibition Area is the heart of the show, taking up the largest amount of space, is held where digital gaming entertainment or any related products or services are showcased. Many well-known companies such as Namco Bandai, Sony Computer Entertainment and Square Enix have demo areas here, in addition to emerging companies; this area covers gaming devices such as headphones, controllers and other devices associated with home-use gaming consoles and portable gaming devices. An exhibition introduced at the 2012 Tokyo Game Show is geared towards introducing emerging game developers from Asia; this area is designated for merchandising of game-related goods. Vendors include Square-Enix; this area focuses on games for social games. Despite record numbers during TGS 2012, many large companies had a smaller presence. For example, which had one of the largest booths, was absent in 2012.
Social and mobile gaming surged. Microsoft returned to the show in 2013 with the release of the Xbox One; the PC area houses major Japanese computing companies, showcasing products such as Japanese desktop and notebook computers. This area showcases new games. Companies such as Taito and Sega are housed there; the Game School area showcases information on Japanese universities and colleges offering information about digital art, computer programming, other programs of study related to the video game industry. These booths display student work, it houses colleges such as Numazu Professional College of Information Technology and Tokyo Designer Gakuin College. This is the main area in the games convention where most of the sales and business transactions between companies and consumers are carried out. Companies housed there include Nikkei Business Publications; the Tokyo Game Show attracts many cosplayers. Cure, Japan's largest cosplay community website, hosted a "Moving Cosplay" stage show during the 2012 edition.
The show lasted 90 minutes and included a cosplay fashion show, dance numbers and a grand march of robot cosplayers. The event was attended by top cosplayers by local amateurs; this is not open to the public. The Cloud/Data Center is dedicated to improving infrastructure and environment of social and network games; the Tokyo Game Show has featured a Mad Catz-sponsored Street Fighter tournament since 2014. The competition is part of Capcom's official Pro Tour, making it a qualifying event for the Capcom Cup; the 2016 event was the first to not be sponsored by Mad Catz, as the company got in severe financial trouble during its 2016 fiscal year. Asia Game Show Brasil Game Show Gamescom Electronic Entertainment Expo Gamercom Game Developers Conference Official website
ARM Advanced RISC Machine Acorn RISC Machine, is a family of reduced instruction set computing architectures for computer processors, configured for various environments. Arm Holdings develops the architecture and licenses it to other companies, who design their own products that implement one of those architectures—including systems-on-chips and systems-on-modules that incorporate memory, radios, etc, it designs cores that implement this instruction set and licenses these designs to a number of companies that incorporate those core designs into their own products. Processors that have a RISC architecture require fewer transistors than those with a complex instruction set computing architecture, which improves cost, power consumption, heat dissipation; these characteristics are desirable for light, battery-powered devices—including smartphones and tablet computers, other embedded systems. For supercomputers, which consume large amounts of electricity, ARM could be a power-efficient solution.
ARM Holdings periodically releases updates to the architecture. Architecture versions ARMv3 to ARMv7 support 32-bit arithmetic; the Thumb version supports a variable-length instruction set that provides both 32- and 16-bit instructions for improved code density. Some older cores can provide hardware execution of Java bytecodes. Released in 2011, the ARMv8-A architecture added support for a 64-bit address space and 64-bit arithmetic with its new 32-bit fixed-length instruction set. With over 100 billion ARM processors produced as of 2017, ARM is the most used instruction set architecture and the instruction set architecture produced in the largest quantity; the used Cortex cores, older "classic" cores, specialized SecurCore cores variants are available for each of these to include or exclude optional capabilities. The British computer manufacturer Acorn Computers first developed the Acorn RISC Machine architecture in the 1980s to use in its personal computers, its first ARM-based products were coprocessor modules for the BBC Micro series of computers.
After the successful BBC Micro computer, Acorn Computers considered how to move on from the simple MOS Technology 6502 processor to address business markets like the one, soon dominated by the IBM PC, launched in 1981. The Acorn Business Computer plan required that a number of second processors be made to work with the BBC Micro platform, but processors such as the Motorola 68000 and National Semiconductor 32016 were considered unsuitable, the 6502 was not powerful enough for a graphics-based user interface. According to Sophie Wilson, all the processors tested at that time performed about the same, with about a 4 Mbit/second bandwidth. After testing all available processors and finding them lacking, Acorn decided it needed a new architecture. Inspired by papers from the Berkeley RISC project, Acorn considered designing its own processor. A visit to the Western Design Center in Phoenix, where the 6502 was being updated by what was a single-person company, showed Acorn engineers Steve Furber and Sophie Wilson they did not need massive resources and state-of-the-art research and development facilities.
Wilson developed the instruction set, writing a simulation of the processor in BBC BASIC that ran on a BBC Micro with a 6502 second processor. This convinced Acorn engineers. Wilson approached Acorn's CEO, Hermann Hauser, requested more resources. Hauser assembled a small team to implement Wilson's model in hardware; the official Acorn RISC Machine project started in October 1983. They chose VLSI Technology as the silicon partner, as they were a source of ROMs and custom chips for Acorn. Wilson and Furber led the design, they implemented it with a similar efficiency ethos as the 6502. A key design goal was achieving low-latency input/output handling like the 6502; the 6502's memory access architecture had let developers produce fast machines without costly direct memory access hardware. The first samples of ARM silicon worked properly when first received and tested on 26 April 1985; the first ARM application was as a second processor for the BBC Micro, where it helped in developing simulation software to finish development of the support chips, sped up the CAD software used in ARM2 development.
Wilson subsequently rewrote BBC BASIC in ARM assembly language. The in-depth knowledge gained from designing the instruction set enabled the code to be dense, making ARM BBC BASIC an good test for any ARM emulator; the original aim of a principally ARM-based computer was achieved in 1987 with the release of the Acorn Archimedes. In 1992, Acorn once more won the Queen's Award for Technology for the ARM; the ARM2 featured 26-bit address space and 27 32-bit registers. Eight bits from the program counter register were available for other purposes; the address bus was extended to 32 bits in the ARM6, but program code still had to lie within the first 64 MB of memory in 26-bit compatibility mode, due to the reserved bits for the status flags. The ARM2 had a transistor count of just 30,000, compared to Motorola's six-year-older 68000 model with around 40,000. Much of this simplicity came from the lack of mic
Grand Theft Auto (video game)
Grand Theft Auto is an action-adventure video game developed by DMA Design and published by BMG Interactive. It was first released in North America in October 1997 for MS-DOS and Microsoft Windows, it was re-released on 12 December 1997 in Europe and 30 June 1998 in North America for the PlayStation. It is the first instalment of the Grand Theft Auto series, to be followed by 1999's Grand Theft Auto 2; the series, which has led to five main entries and several special edition games over 16 years, has sold more than 150 million units as of September 2013. The story follows a group of criminals in three fictionalised versions of US cities as they perform bank robberies and other illegal activities for their respective crime syndicates; the game was intended to be named Race'n'Chase and to be developed for the Commodore Amiga, starting in 1996. However, it was nearly cancelled due to production issues, its successor, Grand Theft Auto 2, was released in October 1999. Grand Theft Auto is made up of six levels split between the three main cities.
In each level, the player's ultimate objective is to reach a target number of points, achieved by performing tasks for the city's local crime syndicate. Each level has its own unique set of tasks. Successful completion of a mission rewards the player with points and opens the opportunity to attempt harder missions for higher rewards, while failure awards fewer points and may permanently seal off opportunities for more tasks. Completing missions increases the player's "multiplier", which increases the points the player gets for doing other tasks; when the player amasses the target score, the next chapter is unlocked. There are eight playable characters in the game, four male and four female: Travis, Bubba, Ulrika, Katie and Mikki. In actual gameplay, there is no real difference, since all player-characters wear the identical yellow jumper, although they do wear different coloured trousers and hair colours to each other and have the correct skin colours. Players may name their character which, with the correct name, acts like a cheat code and alters gameplay.
The player is free to do whatever they have limited lives upon doing so. The player can gain points by causing death and destruction amid the traffic in the city, or steal and sell cars for profit. To get to the large target money required to complete a level, players will opt to complete at least some missions to build up their multiplier; some criminal acts have an inherent multiplier. If the player is arrested their multiplier is halved. Unlike in games in the series, the player can be killed, or "wasted", in one hit without body armour. If the player is wasted they lose a life. In both cases the player loses their current equipment. If the player is wasted too many times, they must restart the level. During missions there is still some freedom as most of the time the player is free to choose the route to take, but the destination is fixed, it was this level of freedom which set Grand Theft Auto apart from other action based computer games at the time. The PC releases of the game allowed networked multiplayer gameplay using the IPX protocol.
Some places in the game have to be unlocked by completing missions. Grand Theft Auto takes place in 1997 in three primary settings, all of which are modelled on real locales: Liberty City is based on New York City, Vice City is based on Miami, San Andreas is based on San Francisco. All three suffer from rampant crime and corruption, with constant feuding between the local crime syndicates, random acts of violence from street gangs, organised thievery and murder, corrupt city officials and police officers. While Grand Theft Auto: London 1969, Grand Theft Auto: London 1961 and Grand Theft Auto 2 would use different locations, these three cities have been individually revisited as the settings in Grand Theft Auto games, with differing layouts - for example, Liberty City was the sole city in Grand Theft Auto III, Grand Theft Auto Advance, Grand Theft Auto: Liberty City Stories, Grand Theft Auto IV, Vice City was the city in Grand Theft Auto: Vice City and Grand Theft Auto: Vice City Stories, San Andreas, becoming a state based on regions of California and Nevada, was the setting for Grand Theft Auto: San Andreas and Grand Theft Auto V.
The development of Grand Theft Auto began on 4 April 1995 at DMA Design in Dundee. It had a protracted four-year development, which included a title change and numerous attempts to halt development; the game was titled Race'n'Chase. It was planned to be released on MS-DOS, Windows 95, PlayStation, Sega Saturn and the Nintendo 64. However, it was never released for the two latter consoles. During the development of Grand Theft Auto, many people overseeing the game's progress attempted to halt the development, which led the crew at DMA Design to have to convince them to allow them to continue. There were specific milestones planned for Grand Theft Auto, none of which were met: Development begins: 4 April 1995 Complete game design: 31 May 1995 Engine: 3 July 1995 Look and feel: 2 October 1995 First play: 3 January 1996 Alpha: 1 April 1996 End of production: 1 July 1996An original design document, dated 22 March 1995, was posted online by Mike Dailly on 22 March 2011; the author of the document credited is K.
R. Hamilton, the released version is 1.05. It contained information about elements of the game discussed in various meetings held from 23 January 1995 to the writing
A memory card, flash card or memory cartridge is an electronic flash memory data storage device used for storing digital information. These are used in portable electronic devices, such as digital cameras, mobile phones, laptop computers, tablets, PDAs, portable media players, video game consoles, electronic keyboards, digital pianos. PC Cards were the first commercial memory card formats to come out, but are now used in industrial applications and to connect I/O devices such as modems. Since 1994, a number of memory card formats smaller than the PC Card arrived, the first one was CompactFlash and SmartMedia and Miniature Card; the desire for smaller cards for cell-phones, PDAs, compact digital cameras drove a trend that left the previous generation of "compact" cards looking big. In digital cameras SmartMedia and CompactFlash had been successful. In 2001, SM alone captured 50% of the digital camera market and CF had captured the professional digital camera market. By 2005 however, SD/MMC had nearly taken over SmartMedia's spot, though not to the same level and with stiff competition coming from Memory Stick variants, as well CompactFlash.
In industrial and embedded fields the venerable PC card memory cards still manage to maintain a niche, while in mobile phones and PDAs, the memory card has become smaller. Since 2010, new products of Sony and Olympus have been offered with an additional SD-Card slot; the format war has turned in SD-Card's favor. PCMCIA ATA Type I Card PCMCIA Type II, Type III cards CompactFlash Card, CompactFlash High-Speed CompactFlash Type II, CF+, CF3.0 Microdrive CFexpress MiniCard SmartMedia Card xD-Picture Card, xD-Picture Card Type M Memory Stick, MagicGate Memory Stick. MU-Flash C-Flash SIM card Smart card UFC FISH Universal Transportable Memory Card Standard Intelligent Stick SxS memory card, a new memory card specification developed by Sandisk and Sony. SxS complies to the ExpressCard industry standard. Nexflash Winbond Serial Flash Module cards, size range 2 mb and 4 mb. Many older video game consoles used memory cards to hold saved game data. Cartridge-based systems used battery-backed volatile RAM within each individual cartridge to hold saves for that game.
Cartridges without this RAM wouldn't save progress at all. The Neo Geo AES, released in 1990 by SNK, was the first video game console able to use a memory card. AES memory cards were compatible with Neo-Geo MVS arcade cabinets, allowing players to migrate saves between home and arcade systems and vice versa. Memory cards became commonplace when home consoles moved to read-only optical discs for storing the game program, beginning with systems such as the TurboGrafx-CD and Sega-CD; until the sixth generation of video game consoles, memory cards were based on proprietary formats. Home consoles now use hard disk drive storage for saved games and allow the use of generic USB flash drives or other card formats via a memory card reader to transport game saves and other game information, along with cloud storage saving, though most portable gaming systems still rely on custom memory cartridges to store program data, due to their low power consumption, smaller physical size and reduced mechanical complexity.
Comparison of memory cards Hot swapping
An AC adapter, AC/DC adapter, or AC/DC converter is a type of external power supply enclosed in a case similar to an AC plug. Other common names include plug pack, plug-in adapter, adapter block, domestic mains adapter, line power adapter, wall wart, power brick, power adapter. Adapters for battery-powered equipment may be described as rechargers. AC adapters are used with electrical devices that require power but do not contain internal components to derive the required voltage and power from mains power; the internal circuitry of an external power supply is similar to the design that would be used for a built-in or internal supply. External power supplies are used both with equipment with no other source of power and with battery-powered equipment, where the supply, when plugged in, can sometimes charge the battery in addition to powering the equipment. Use of an external power supply allows portability of equipment powered either by mains or battery without the added bulk of internal power components, makes it unnecessary to produce equipment for use only with a specified power source.
Another advantage of these designs can be increased safety. Most AC/DC adapters were linear power supplies, containing a transformer to convert the mains electricity voltage to a lower voltage, a rectifier to convert it to pulsating DC, a filter to smooth the pulsating waveform to DC, with residual ripple variations small enough to leave the powered device unaffected. Size and weight of the device was determined by the transformer, which in turn was determined by the power output and mains frequency. Ratings over a few watts made the devices too large and heavy to be physically supported by a wall outlet; the output voltage of these adapters varied with load. Losses in the transformer and the linear regulator were considerable. Early in the twenty-first century, switched-mode power supplies became ubiquitous for this purpose. Mains voltage is rectified to a high direct voltage driving a switching circuit, which contains a transformer operating at a high frequency and outputs direct current at the desired voltage.
The high-frequency ripple is more filtered out than mains-frequency. The high frequency allows the transformer to be small; the result is a much more efficient and lighter device. Safety is ensured, as in the older linear circuit, because a transformer still provides galvanic isolation. A linear circuit must be designed for a specific, narrow range of input voltages and must use a transformer appropriate for the frequency, but a switched-mode supply can work efficiently over a wide range of voltages and frequencies. However, unless carefully designed and using suitable components, switching adapters are more to fail than the older type, due in part to complex circuitry and the use of semiconductors. Unless designed well, these adapters may be damaged by overloads transient ones, which can come from lightning, brief mains overvoltage, component degradation, etc. A common mode of failure is due to the use of electrolytic capacitors whose equivalent series resistance increases with age. Well-designed circuits pay attention to the ESR, ripple current rating, pulse operation, temperature rating of capacitors.
External AC adapters are used to power small or portable electronic devices. The advantages include: Safety – External power adapters can free product designers from worrying about some safety issues. Much of this style of equipment uses only voltages low enough not to be a safety hazard internally, although the power supply must out of necessity use dangerous mains voltage. If an external power supply is used, the equipment need not be designed with concern for hazardous voltages inside the enclosure; this is relevant for equipment with lightweight cases which may break and expose internal electrical parts. Heat reduction – Heat reduces reliability and longevity of electronic components, can cause sensitive circuits to become inaccurate or malfunction. A separate power supply removes a source of heat from the apparatus. Electrical noise reduction – Because radiated electrical noise falls off with the square of the distance, it is to the manufacturer's advantage to convert noisy AC line power or automotive power to "clean", filtered DC in an external adapter, at a safe distance from noise-sensitive circuitry.
Weight and size reduction – Removing power components and the mains connection plug from equipment powered by rechargeable batteries reduces the weight and size which must be carried. Ease of replacement – Power supplies are more prone to failure than other circuitry due to their exposure to power spikes and their internal generation of waste heat. External power supplies can be repl
NES Classic Edition
Nintendo Entertainment System: NES Classic Edition, known as Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia and Nintendo Classic Mini: Family Computer in Japan, is a dedicated video game console by Nintendo, which emulates the Nintendo Entertainment System. It launched on November 10, 2016 in Australia and Japan, November 11, 2016 in North America and Europe. Aesthetically, the console is a miniature replica of the NES, it includes a static library of 30 built-in games from the licensed NES library, supporting save states for all of them. Nintendo produced and sold about 2.3 million NES Classic Editions from November 2016 through April 2017, with shipments selling out nearly immediately. In April 2017, Nintendo announced they were discontinuing the product, leading to consumer confusion, incidents of increased pricing among private sellers. Due to the demand of the NES Classic, the success of the Super NES Classic Edition console, Nintendo re-introduced the NES Classic on June 29, 2018.
Production was discontinued again in December 2018. The NES Classic Edition is a dedicated console for emulating 30 Nintendo Entertainment System games; the console is distributed in two variations. For the non-Japanese variation, all of the games are based on their US release, running at 60 Hz and using the names by which they were released in the United States; the console's user interface supports up to eight languages, but this does not affect the language for the games themselves. Internally, the console uses an Allwinner R16 system on a chip with four ARM Cortex-A7 central processing cores and an ARM Mali 400 MP2 graphics processing unit, it includes 256 MB of DDR3 memory. For video output, the system features an HDMI connection; the controllers in the international version of the console feature the Wii Nunchuk's connector, which allows the controller to be connected to the Wii Remote for use with Virtual Console games on the Wii and Wii U. Accessories for the Wii such as the Classic Controller may be used with the NES Classic.
The controllers for the Japanese version are hardwired into the console just like in the original Famicom, so they cannot be used in conjunction with the Wii. The Famicom Mini controllers are proportioned to the size of the console, resulting in them being smaller than their North American or European counterpart, they fit into small holding slots on the side of the console. The Famicom Mini comes with two controllers; the microphone on the Player 2 controller does not work. The console uses the Linux operating system, running a new Nintendo Entertainment System emulation engine developed by Nintendo European Research & Development; the emulation included limited support for some of the memory management controllers, aka mappers, used in NES cartridges to extend the ability of the console, such as for Super Mario Bros. 3, though not all known mappers were included with the emulation engine. The emulation engine was well-received by critics and was regarded as superior in both visual and audio support when compared to the NES Virtual Console emulation on the Wii U.
A 320-page book called Playing with Power: Nintendo NES Classics, published by Prima Games, was released the same day as the console. Nintendo of America brought back the Nintendo Power Line as an automated phone hotline from November 11 to 13 as a celebration of the launch of the system. Regardless of the model or region, the microconsole included 30 built-in games in all regions. Games that had different titles in the PAL regions use their respective American monikers, such as Ninja Gaiden and Super C. From the 30 included titles, 22 are common between all regions, while the eight remaining ones are exclusive to either Japan or North America/PAL region respectively; the NES Classic Edition was first released on November 10, 2016 in Japan and Australia, November 11 in North America and Europe. With the limited supply, these initial shipments sold out immediately. Nintendo produced about 2.3 million NES Classic Editions over the next five months. By April 13, 2017, Nintendo announced it was ceasing production of the unit, with final shipments sent out within the next few days.
Nintendo's decision to stop production of the console was met with criticism due to consumer's lack of awareness of the limited availability of the console, as described below. Following the announcement of the Super NES Classic Edition, which served as a counterpart to the NES Classic Edition but for Super Nintendo Entertainment System titles, Nintendo announced that it would resume production of the NES Classic Edition in 2018. Nintendo brought renewed shipments of the system on June 29, 2018, with production of the system expected to continue throughout the year. Upon its re-release in June 2018, the NES Classic Mini sold more units than the PS4, Xbox One, the Nintendo Switch. Combined sales of the NES and SNES Classic editions by September 30, 2018 exceeded 10 million units. On December 13, 2018, Reggie Fils-Aimé affirmed that both the NES and SNES Classic Editions will not be restocked after the 2018 holiday season, nor does Nintendo anticipate producing any similar mini-console version of its other home consoles in the future.
Aside from criticism regarding the controller cord being too short as well as minor emulation glitches with sound, the NES Classic Edition has been well received. One of many "plug-n-play" consoles on
Oddworld: Abe's Oddysee
Oddworld: Abe's Oddysee is a platform video game developed by Oddworld Inhabitants and published by GT Interactive. It was released in 1997 for the PlayStation game console, computers running MS-DOS and Microsoft Windows in North America and Europe; the Game Boy version of Abe's Oddysee, retitled as Oddworld Adventures, was developed by Saffire Corporation and published by GT Interactive in 1998. An Onlive version was released in 2011. Emulated versions for the PlayStation 3 via PlayStation Network were released in 2009, 2010, 2013; the game centers on the titular Abe, a meek Mudokon slave at the RuptureFarms meat processing factory. When he discovers that he and his fellow Mudokons are to be slaughtered, Abe decides to escape and liberate as many enslaved Mudokons as he can; the player assumes the role of Abe as he attempts a perilous quest to emancipate his downtrodden people. Oddworld: Abe's Oddysee was acclaimed for having innovative gameplay, good art direction and engaging cutscenes, it was the first game in the planned five-part Oddworld series, which includes the direct sequels Abe's Exoddus, Munch's Oddysee and Stranger's Wrath.
A remake of the game, titled Oddworld: New'n' Tasty!, was developed by Just Add Water and released via digital distribution in 2014. Abe's Oddysee is a two-dimensional platform game in which players take control of the character Abe, to travel across separate screens: solving puzzles, navigating obstacles, avoiding enemies. Abe will die if attacked by an enemy, touched by an obstacle, dropped from too great a height, or holding a grenade for too long, respawning at the last checkpoint; as well as jumping to navigate areas and crouching to roll under obstacles, Abe can break into a run to jump over large gaps or escape enemies, or tiptoe to avoid disturbing enemies, adding a limited stealth element to the game. Abe can use throwable objects such as meat, rocks or grenades to bypass enemies or destroy obstacles, though grenades have a timer and, as explained, will blow up Abe if he holds one for too long. Abe can only use this in safe areas. Flying orbs in certain areas prevent Abe's telepathy by zapping him.
Once Abe possesses a Slig, Abe can use them to attack other enemies and activate mechanisms dangerous to himself, can destroy them. Abe's body is immobile and vulnerable whilst possessing someone else, whereas if his host is killed, control will return to Abe's body. Along the way, the player will encounter other Mudokons. By holding down the GameSpeak button and pressing various commands, Abe can command them to follow him, stay put, activate mechanisms, as well as praise or scold them. Sometimes Abe will have to go through certain procedures to persuade a certain Mudokon, such as responding to whistles. Mudokons can be rescued by safely leading them past traps and enemies to bird portals, which can be activated by chanting. If the player rescues at least 50 Mudokons during the course of the game, Abe survives the ending. Throughout the game, Abe is attacked by Sligs and Paramites. Sligs can not see through dark areas. Elums are bipedal creatures that Abe can ride and communicate with by GameSpeak, although they will be distracted by dripping honey.
Late in the game, Abe gains the ability to transform into a demigod'Shrykull', which can eviscerate all on-screen enemies. Abe can use this ability once after rescuing a certain amount of Mudokons at the same time. Abe's Oddysee includes only four named characters, many anonymous slaves and guards; the protagonist of the game is Abe, a Mudokon slave worker born into captivity and ignorant of his people's rich history and culture. Abe is described as a "klutz". During his adventure, Abe is joined by the Elum: a loyal assistant. Abe and Elum were envisioned as beginning Abe's Oddysee together, living off the land until thrust into an industrial factory. A mentor enters the story in Big Face, the shaman of the Mudokon people, who wears a large wooden mask from which his name is derived, he saves Abe from death and sets him to rescue his compatriots and face the trials of the Monsaic Lines, before freeing the eventual dozens of freed slaves. The primary antagonist of the game is Molluck the Glukkon, the ruthless chief executive officer of the meat-packing factory titled RuptureFarms.
Because Molluck's business empire is failing in decline of the wildlife whose meat he sells, Molluck decides to use his Mudokon slave population in his food products. Abe's Oddysee begins with the eponymous protagonist as a prisoner in RuptureFarms, from which he narrates his story, he and many other Mudokons are slaves to Molluck the Glukkon, the owner of RuptureFarms: "the biggest meat-processing plant on Oddworld". Abe is a contented floor-waxer First Class and Employee of the Year. At the time of the story, the ingredients of the corporation's three major "Tasty Treats" are running out, with the Meeches extinct. While working late, Abe overhears Molluck's plan to use the Mudokon slaves as meat products called "Mudokon Pops!", which frightens Abe into escaping from the factory. Outside RuptureFarms and the surrounding Free-Fire Zone, Abe sees a moon with its face in the shape of a Mudokon ha