The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth-generation console is the successor to the Nintendo 64, designed to compete with Sony's PlayStation 2 and Microsoft's Xbox; the GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in the miniDVD format and the system was not designed to play full-sized DVDs or audio CDs, unlike its competitors, focused on gaming instead; the console supports online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller. The GameCube uses composite video cables to display games on the television; the models produced before May 2004 had the ability to use digital component AV cables and progressive scan and a second serial port.
The nameplate on the top of the console with the words "Nintendo GameCube" could be removed. This model was known as DOL-001. All those features were removed in GameCube consoles produced between 2004-2007; the newer model had firmware that disabled Action Replay cheats and cheat codes and the disc-reading laser was improved in many ways, though it did not last as long. The newer model came with a 48-watt AC adapter to power the console, while the original was 46 watts. Reception of the GameCube at the time was positive; the console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before the console was discontinued in 2007. Its successor, the seventh-generation Wii, was released in November 2006. In 1997, a graphics hardware design company called ArtX was launched, staffed by twenty engineers who had worked at SGI on the design of the Nintendo 64's graphics hardware.
The team was led by Dr. Wei Yen, SGI's head of Nintendo Operations, the department responsible for the Nintendo 64's fundamental architectural design. Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor of Nintendo's sixth-generation video game console bearing the early internal code name of "N2000". At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin", the successor to the Nintendo 64. Subsequently, Nintendo began providing development kits to game developers such as Rare and Retro Studios. Nintendo formed a strategic partnership with IBM, who created the Dolphin's CPU, named "Gekko". ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had been completed by ArtX and was not overtly influenced by ATI. In total, ArtX team cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000.
Of ATI's acquisition of ArtX, an ATI spokesperson said, "ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture."The console was announced as the GameCube at a press conference in Japan on August 24, 2000, abbreviated as "NGC" in Japan and "GCN" in North America. Nintendo unveiled its software lineup for the sixth-generation console at E3 2001, focusing on fifteen launch games, including Luigi's Mansion and Star Wars Rogue Squadron II: Rogue Leader. Several games scheduled to launch with the console were delayed, it is the first console in the company's history not to accompany a Super Mario platform game at launch. Long before the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer Factor 5 had experimented for its launch games. An interview quoted Greg Thomas, Sega of America's VP of Development as saying, "What does worry me is Dolphin's sensory controllers because there's an example of someone thinking about something different."
These motion control concepts would not be deployed to consumers for several years, until the Wii Remote. Prior to the GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance, a handheld game console and successor to the original Game Boy and Game Boy Color; as a result, several games destined for the Nintendo 64 console were postponed in favor of becoming early releases on the GameCube. The last first-party game in 2001 for the Nintendo 64 was released in May, a month before the Game Boy Advance's launch and six months before the GameCube's, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would provision future connectivity between it and the Game Boy Advance. Certain games, such as The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, can use the handheld as a secondary screen and controller when connected to the console via a link cable. Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at its E3 2001 reveal.
The goal was to distinguish itself from the competition as an entertainment company. Advertisements push the slogan, "Born to Play", video game commercials feature a rotating cube animation that morphs into a GameCube logo and ends with a voice whisperin
Mega Man Battle Network 5
Mega Man Battle Network 5 is a video game developed by Capcom for the Game Boy Advance and Nintendo DS handheld game consoles. It is the fifth game in the Mega Man Battle Network series, the first Mega Man game to be released on the Nintendo DS. Battle Network 5 comes in three different versions: Team ProtoMan and Team Colonel, both for the Game Boy Advance, which have similar gameplay but different supporting characters and stories, Mega Man Battle Network 5: Double Team DS for the Nintendo DS, which includes the content from both games as well as extra content. Gameplay in Mega Man Battle Network 5 in this game is similar to that of its predecessors; the intrepid youngster Lan Hikari and his sentient computer program, MegaMan. EXE, must work to defeat the once-again-revived Nebula crime syndicate. Lan explores interacts with people and places there; when Lan plugs his PET, a handheld computer, into a computer with an interface jack, he can upload Mega Man to the cyber network. In that network, Mega Man can explore, but he's threatened by viruses.
When Mega Man encounters viruses, the screen shifts to a battle screen, set on a six by three square grid. On the left half of the grid is Mega Man, on the other half are his opponents. Mega Man has a weak arm cannon, the MegaBuster, but his main weapon is Lan's library of battle chips, one-use-per-battle special attacks which grant various abilities, including simple attacks, attack enhancements, defensive effects, terrain transmogrification, or assistance from other Navis. Before battle, the player can construct a folder consisted of thirty battle chips, each turn of a battle, the player is presented with a random selection of these chips; the player can send Mega Man up to five battle chips, after which the battle takes place in real time, with MegaMan, controlled by the player, attacking with his MegaBuster, dodging attacks, or activating battle chips from his queue. Mega Man joins a team led by Mega Man's rivals Chaud and ProtoMan. EXE or new characters Baryl and Colonel. EXE, the members of this team assist MegaMan in various ways.
Mega Man can take on the attributes of one of his teammates with a Soul Unison. The team plays its largest role in Liberation missions, wherein Mega Man and the rest of his team enter a part of the Nebula-controlled Internet to free the area via a time-limited battle with a group of viruses. New to Mega Man Battle Network 5 are Dark Chips, super-powerful chips. While they appeared randomly in Mega Man Battle Network 4 when Mega Man was badly damaged, they are much more like normal battle chips in this game, in that they can be added to the battle chip folder like any other chip, their extra power comes with a price: Mega man will no longer be able to achieve Soul Unison, every time Mega Man uses a Dark Chip, he loses one point from his maximum hit points permanently. He can, use a Dark Chip for a Soul Unison. While using this effect doesn't cause HP loss, it has to be done with careful timing, as charging with poor timing causes the Chaos Unison to end and an invincible, evil version of Mega Man to join the viruses and attack Mega Man for a short period of time using random battlechips.
Much like previous games in the series, Game Boy Advance copies of Mega Man Battle Network 5 can connect using the Game Boy Advance link cable, to battle head-to-head or to trade battle chips. Lan Hikari and his friends, Dex and Yai, are called to SciLab headquarters for the revelation of the latest research project Yuichiro, Lan's father, has been working on. Before he can reveal it to them, mysterious agents take over SciLab, subduing everyone with sleeping gas, kidnapping Yuichiro, stealing the PETs of Lan's friends. However, Lan was in a different section of the lab and avoids being discovered or having his PET stolen; these agents turn out to be working for Dr. Regal and his crime syndicate Nebula, which has returned after being defeated in Mega Man Battle Network 4. Nebula subsequently takes over the internet with an army of viruses and Darkloids, Navis that use dark powers and Dark Chips. While investigating a disturbance at SciLab, Lan meets either Chaud or Baryl, who recruit him to begin forming an elite team of Navis to fight against Nebula's control.
In a series of scenarios identical between games, Lan meets up with other powerful operators and recruits them and their Navis. Through the teamwork of the group, the internet is liberated area by peace restored. However, the occupation of the internet was a diversion by Nebula while they searched for "The Hikari Report," a research project by Lan's grandfather Dr. Hikari. Starting with a clue from an encrypted message on Yuichiro's lab computer and Mega Man discover VisionBursts hidden in the net, digital snapshots of the real world in the past. By piecing together clues left by Dr. Hikari in these areas, they discover he hid the Hikari Report in one of the VisionBursts, but Regal finds it first and claims it; the Hikari Report are a research project undertaken by Hikari and Dr. Wily to create SoulNet, an internet network connecting the minds and souls of humans and Navis across the world; the two were unable to finish their research. Regal intends to unleash Nebula Grey, a program of
Mega Man Battle Network 2
Mega Man Battle Network 2 is a video game developed by Capcom for the Game Boy Advance handheld game console. It is the second game of the Mega Man Battle Network series, it was released in 2002 in America and Europe. The story of the game starts after the events of Mega Man Network Transmission, it was released on the Wii U's Virtual Console in Japan on November 12, 2014 and in North America on January 8, 2015. The general gameplay is identical to that of the original Mega Man Battle Network game. However, Battle Network 2 introduces several new concepts. In terms of health, Mega Man no longer heals and automatically after each battle. Furthermore, the game introduces the SubChip, a device similar in basic concept to a battle chip but one that can only be activated outside of battle. Where in the original, a player had only one chip folder, Battle Network 2 introduces the possibility of alternate active folders, allowing players to customize their range of possible attacks to conform to multiple situations.
Notably, chips used in one active folder are not available for the construction of a second though only one folder may be used at any given time. Up to three folders can be found in this game, all are customizable; as in the previous game, folders may have up to five Navi chips each and only five of the same kind of any chip. Aside from the addition of new Battle Chips in general, Battle Network 2 expanded the old chip code system, limited only to the alphabet; some Chips could occur with an asterisk as their code letter, a wild card symbol meaning the Chip can be used with any other Chip. This game is the only Battle Network game. There are now 250 chips possible in single player mode, with chips 251-260 possible only via NetBattling, chip #261 earned when the player completes Hard Mode. Players can now earn up to five stars on the title screen by completing major tasks in the game. Additionally, players may access NetSquares in the game; these places serve as a sort of Town Square for NetNavis and their operators to relax, buy supplies, exchange information.
One final change was the replacement of the old armor system, which only affected damage received, with a style system that affects damage received, attack damage, physical appearance, among other benefits. During the course of the game MegaMan may take on one of five Styles, each of which will be aligned with one of four elements, he can change out when not battling. Starting with Battle Network 2, anytime a chip trader is used, the game will automatically save when the player receives their new chip; this is to prevent the player from cheating by soft resetting without saving until the chip trader gives out a desirable chip, possible in the first game. Another chip trader tradition that starts with this game and continues on for the remainder of the series is that there is one ten chip trader that will appear only upon completing Story Mode, gives out the best chips of all the chip traders. Three months following the events of Mega Man Battle Network, the story opens with the world in a time of peace following the defeat of the organization known as the WWW.
However, NetCrime, as perpetrated by a NetMafia organization known as Gospel, is on the rise. Once again Lan Hikari and his NetNavi MegaMan become involved and work to defeat Gospel’s plot to destroy society. NetNavis Operators are given the chance to become City NetBattlers, a lesser form of an Official NetBattler, which Lan does, allowing him to travel around the world, both in cyberspace and in real life. In doing so, Lan befuddles Gospel’s attempts to collect four powerful computer programs, called SuperPrograms, on numerous occasions. However, Gospel is successful and uses these programs, in combination with computer bugs, to construct a SuperNavi of immense power; this Navi is a duplication of Bass, who appeared in the original game as a hidden boss and who plays a larger role in games. However, after fighting Megaman the Bass copy destabilized and transformed into a gigantic, wolf-shaped super Multi-bug Organism that resembles the sixth game's Gregar; the energy needed to create this Navi causes unusual radiation, blending the Net and the real world together.
This radiation paralyzes Lan making him incapable of operating MegaMan, however the latter puts the two into full synchronization so that Lan may control MegaMan by thought and emotion, similar in concept to the final confrontation of the original game. During the final battle it is revealed that the leader of Gospel is Sean Obihiro, a child who felt neglected by and resentful of society after his parents died in a plane crash. After defeating the Multi-bug Organism Gospel, Lan promises to be the boy’s friend after he has paid for his crimes. After the credits, Bass is seen destroying copies of himself, shows anger toward the human that made them, he swears he'll exact his revenge on the humans and disappears. Mega Man Battle Network 2 sold 124,349 units in Japan during 2001 and has been listed by Dengeki Online as the 91st best-selling video game in the region for that year. Famitsu sales data showed that the game was the 30th best-selling game of 2002 with a tot
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.
Mega Man Network Transmission
Mega Man Network Transmission, known in Japan as Rockman EXE Transmission, is a video game developed by Arika and published by Capcom and ShoPro Entertainment for the Nintendo GameCube console. The game was first released in Japan on 6 March 2003, in North America and PAL regions the following June. Network Transmission is part of the Mega Man Battle Network series, which originated on the Game Boy Advance handheld. Taking place one month after the events of the first Megaman Battle Network game, the plot follows the protagonist Lan Hikari and his online avatar MegaMan. EXE in their fight against the "WWW" organization and its attempt to unleash and spread the infectious "Zero Virus" into cyberspace; the player controls MegaMan through a set of levels that require actions such as jumping and shooting, as well as the use of special "Battle Chips" that grant the player various combat and movement abilities. Network Transmission combines action and platforming gameplay elements from older Mega Man games with the strategy and role-playing elements as defined by the Battle Network series.
The development team's intent was to meld these attributes into a home console title that would appeal to the young gamer audience that they found with the GBA series. Critical reception for Network Transmission has been average reviews. Although it received some positive remarks for its Battle Chip gameplay, many critics have complained that the game features a high or unbalanced difficulty level; the game's sound and its combination of 2D and 3D cel-shaded graphics have been met with varied opinions. The storyline of Megaman Network Transmission takes place during the first decade of the 21st century, one month after the original Megaman Battle Network. Following the defeat of the "Life Virus", the ultimate weapon of Dr. Wily and the "WWW" organization, Lan Hikari and his network navigator MegaMan. EXE return to a life of ease. However, no sooner does Lan begin to relax when he hears of a mysterious and destructive computer virus called the "Zero Virus" that infects Navis and causes mayhem via his personal information terminal e-mail.
Lan has other qualms to deal with however. EXE being trapped in the internet. MegaMan goes finding an infected FireMan. EXE as the cause of trouble. Defeating him, the duo talk to FireMan's operator, Mr. Match, learn of the vaccine being distributed to amend the Zero Virus is doing just the opposite, having caused FireMan to go berserk. Confirming this with Lan's father, Dr. Yuichiro Hikari, the two set out to search for the cure of the problem, finding many situations of pragmatic Navis infected and causing mayhem. Stopping all of them and returning them to their respective operators, the two discover more clues leading to the remnants of the WWW, it is revealed. EXE has been distributing the virus. After defeating StarMan, MegaMan and Lan engage in a climatic battle against the powerful super virus Zero himself. However, at the conclusion of the battle, just as the finishing blow is about to be delivered to Zero, the heroes discover he is not evil. Lan's father transforms him into a full-fledged Navi.
However, their happiness is short-lived as a former member of the WWW named "Professor" reveals this was all part of his scheme to revive the dreaded Life Virus. Analyzing clues, MegaMan and Lan engage and defeat the second Life Virus and use Zero's observation powers to bring the Professor to justice. There is dialogue at the end of the game between ShadowMan. EXE and his operator Mr. Dark, leading the plot into the next chronological installment, Mega Man Battle Network 2. Megaman Network Transmission incorporates aspects of action and platforming games similar to other Mega Man series, while retaining the strategy and role-playing elements of the Battle Network series; the player takes control of the protagonist Lan within the game's real world and his NetNavi MegaMan. EXE within its internet. Unlike previous games in this series, Lan is restricted from moving location to location. Instead, the player uses a map screen with points of interest to travel to different levels. Levels are opened up as the player progresses through the game, with a slight emphasis on linear progression, although MegaMan can move off-path at times.
Levels end in a boss battle with another NetNavi. Combat takes place in real-time, with MegaMan given the ability to jump, fire his default arm cannon, dodge enemy attacks on a two-dimensional plane. Special abilities called "Battle Chips" are provided through a "Custom Bar" that fills at the top of the screen; when the bar is full, the player can select up to five Battle Chips, which are provided from a folder of player-selected chips. Ten random chips are available. Battle Chips are used for dealing large amounts of damage to enemies and restoring the player's health, summoning other Navi's to MegaMan's aid, for some platforming abilities. Certain chips can be combined to be more effective. Although Battle Chips are limited in quantity, they can be picked up from deleted enemies or can be purchased at shops when not exploring the internet; as in previous Battle Network games, items that upgrade MegaMan's maximum health, firing power, other attributes can be accessed. Megaman Network Transmission was developed by Arika, who had worked on the Street Fighter EX series, a 3D polygon rendition of publisher Capcom's traditionally 2D fighting series.
Producer Keiji Inafune revealed in an interview with Dengeki that after a string of PlayStation rel
Japan is an island country in East Asia. Located in the Pacific Ocean, it lies off the eastern coast of the Asian continent and stretches from the Sea of Okhotsk in the north to the East China Sea and the Philippine Sea in the south; the kanji that make up Japan's name mean "sun origin", it is called the "Land of the Rising Sun". Japan is a stratovolcanic archipelago consisting of about 6,852 islands; the four largest are Honshu, Hokkaido and Shikoku, which make up about ninety-seven percent of Japan's land area and are referred to as home islands. The country is divided into 47 prefectures in eight regions, with Hokkaido being the northernmost prefecture and Okinawa being the southernmost one; the population of 127 million is the world's tenth largest. 90.7 % of people live in cities. About 13.8 million people live in the capital of Japan. The Greater Tokyo Area is the most populous metropolitan area in the world with over 38 million people. Archaeological research indicates; the first written mention of Japan is in Chinese history texts from the 1st century AD.
Influence from other regions China, followed by periods of isolation from Western Europe, has characterized Japan's history. From the 12th century until 1868, Japan was ruled by successive feudal military shōguns who ruled in the name of the Emperor. Japan entered into a long period of isolation in the early 17th century, ended in 1853 when a United States fleet pressured Japan to open to the West. After nearly two decades of internal conflict and insurrection, the Imperial Court regained its political power in 1868 through the help of several clans from Chōshū and Satsuma – and the Empire of Japan was established. In the late 19th and early 20th centuries, victories in the First Sino-Japanese War, the Russo-Japanese War and World War I allowed Japan to expand its empire during a period of increasing militarism; the Second Sino-Japanese War of 1937 expanded into part of World War II in 1941, which came to an end in 1945 following the Japanese surrender. Since adopting its revised constitution on May 3, 1947, during the occupation led by SCAP, the sovereign state of Japan has maintained a unitary parliamentary constitutional monarchy with an Emperor and an elected legislature called the National Diet.
Japan is a member of the ASEAN Plus mechanism, UN, the OECD, the G7, the G8, the G20, is considered a great power. Its economy is the world's third-largest by nominal GDP and the fourth-largest by purchasing power parity, it is the world's fourth-largest exporter and fourth-largest importer. Japan benefits from a skilled and educated workforce. Although it has renounced its right to declare war, Japan maintains a modern military with the world's eighth-largest military budget, used for self-defense and peacekeeping roles. Japan is a developed country with a high standard of living and Human Development Index, its population enjoys the highest life expectancy and third lowest infant mortality rate in the world, but is experiencing issues due to an aging population and low birthrate. Japan is renowned for its historical and extensive cinema, influential music industry, video gaming, rich cuisine and its major contributions to science and modern technology; the Japanese word for Japan is 日本, pronounced Nihon or Nippon and means "the origin of the sun".
The character nichi means "sun" or "day". The compound therefore means "origin of the sun" and is the source of the popular Western epithet "Land of the Rising Sun"; the earliest record of the name Nihon appears in the Chinese historical records of the Tang dynasty, the Old Book of Tang. At the end of the seventh century, a delegation from Japan requested that Nihon be used as the name of their country; this name may have its origin in a letter sent in 607 and recorded in the official history of the Sui dynasty. Prince Shōtoku, the Regent of Japan, sent a mission to China with a letter in which he called himself "the Emperor of the Land where the Sun rises"; the message said: "Here, I, the emperor of the country where the sun rises, send a letter to the emperor of the country where the sun sets. How are you". Prior to the adoption of Nihon, other terms such as Yamato and Wakoku were used; the term Wa is a homophone of Wo 倭, used by the Chinese as a designation for the Japanese as early as the third century Three Kingdoms period.
Another form of Wa, Wei in Chinese) was used for an early state in Japan called Nakoku during the Han dynasty. However, the Japanese disliked some connotation of Wa 倭, it was therefore replaced with the substitute character Wa, meaning "togetherness, harmony"; the English word Japan derives from the historical Chinese pronunciation of 日本. The Old Mandarin or early Wu Chinese pronunciation of Japan was recorded by Marco Polo as Cipangu. In modern Shanghainese, a Wu dialect, the pronunciation of characters 日本; the old Malay word for Japan, Japun or Japang, was borrowed from a southern coastal Chinese dialect Fukienese or Ningpo – and this Malay word was encountered by Portuguese traders in Southeast Asia in the 16th century. These Early Portuguese traders brought the word
Mega Man Battle Network (video game)
Mega Man Battle Network is a video game developed by Capcom for the Game Boy Advance handheld console. It is the first title of the Mega Man Battle Network series of games, it was released in Japan as a GBA launch game on March 21, 2001 and was released that year in North America and Europe. It was released via the Wii U Virtual Console in Japan on July 9, 2014, in Europe on July 24, 2014, in North America on July 31, 2014. Battle Network takes place during the 21st century in a world where society and everyday life is driven by the internet. Users are able to interact with and explore nearly any electronic device using advanced, online avatars called "NetNavis"; the game follows a young boy named his NetNavi MegaMan. EXE as they solve a series of crimes instigated by the "WWW" organization. Rather than share the platform gameplay of its predecessors, Battle Network is a tactical role-playing game in which the player controls Lan in the game's outside world and MegaMan. EXE in its virtual world.
Battles take place in real-time. Battle Network was created amidst the rise of collectible card games, as shown by its collectible Battle Chips that are used to create "Folders". According to producer Keiji Inafune, the development team wanted Battle Network to identify with younger gamers by creating a setting resembling the real world and a gameplay model that mixes traditional action and RPG elements. Battle Network received positive reviews from critics, its unconventional combat system was given significant praise and its presentation was well-regarded. However, its storyline was met with mixed opinions; the game was followed by a number of spin-off titles, as well as other media. Mega Man Battle Network is set in an ambiguous year in the 21st century in an alternate reality to the original Mega Man series. Within the world of Battle Network, the Net has become humanity's primary means of communication and crime. Users are able to "jack in" to the Net and other computerized devices, explore their various aspects using program avatars called "NetNavis" as if they were physical locations.
The Net and the inner workings of computers are displayed as a virtual world with which computer programs of all varieties, as personified in a humanoid form, can interact. Users do so by accessing their NetNavis via a "PET" device; the plot of Mega Man Battle Network follows Lan Hikari and his NetNavi MegaMan. EXE. Lan is a fifth grader in the town of ACDC, his father, Dr. Yuichiro Hikari, is one of the world's top scientists and NetNavi researchers. Not long into the story and MegaMan. EXE take it upon themselves to solve various criminal cases around ACDC involving other Navis and their operators; some of the confrontations with the various criminals involve desperate, life-threatening situations including a bus rigged to explode, oxygen being cut off at a large party, the entire city's clean water freezing, school students being re-educated as mindless slaves. The duo continuously crosses paths with Eugene Chaud, an official "NetBattler" commissioned by the government to investigate crimes on the Net.
Chaud and his NetNavi ProtoMan. EXE act as rivals to MegaMan. EXE; the protagonists learn that the criminals are all connected to an organization called the "WWW". The WWW intentionally infects computer networks with computer viruses so as to hinder their normal operations and hack vital information; the group is led by a former colleague of Lan's grandfather. While working together, Wily had specialized in robotics while Lan's grandfather specialized in networks, which led to NetNavis; the government cut Wily's funding. Wily's goal throughout the game is to collect four super programs with which the "LifeVirus" may be constructed; the LifeVirus is a nearly indestructible virus capable of wiping out the Net and all associated devices. The protagonists infiltrate MegaMan. EXE becomes disabled. Chaud gives Lan a batch file from Dr. Hikari to restore his Navi. After receiving the file "Hub.bat", Lan questions his father about the name. It is revealed the MegaMan. EXE is a unique Navi made by Lan's father.
When Lan's twin brother, died at a young age, Dr. Hikari transferred Hub's consciousness into the NetNavi MegaMan. EXE; this created a special physical and virtual bond between the two brothers. In the end and MegaMan. EXE manage to defeat Wily, destroy the LifeVirus, restore peace to ACDC. Unlike the previous action-platformer entries of the Mega Man franchise, Mega Man Battle Network is a real-time tactical RPG. To progress through the game the player must alternately navigate the outside world as Lan Hikari and the Net as MegaMan. EXE, each containing certain tasks that must be completed to allow advancement in the other. Controlling Lan, the player may travel around the world map, interact with non-player characters, check email, purchase items, initiate Net missions, or speak with MegaMan. EXE through his PET. In contrast with traditional Mega Man entries in which battle and movement through the levels happen in the same setting, Battle Network's combat occurs only through by battling computer viruses within the Net.
This cyber world is represented by a series of branching nodes, where MegaMan. EXE can travel to both new and visited locations and purchase items, fight viruses. Battles do not appear on the field screen of the Net bu