Gate Keepers is a role-playing video game for the PlayStation. The game was adapted into a manga series written by Hiroshi Yamaguchi and drawn by Keiji Gotoh and an anime series produced by Gonzo, first aired on April 3, 2000. A six episode original video animation sequel, Gate Keepers 21, was released in 2002; the main characters in the OVA sequel were the next generation of Gate Keepers. All Gate Keepers series follow the same basic premise and share most of their characters, with some major discrepancies. A character from the game, Francine Allumage is absent from the anime. Another character from the game Misao Sakamori, was replaced in the anime with the new original character Megumi Kurogane; the story is set in 1969, a period of time in which Japan is experiencing intense economic and social development after the end of World War II in 1945. Unbeknownst to humans, alien/interdimensional beings have emerged with plans to take over the world by sending numerous agents to wreak havoc in cities, turning people into robotic minions.
They are referred to as "Invaders". In an attempt to confront the Invaders and defend the planet, an elite but secret organization of peace-keepers called the Alien Exterminating Global Intercept System, was set up with special funding from the government, they rely on the ability of "Gate Keepers", who have the power to open dimensional "gates" of a paranormal energy that give them their superpowers. These superpowers are the only weapons. Although A. E. G. I. S. has branches around the world, the series focuses on the Far East division in Japan. The headquarters of the Far East branch of A. E. G. I. S. Lies beneath Tategami High School, a facade created by the organization to mask the active recruitment of new Gate Keepers. Since many of the candidates were High School students, the location allowed the agents to be enrolled in school and be available for a mission at a moment's notice. Names with asterisks indicates an anime-only character. Shun Ukiya Voiced by: Takahiro Sakurai. Shun discovers that he has the ability to open the Gate of Gales in a chance encounter with an Invader attack near his hometown, where he meets fellow Gate Keeper and childhood friend, Ruriko Ikusawa.
He is subsequently invited to join A. E. G. I. S. After discovering the existence of Invaders and of A. E. G. I. S. Skills he developed after discovering his Gate includes'Ultra Senpuu Kiri' and'Shinkuu Missile', its revealed near the end of the tv series that he has secretly held romantic feelings for Ruriko since childhood. They become a couple at the end of the TV Series, his Gate is considered to be among the most powerful Gates to have been discovered. It's revealed that he inherited the Gate of Wind from his father, his Gate color is blue. Ruriko Ikusawa Voiced by: Ayako Kawasumi. E. G. I. S. and controls the Gate of Life. Ruriko is the unhappy bearer of the nickname'Rurippe', which Shun relates it to her childhood appearance as the one who always has a runny nose. Viewed as a model student and an active participant in school activities, Ruriko only snaps when Shun uses her nickname in public, her original ability involves a healing light and she utilizes it for combat through the materialization of a bow and arrow.
She is taken by Reiji Kageyama and is convinced to hate others, thus changing her Gate into the Minus Gate of Genocide. When she discovers that her secret love for Shun is reciprocated, her hatred fades and restores her Gate of Life, she and Shun become a couple at the end of the TV Series. Her Gate color is yellow. Reiko Asagiri Voiced by: Mayumi Iizuka, her ability to create illusions while playing music does not go unnoticed by Invaders, who suffer intense agony when they hear her melodies. She is the only Gate Keeper other than Shun Ukiya who has operated the prototype Unit 00 Gate Robo, the only one to pilot a jet aircraft. But, she utilizes any keyboard musical instrument as a weapon. In the final episodes, after seeing one of her comrades getting hit, she snapped, unleashing the full force of her Gate's powers, her Gate color is pink. Kaoru Konoe Voiced by: Naoko Takano, she awoke her own Gate of Close Combat, which increases her natural physical abilities to insane proportions, to create such a logic defying world record for sprinting that it was revoked.
She jumped at the chance to join A. E. G. I. S. So that she could use her abilities without restraint, to'steal Shun from Ruriko', she wears her PE uniform. Her skills include'Kaoru Punch' a
Atlus Co. Ltd. is a Japanese video game developer and distribution company based in Tokyo, a subsidiary of Sega. It is best known for developing the Megami Tensei, Etrian Odyssey and Trauma Center series, its corporate mascot is Jack Frost, a snowman-like enemy from their Shin Megami Tensei series. Atlus was established in April 1986, existed until the company was dissolved in October 2010 by Index Holdings. After the dissolution, the name Atlus continued as a brand used by Index Corporation for video game publishing until 2013. Atlus in its current incarnation was founded as Sega Dream Corporation in September 2013, a new shell corporation established by Sega. In November 2013, Sega Dream was renamed Index Corporation, following the bankruptcy of the original Index Corporation. In April 2014, Sega implemented a corporate spin-off in which the contents and solution businesses of Index were spun off as Index Corporation, while the rest of Index Corporation was renamed Atlus; the company has two internal divisions, P-Studio, responsible for managing the Persona series, Studio Zero, established in 2016 by many former members of P-Studio.
A North American branch of the company, Atlus USA was founded in 1991 in order to focus on publishing and localizing games for North America. Until 2017, Atlus did not have an office for publishing in PAL regions, resulting in the company partnering with multiple third-party publishers instead, such as Ghostlight, NIS America, Square Enix, Deep Silver. Atlus began in April 7, 1986 as a video game developer of computer games for other companies. In January 1987, Atlus started selling amusement equipment, it expanded into the sale of karaoke equipment in March 1989. Atlus released the first video game under its own name in 1989: Puzzle Boy for the Game Boy. Atlus started in the arcade industry in the 1990s by manufacturing its first arcade video game, BlaZeon, in 1992. In 1995, Atlus launched Print Club Arcades in partnership with Sega. Atlus entered the Tokyo Stock Exchange in 1997, listing on the JASDAQ. In its goal to further increase its presence in the amusement industry, Atlus acquired the manufacturer Apies from Yubis Corporation in 1999.
In 2000, Atlus formed a joint venture with Kadokawa Shoten to distribute and sell games. Atlus suffered from deficit financial results in both 1999 and 2000. To address the issue, Atlus established a management reform plan in 2001. In its restructuring efforts, Atlus sold two subsidiaries to their respective employees as part of a management buyout. On October 2001, Atlus acquired Career Soft, became the sole publisher of the Growlanser series: a real-time strategy role-playing game from the creators of the Langrisser series. In 2004, after the release of Growlanser IV, the majority of Career Soft's staff was merged into the main development team of Atlus where they worked on the Shin Megami Tensei: Devil Survivor games; as a developer brand, Career Soft was dissolved. On October 2003, Japanese toy company Takara acquired Atlus. On 21 November 2006 Index Holdings announced the acquisition of Atlus, effective on 30 October, purchased 7.7 million shares on 20 November 2006. Atlus became an Index Holdings subsidiary on 29 November 2006.
On March 2009, Atlus and Sting Entertainment announced a publishing partnership making Atlus the only publisher of Sting-developed games in Japan. On 17 September 2009, Index Holdings announced the separation of Atlus' amusement facility and related business into a subsidiary, New Entertainment Waves, effective on 1 December. One hundred seventy-two shares of the subsidiary's stock were transferred to Chushoukigyou Leisure on 1 December. On 30 August 2010, Index Holdings announced its merger with Atlus, with Index Holdings being the surviving company, effective on 1 October. After the merger, Index Holdings would continue to operate the Atlus brand. Although fans were concerned about the company's future, CEO Shinichi Suzuki said that Atlus would continue to provide the "finest quality game experiences possible" and the merger "further strengthens the foundation of Atlus, both in Japan and here in the United States." On 9 November 2010 Index Holdings announced its renaming to Index Corporation, to be confirmed at the shareholders meeting on 25 November 2010 and effective on 1 December.
From 2010 to 2013, Atlus, as a company, ceased to exist and its name became a brand of Index Corporation for video games in Japan. However, Atlus USA remained active and was renamed Index Digital Media, serving as the North American subsidiary for Index Corporation. Much like in Japan, video games continued to be released in that region under the Atlus name during this period. In June 2013, it was reported that Index Corporation filed for civil rehabilitation proceedings, facing bankruptcy with debts of ¥24.5 billion. An Atlus USA spokesperson said that Index Digital Media and the Atlus brand were unaffected by the proceedings. On 18 September 2013, it was reported that Sega Sammy Holdings won a bid to acquire the bankrupt Index for ¥14 billion. All Index operations, including the Atlus brand and Index Digital Media, were transferred to Sega Dream Corporation on 1 November 2013; that day, Sega announced that it would change the name of Sega Dream Corporation to Index Corporation. On 18 February 2014, Sega announced the separation of Index Corporation's contents and solution businesses into a new subsidiary, Index Corporation, renaming the old Index Corporation and its remaining digital game business division to Atlus effective 1 April 2014.
The new Atlus would include the foreign subsidiary, Index Digital Media, which would revert its name ba
Steampunk is a subgenre of science fiction or science fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-powered machinery. Although its literary origins are sometimes associated with the cyberpunk genre, steampunk works are set in an alternative history of the 19th century's British Victorian era or American "Wild West", in a future during which steam power has maintained mainstream usage, or in a fantasy world that employs steam power; however and Neo-Victorian are different in that the Neo-Victorian movement does not extrapolate on technology while technology is a key aspect of steampunk. Steampunk most recognizably features anachronistic technologies or retrofuturistic inventions as people in the 19th century might have envisioned them, is rooted in the era's perspective on fashion, architectural style, art; such technology may include fictional machines like those found in the works of H. G. Wells and Jules Verne, or of the modern authors Philip Pullman, Scott Westerfeld, Stephen Hunt, China Miéville.
Other examples of steampunk contain alternative-history-style presentations of such technology as steam cannons, lighter-than-air airships, analogue computers, or such digital mechanical computers as Charles Babbage's Analytical Engine. Steampunk may incorporate additional elements from the genres of fantasy, historical fiction, alternate history, or other branches of speculative fiction, making it a hybrid genre; the first known appearance of the term steampunk was in 1987, though it now retroactively refers to many works of fiction created as far back as the 1950s or 1960s. Steampunk refers to any of the artistic styles, clothing fashions, or subcultures that have developed from the aesthetics of steampunk fiction, Victorian-era fiction, art nouveau design, films from the mid-20th century. Various modern utilitarian objects have been modded by individual artisans into a pseudo-Victorian mechanical "steampunk" style, a number of visual and musical artists have been described as steampunk.
Steampunk is influenced by and adopts the style of the 19th-century scientific romances of Jules Verne, H. G. Wells, Mary Shelley, Edward S. Ellis's The Steam Man of the Prairies. Several more modern works of art and fiction significant to the development of the genre were produced before the genre had a name. Titus Alone, by Mervyn Peake, is regarded by scholars as the first novel in the genre proper, while others point to Michael Moorcock's 1971 novel The Warlord of the Air, influenced by Peake's work; the film Brazil was an important early cinematic influence that helped codify the aesthetics of the genre. The Adventures of Luther Arkwright was an early comic version of the Moorcock-style mover between timestreams. In fine art, Remedios Varo's paintings combine elements of Victorian dress and technofantasy imagery. In television, one of the earliest manifestations of the steampunk ethos in the mainstream media was the CBS television series The Wild Wild West, which inspired the film. Although many works now considered seminal to the genre were published in the 1960s and 1970s, the term steampunk originated in the late 1980s as a tongue-in-cheek variant of cyberpunk.
It was coined by science fiction author K. W. Jeter, trying to find a general term for works by Tim Powers, James Blaylock, himself —all of which took place in a 19th-century setting and imitated conventions of such actual Victorian speculative fiction as H. G. Wells' The Time Machine. In a letter to science fiction magazine Locus, printed in the April 1987 issue, Jeter wrote: Dear Locus, Enclosed is a copy of my 1979 novel Morlock Night. Though of course, I did find her review in the March Locus to be quite flattering. I think Victorian fantasies are going to be the next big thing, as long as we can come up with a fitting collective term for Powers and myself. Something based on the appropriate technology of the era. While Jeter's Morlock Night and Infernal Devices, Powers' The Anubis Gates, Blaylock's Lord Kelvin's Machine were the first novels to which Jeter's neologism would be applied, the three authors gave the term little thought at the time, they were far from the first modern science fiction writers to speculate on the development of steam-based technology or alternative histories.
Keith Laumer's Worlds of the Imperium and Ronald W. Clark's Queen Victoria's Bomb apply modern speculation to past-age technology and society. Michael Moorcock's Warlord of the Air is another early example. Harry Harrison's novel A Transatlantic Tunnel, Hurrah! Portrays a British Empire of an alternative year 1973, full of atomic locomotives, coal-powered flying boats, ornate submarines, Victorian dialogue; the Adventures of Luther Arkwright was the first steampunk comic. In February 1980, Richard A. Lupoff and Steve Stiles published the first "chapter" of their 10-part comic strip The Adventures of Professor Thintwhistle and His Incredible Aether Flyer; the first use of the word in a title was in Paul Di Filippo's 1995 Steampunk Trilogy, consisting of three short novels: "Victoria", "Hottentots", "Walt and Emily", which imagine the replacement of Queen Victoria by a human/newt clone, an invasion of Massachusetts by Lovecraftian monsters, a love affair between
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
Game Informer is an American monthly video game magazine featuring articles, news and reviews of video games and associated consoles. It debuted in August 1991; the publication is owned and published by GameStop Corp. the parent company of the video game retailer of the same name, who bought FuncoLand in 2000. Due to this, a large amount of promotion is done in-store, which has contributed to the success of the magazine. Game Informer has since become an important part of GameStop's customer loyalty program, PowerUp Rewards, which offers subscribers access to special content on the official website. Game Informer debuted in August 1991 as a six-page magazine, it was published every two months until November 1994, when the magazine began to be released monthly. Since 2001 Game Informer has been published by Cathy Preston, working as part of the production team since 2000, it was under her that the publication became an integral part of GameStop's customer loyalty program, Power Up Rewards. In 2010, Game Informer became the 5th largest magazine in the US with 5 million copies sold, ahead of popular publications like Time, Sports Illustrated, Playboy.
By 2011, Game Informer had become the 3rd largest magazine in the US topping 8 million copies circulated. However, in 2014 it had fallen to 4th place with 6.9 million copies sold. Recent figures still place the magazine at 4th place with over 7 million copies sold; the financial success of Game Informer has been attributed to its good relationship with publishers, ties to GameStop, the lack of gaming magazine competition. In each year's April edition, Game Informer includes Game Infarcer, an annual feature in the magazine, as an April Fool's joke. On the cover is "World's #1 Pretend Magazine" where it would ordinarily say "World's #1 Video Game Magazine", the word "Parody" is written on the bottom of each page. Game Infarcer articles are accredited to the fictional editor-in-chief Darth Clark, addressed in hate mail every year sent to Game Informer; the heated responses to parody articles are featured in Game Informer issues. Game Informer has included four "Sacred Cow Barbecues". Similar in style to a celebrity roast, the occasion is meant to "knock some of gaming's most revered icons off their high and mighty pedestals."
The first Sacred Cow Barbecues featured in issue 158. Other issues featuring Sacred Cow Barbecues are: 183, 211, 261. Sacred Cow Barbecues articles are considered controversial among those gamers who aren't amused with their games being mocked. Game Informer Online was launched in August 1996, featured daily news updates as well as articles. Justin Leeper and Matthew Kato were hired on in November 1999 as full-time web editors; as part of the GameStop purchase of the magazine, the site was closed around January 2001. Both Leeper and Kato were placed on the editorial staff of the magazine. GI Online was revived in September 2003, with a full redesign and many additional features, such as a review database, frequent news updates, exclusive "Unlimited" content for subscribers, it was managed by creator of PlanetGameCube.com. Berghammer is the editor in chief of the EGM Media group On March 2009, the online staff began creating the code for what would be the latest redesign to date; the redesign was to release hand-in-hand with the magazine's own redesign.
On October 1, 2009, the newly redesigned website was live, with a welcome message from Editor-In-Chief Andy McNamara. Many new features were introduced, including a rebuilt media player, a feed highlighting the site activity of the website's users, the ability to create user reviews. At the same time, the magazine's podcast, The Game Informer Show, was launched. In February, Game Informer's editors round up to count and judge the "Top 50 Games of last year"; the games are sorted in order of release date. They do not have rankings, but they do commemorate special games with awards like Game of the Year and other examples, they have mini top 10 charts of differing categories, both in the Top 50 games section of the website and in the regular magazine. In August each year, Game Informer includes a "E3 Hot 50", a special section that reviews the year's E3 and most to all of its games, which temporarily replaces the "previews" section. In November 2009, Game Informer was launched in Australia by former Australian GamePro and Official PlayStation Magazine editor Chris Stead and publisher Citrus Media.
By June 2010, Game Informer Australia had become the first local games publication to pass 10,000 subscribers. By August 18, 2010, it had become Australia's biggest selling video games publication. Game Informer Australia has picked up three Australian Magazine Awards for best in category, multiple nominations in the Lizzie awards and the 2013 MCV award for Print Publication of the Year. Chris Stead received the 2013 Journalist of the Year gong at the MCV awards. Game Informer reviews games on PCs, PlayStation 4, PlayStation Vita, PlayStation VR, Xbox One, Nintendo Switch, Nintendo 3DS, Android, iOS. Older games, three per issue, were given brief reviews in the magazine's Classic GI section; this was discontinued in months before the redesign of the magazine. The magazine's staff rate games on a scale of 1 to 10 with quarter point intervals. A score of 1 - 5 is considered terrible. Andy McNamara – Editor-i
Video game music
Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology; these limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, became the most popular sound of the first video games. With advances in technology, video game music has grown to include the same breadth and complexity associated with television and film scores, allowing for much more creative freedom. While simple synthesizer pieces are still common, game music now includes full orchestral pieces and popular music. Music in video games can be heard over a game’s title screen, options menu, bonus content, as well as during the entire gameplay. Modern soundtracks can change depending on a player's actions or situation, such as indicating missed actions in rhythm games. Video game music can be one of two options: original or licensed. In order to create or collect this music, teams of composers, music directors, music supervisors must work with the game developers and game publishers.
Many of the most notable original sophie game composers have been from Japan, including Nobuo Uematsu, Koji Kondo, Yuzo Koshiro, Yoko Shimomura, Junichi Masuda, Hip Tanaka, Masato Nakamura, Koichi Sugiyama, Yasunori Mitsuda, Michiru Yamane, Yuu Miyake, Takenobu Mitsuyoshi, Manabu Namiki, Shinji Hosoe, Hiroshi Kawaguchi. Notable Western game composers working today include Jeremy Soule, Jesper Kyd, Marty O' Donnell, Jason Graves, Austin Wintory, James Hannigan, Garry Schyman, Peter McConnell, some of whom work in film and television alongside video games. Today, original composition has included the work of film composers Harry Gregson-Williams, Trent Reznor, Hans Zimmer, Mark Rutherford, Josh Mancell, Steve Jablonsky, Michael Giacchino; the popularity of video game music has expanded education and job opportunities, generated awards, allowed video game soundtracks to be commercially sold and performed in concert's. At the time video games had emerged as a popular form of entertainment in the late 1970s, music was stored on physical medium in analog waveforms such as compact cassettes and phonograph records.
Such components were expensive and prone to breakage under heavy use making them less than ideal for use in an arcade cabinet, though in rare cases, they were used. A more affordable method of having music in a video game was to use digital means, where a specific computer chip would change electrical impulses from computer code into analog sound waves on the fly for output on a speaker. Sound effects for the games were generated in this fashion. An early example of such an approach to video game music was the opening chiptune in Tomohiro Nishikado's Gun Fight. While this allowed for inclusion of music in early arcade video games, it was monophonic, looped or used sparingly between stages or at the start of a new game, such as the Namco titles Pac-Man composed by Toshio Kai or Pole Position composed by Nobuyuki Ohnogi; the first game to use a continuous background soundtrack was Tomohiro Nishikado's Space Invaders, released by Taito in 1978. It had four descending chromatic bass notes repeating in a loop, though it was dynamic and interacted with the player, increasing pace as the enemies descended on the player.
The first video game to feature continuous, melodic background music was Rally-X, released by Namco in 1980, featuring a simple tune that repeats continuously during gameplay. The decision to include any music into a video game meant that at some point it would have to be transcribed into computer code by a programmer, whether or not the programmer had musical experience; some music was original, some was public domain music such as folk songs. Sound capabilities were limited; as advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and home consoles allowed for great changes in accompanying music. In arcades, machines based on the Motorola 68000 CPU and accompanying various Yamaha YM programmable sound generator sound chips allowed for several more tones or "channels" of sound, sometimes eight or more; the earliest known example of this was Sega's 1980 arcade game Carnival, which used an AY-3-8910 chip to create an electronic rendition of the classical 1889 composition "Over The Waves" by Juventino Rosas.
Konami's 1981 arcade game Frogger introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game Dig Dug, where the music stopped when the player stopped moving. Dig Dug was composed by Yuriko Keino, who composed the music for other Namco games such as Xevious and Phozon. Sega's 1982 arcade game Super Locomotive featured a chiptune rendition of Yellow Magic Orchestra's "Rydeen". Home console systems had a comparable upgrade in sound ability beginning with the ColecoVision in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983, released in the US as the Nintendo Entertainment System in 1985, it was capable of one being capable of simple PCM sampled sound. The home computer Commodore 64 released in 1982 was capable of early forms of filtering effects, different types of waveforms and the undocumented abilit
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