The PlayStation 3 is a home video game console developed by Sony Computer Entertainment. It is the successor to PlayStation 2, is part of the PlayStation brand of consoles, it was first released on November 11, 2006, in Japan, November 17, 2006, in North America, March 23, 2007, in Europe and Australia. The PlayStation 3 competed against consoles such as Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles; the console was first announced at E3 2005, was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium; the console was the first PlayStation to integrate social gaming services, including the PlayStation Network, as well as the first to be controllable from a handheld console, through its remote connectivity with PlayStation Portable and PlayStation Vita. In September 2009, the Slim model of the PlayStation 3 was released, it no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, featured a redesigned logo and marketing design, as well as a minor start-up change in software.
A Super Slim variation was released in late 2012, further refining and redesigning the console. During its early years, the system had a critically negative reception, due to its high price, a complex processor architecture and a lack of quality games, but was praised for its Blu-ray capabilities and "untapped potential"; the reception would get more positive over time. The system had a slow start in the market but managed to recover after the introduction of the Slim model, its successor, the PlayStation 4, was released in November 2013. On September 29, 2015, Sony confirmed that sales of the PlayStation 3 were to be discontinued in New Zealand, but the system remained in production in other markets. Shipments of new units to Europe and Australia ended in March 2016, followed by North America which ended in October 2016. Heading into 2017, Japan was the last territory where new units were still being produced until May 29, 2017, when Sony confirmed the PlayStation 3 was discontinued in Japan.
The PlayStation 3 began development in 2001 when Ken Kutaragi the President of Sony Computer Entertainment, announced that Sony, IBM would collaborate on developing the Cell microprocessor. At the time, Shuhei Yoshida led a group of programmers within this hardware team to explore next-generation game creation. By early 2005, focus within Sony shifted towards developing PS3 launch titles. Sony unveiled PlayStation 3 to the public on May 16, 2005, at E3 2005, along with a boomerang-shaped prototype design of the Sixaxis controller. A functional version of the system was not present there, nor at the Tokyo Game Show in September 2005, although demonstrations were held at both events on software development kits and comparable personal computer hardware. Video footage based on the predicted PlayStation 3 specifications was shown; the initial prototype shown in May 2005 featured two HDMI ports, three Ethernet ports and six USB ports. Two hardware configurations were announced for the console: a 20 GB model and a 60 GB model, priced at US$499 and US$599, respectively.
The 60 GB model was to be the only configuration to feature an HDMI port, Wi-Fi internet, flash card readers and a chrome trim with the logo in silver. Both models were announced for a simultaneous worldwide release: November 11, 2006, for Japan and November 17, 2006, for North America and Europe. On September 6, 2006, Sony announced that PAL region PlayStation 3 launch would be delayed until March 2007, because of a shortage of materials used in the Blu-ray drive. At the Tokyo Game Show on September 22, 2006, Sony announced that it would include an HDMI port on the 20 GB system, but a chrome trim, flash card readers, silver logo and Wi-Fi would not be included; the launch price of the Japanese 20 GB model was reduced by over 20%, the 60 GB model was announced for an open pricing scheme in Japan. During the event, Sony showed 27 playable PS3 games running on final hardware. PlayStation 3 was first released in Japan on November 11, 2006, at 07:00. According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.
Soon after its release in Japan, PS3 was released in North America on November 17, 2006. Reports of violence surrounded the release of PS3. A customer was shot, campers were robbed at gunpoint, customers were shot in a drive-by shooting with BB guns, 60 campers fought over 10 systems; the console was planned for a global release through November, but at the start of September the release in Europe and the rest of the world was delayed until March. With it being a somewhat last-minute delay, some companies had taken deposits for pre-orders, at which Sony informed customers that they were eligible for full refunds or could continue the pre-order. On January 24, 2007, Sony announced that PlayStation 3 would go on sale on March 23, 2007, in Europe, the Middle East and New Zealand; the system sold about 600,000 units in its first two days. On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799; the console was launched in South Korea on June 16, 2007, as a single version equipped with an 80 GB hard drive and IPTV.
Following speculation that Sony was working on a'slim' model, Sony announced the PS3 CECH-2000 model on August 18, 2009, at the Sony Gamescom press conference
Sega Rally 2
Sega Rally 2 is an arcade racing game developed by Sega AM5 for the Model 3 arcade hardware. It is the sequel to 1994's Sega Rally Championship. Sega Rally 2 was first released in arcades in February 1998, was ported by Smilebit to the Sega Dreamcast, becoming one of the console's earliest titles when it was released in Japan on January 28, 1999; the Sega Dreamcast version was released in Europe as a launch title on October 14, 1999, in North America on November 27, 1999. A PC version was released that same year; as with the predecessor, Sega Rally Championship, the object of the game is to drive along a track while reaching checkpoints and thus be rewarded with more time to enable the player to reach the goal. Sega Rally 2 added new vehicles, new environment settings for the circuits, as well as including multiple circuits in each environment type. An updated version of the original game's Desert track was included; the Dreamcast and PC versions of the game included a "10-year championship" mode.
The Dreamcast version ported using Windows CE, had a frame rate half that of the arcade version. The Toyota Celica GT-Four ST-205, Lancia Delta HF Integrale and the unlockable Lancia Stratos HF returned from the original game as selectable cars, along with newer Toyota and Lancia cars, as well as cars from Mitsubishi, Fiat, Peugeot and Ford. Upon release of the Dreamcast version, Famitsu magazine scored the game a 36 out of 40. IGN scored the game 9 out of 10, praising both the gameplay and graphics while noting issues with the mutliplayer. GameSpot gave the game 8.8 out of 10, favourably citing the game's replayability but disliking the issues surrounding the sudden changes in framerate and its negative effect on the gameplay
United Game Artists
United Game Artists was a subsidiary of Sega headquartered in Shibuya-ka, Japan. It was founded by Tetsuya Mizuguchi, a video game developer who had experience with Sega's AM3 division. After separating with Kenji Sasaki to form AM Annex, Mizuguchi left Sasaki's team to form another division; this studio would be known as Sega Consumer Development 4 and Research and Development #9 while a department of Sega, before becoming UGA as a wholly owned subsidiary of Sega. AM Annex was created by the separation of a team from Sega AM3, which Mizuguchi described as a move to create a smaller department with a different work environment. Mizuguchi hand-selected the team that would join him at AM Annex, which worked on arcade racing game Sega Touring Car Championship. Mizuguchi separated from Sega AM5 developer Kenji Sasaki and relocated to Shibuya, where he operated CS4/R&D #9. On, Mizuguchi received direction to create a game that would appeal to a broad spectrum of people, leading to development of Space Channel 5 for the Dreamcast.
Along with Sega's other video game development divisions, Mizuguchi's division was separated into a wholly owned subsidiary of Sega in 2000. Mizuguchi gave his new company the name United Game Artists and was installed as CEO. United Game Artists would develop Space Channel 5: Part 2 and Rez under their moniker. In 2003, due to financial issues, United Game Artists was merged into Sonic Team, another of Sega's subsidiary companies. Mizuguchi subsequently left Sega in October of that year. Several games developed by United Game Artists are notable for their reception. Space Channel 5 is credited with being a unique concept that helped bring about music-based video games. Rez is a well received title critically. Arcade games from AM Annex such as Sega Rally 2 have remained popular years after their release. Tetsuya Mizuguchi joined Sega in 1990 as a designer of arcade cabinets. Prior to entering the video game industry, Mizuguchi majored in literature at Nihon University's Faculty of Arts. Asked how he chose a career in video games, he explained, "I preferred doing something in relation to human senses or entertainment - something more in relation with human nature, a field where I could do some research....
Unlike the arts, where it is a matter of taste whether something is good or not, creating good interactive entertainment is more definable. I chose Sega because it was using new technology and I was able to study things like human movements." Mizuguchi has expressed that he had no interest in making video games and wanted to be involved in other areas of entertainment, including creating theme parks and attractions. During his time at Sega, Mizuguchi developed an interactive'ride' titled Megalopolis combining then-embryonic 3D polygonal graphics and CGI with the physical experience of Sega's hydraulic'AS-1' motion simulator, he went on to produce the racing simulator Sega Rally Championship and Manx TT Super Bike. In 1996, while working as a producer for Sega's AM3 division, Mizuguchi met with Hisashi Suzuki, the manager of the division, he and Mizuguchi agreed to create a new department separate from AM3. Mizuguchi selected the initial team himself, a team of six or seven people that would grow in number.
The first game AM Annex began to develop was Sega Touring Car Championship on the Model 2 arcade board, Mizuguchi contributed to Sega Rally 2. According to Hisao Oguchi head of AM3, Mizuguchi and developer Kenji Sasaki had departed AM3 with the team of Sega Rally Championship, Mizuguchi chose to leave Sasaki after being granted their own AM department and set up development in Shibuya. Sasaki became head of AM5 renamed Sega Rosso. Mizuguchi's department in Shibuya would be known as Sega Consumer Development 4 and Sega Research and Development #9 known as AM9. During this time, the department developed Space Channel 5 for the Dreamcast. Mizuguchi had been tasked by Sega with creating a video game that would have a broad enough appeal to draw in casual female gamers. In order to achieve this, Mizuguchi conducted interviews with girls to find out, he insists that it is difficult to create a game that appeals to both genders, due to different desires in games. During development of Space Channel 5, Mizuguchi noted one stage in development where the game was "cool, but not so fun", so he tried to introduce elements inspired by Stomp.
In order to lighten the mood with his staff, Mizuguchi invited a mime artist to visit the department and help his team to loosen up. In 2000, Sega separated its development divisions into subsidiary companies owned by Sega. R&D #9 became United Game Artists, Mizuguchi was installed as its CEO. According to Mizuguchi, the name was one he wanted to use for a video game studio for some period of time. Mizuguchi set a goal with UGA to create games for a worldwide audience, but not with any particular genre in mind. In transitioning from racing games to music-based games, Mizuguchi noted that while racing games were a good way to show off CGI graphics, the release of the Dreamcast gave opportunities to engineer better music, he wanted to incorporate interactivity with music in games. UGA's next title would be a musical rail shooter. Mizuguchi considered the concept of a video game as an art form after playing Xenon 2 Megablast. While traveling Europe in 1997, Mizuguchi had been taken to the Street Parade in Zurich, during which there was a large electronic dance music concert attended by around 300,000 people.
Mizuguchi was taken in by the sights and sounds around him and recognized how this experience was similar to the inspiration that Wassily Kandinsky, a Russian
Meteos is a tile-matching video game developed by Q Entertainment and co-published by Bandai and Nintendo for the Nintendo DS. The game was released worldwide in 2005. Meteos was inspired by the video game Missile Command, the film The Matrix and the television series 24. Gameplay requires the use of a stylus to move colored blocks called "meteos", which fall from the top of the screen; the game ends. Playable characters include their respective planets. Meteos received critical acclaim and reached number one in DS sales in the UK market during its first week, according to research company Chart-Track, it was compared to other puzzle games, such as Lumines. The game received awards and nominations from several publications, including the CESA Game Awards' Outstanding Performance Award. Versions were released for the Xbox Live Arcade in 2006 and 2008, respectively. A sequel, Meteos: Disney Magic, was released for the Nintendo DS in 2007; the core gameplay of Meteos, described as a "shoot-and-lift-up puzzle" game, requires players to use a stylus to move colored blocks—the eponymous "meteos" that fall from the top of the screen.
Creating a vertical or horizontal line of three or more blocks causes the meteos to ignite and rise. The speed and frequency of falling blocks can be adjusted with the "speeder" gauge. Power-ups may hinder the player or opponents; the game ends. Each block sent out of the playing field is cached in a virtual bank, from which the player can unlock new planets and sounds; the player can play as one of thirty-two aliens and their respective planets, each of which has a unique gravitational pull that affects the way the blocks launch. The game has several modes. Star Trip is Meteos' story mode. After three meteos fuse and launch themselves and other meteos into space, the civilizations on other planets plan a counterattack against Meteo; the player travels from planet to planet on the Metamo Ark, a warship made of metean ore. The story has branching paths, with the last level requiring the player to defeat Meteo itself; the Simple mode allows a quick play of the game while letting the player change the rules, such as the difficulty and the number of lives they can have.
The Deluge mode lasts until the blocks fill the screen, "killing" the player. Time War has two goals; the game has a multiplayer mode through Download Play. Meteos was developed by Q Entertainment and released by Bandai in Japan and Nintendo in the United States; the game was first announced by Nintendo in August 2004. Former Kirby series director Masahiro Sakurai served as the game designer, Takeshi Hirai was its director, while Takayuki Nakamura and Kaori Takazoe produced the game's soundtrack; the genres of music used for each planet include classical, country and Balinese, music reminiscent of that used in Space Invaders. The game was conceived. Believing the puzzle game genre had not evolved since Tetris Attack, Sakurai originated the idea of having the blocks fall down and shoot back up; the game's prototype was created in three days by a programmer and a graphic artist. According to Mizuguchi, 24's camera work and the beginning of The Matrix—in which green computer code cascades down the screen—served as the basis of the puzzle-game concept.
In a Famitsu interview, Sakurai said the opening CG video explaining its backstory was added to provide a sense of the game's world. The game was demonstrated at Nintendo's booth at E3 in 2005. Meteos' original Japanese release was scheduled for February 24, 2005; the release was postponed to March 10 due to last-minute changes. The game was released in the United States on June 27, in the United Kingdom on September 23, in Australia on November 24 of that year. Meteos received praise from video game critics. According to UK market research company Chart-Track, after three days of release the game debuted at number one in DS sales for the week of September 24, 2005. Chart-Track's 2005 sales report for the UK ranked the game 46th in the DS category, with sales of about 10,000 copies. By November 12, 2006, it had sold 57,880 copies in Japan. Game critics compared Meteos to other puzzle games, such as Tetris and Lumines—the latter released by Q Entertainment for the PlayStation Portable. Multiple reviewers praised the gameplay.
IGN commended its gameplay modes for being individualized and distinctive, while G4 called its multiplayer mode "engrossing". Greg Kasavin of GameSpot praised the single-player and multip
PlayStation Move is a motion game controller developed by Sony Computer Entertainment. Released in 2010 for use with the PlayStation 3 video game console, its compatibility was expanded to its successor, the PlayStation 4, in 2013, its PlayStation VR platform in 2016. Conceptually similar to Nintendo's Wii Remote and Microsoft's Kinect, its function is based around controller input in games stemming from the actual physical movement of the player; the Move uses inertial sensors in the wand to detect motion while the wand's position is tracked using a PlayStation Eye or PlayStation Camera. The device was well-received by critics, but has not quite met Sony's goals for integration into the market; as with the standard PlayStation 3 wireless controllers, both the main PlayStation Move motion controller and the PlayStation Move navigation controller use Bluetooth 2.0 and an internal lithium-ion battery charged via a USB Mini-B port on the controller. On the PlayStation 3, up to four Move controllers can be used at once.
The primary component of PlayStation Move, the PlayStation Move motion controller, is a wand controller which allows the user to interact with the console through motion and position in front of a PlayStation camera. It functions to the Wii Remote; the PlayStation Move motion controller features an orb at the head which can glow in any of a full range of colors using RGB light-emitting diodes. Based on the colors in the user environment captured by the camera, the system dynamically selects an orb color that can be distinguished from the rest of the scene; the colored light serves as an active marker, the position of which can be tracked along the image plane by the camera. The uniform spherical shape and known size of the light allows the system to determine the controller's distance from the camera through the light's image size, thus enabling the controller's position to be tracked in three dimensions with high precision and accuracy; the simple sphere-based distance calculation allows the controller to operate with minimal processing latency, as opposed to other camera-based control techniques on the PlayStation 3.
A pair of inertial sensors inside the controller, a three-axis linear accelerometer and a three-axis angular rate sensor, are used to track rotation as well as overall motion. An internal magnetometer is used for calibrating the controller's orientation against the Earth's magnetic field to help correct against cumulative error by the inertial sensors. In addition, an internal temperature sensor is used to adjust the inertial sensor readings against temperature effects; the inertial sensors can be used for dead reckoning in cases which the camera tracking is insufficient, such as when the controller is obscured behind the player's back. The controller face features a large oblong primary button, surrounded by small action buttons, with a regular-sized PS button beneath, arranged in a similar configuration as on the Blu-ray Disc Remote Control. On the left and right side of the controller is a Select and Start button, respectively. On the underside is an analog trigger. On the tail end of the controller is the wrist strap, USB port, extension port.
The motion controller features vibration-based haptic technology. In addition to providing a tracking reference, the controller's orb light can be used to provide visual feedback, simulating aesthetic effects such as the muzzle flash of a gun or the paint on a brush. Using different orb colors for each controller, up to four motion controllers can be tracked at once on the PlayStation 3. Demonstrations for the controller have featured activities using a single motion controller, as well as those in which the user wields two motion controllers, with one in each hand. To minimize the cost of entry, Sony stated that all launch titles for PlayStation Move would be playable with one motion controller, with enhanced options available for multiple motion controllers. On the PlayStation 3, image processing for PlayStation Move is performed in the console's Cell microprocessor. According to Sony, use of the motion-tracking library entails some Synergistic Processing Unit overhead as well an impact on memory, though the company states that the effects will be minimized.
According to Move motion controller co-designer Anton Mikhailov, the library uses 1-2 megabytes of system memory. The PlayStation Move navigation controller is a one-handed supplementary controller designed for use in conjunction with the PlayStation Move motion controller for certain types of gameplay, similar to Nintendo Wii Nunchuk. Replicating the major functionality of the left side of a standard PlayStation 3 gamepad, the PlayStation Move navigation controller features a left analog stick, a D-pad, L1 button and L2 analog trigger; the navigation controller features and action buttons, as well as a PS button. Since all controls correspond to those of a standard PlayStation 3 gamepad, a Sixaxis or DualShock 3 controller can be used in place of the navigation controller in PlayStation Move applications. A number of additional accessories have been released for use in conjunction with the PlayStation Move controllers; the "PlayStation Move charging station" is a charging base unit designed to charge two PlayStation Move controllers - including any combination of motion controllers or navigation controllers.
The "PlayStation Move shooting attachment" is an accessory for the PlayStation Move motion controller that adapts the motion controller into a handgun form. The motion controller is fitted into the gun barrel so that the motion controller's T trigger is interlocked w
Every Extend is series of puzzle shoot'em up video games developed by Q Entertainment. The series began with a 2004 freeware game of the same name for Windows, a personal project by Kanta Matsuhisa under the "Omega" pseudonym. Q Entertainment approached Matshisa to develop a remix version; the remix version was developed for the PlayStation Portable and was released in 2006, titled Every Extend Extra. In 2007, Q Entertainment developed and released a sequel on the Xbox 360 titled Every Extend Extra Extreme. In Every Extend, players control a ship with the only ability to detonate itself. Stages begin with enemies appearing on screen in randomized patterns; when the player detonates their ship and an enemy is caught in its blast radius, the enemy will explode and have its own blast radius that other enemies can get caught in, causing a chain reaction. The goal is to destroy the maximum amount of ships on screen by positioning and detonating at the right moment, setting off a chain reaction of explosions and earning combo bonus.
The first enemy in a chain is worth 10 points and each successive blast doubles in value up to a maximum of 2560 points. Blowing oneself up takes away from one's overall'stock' of lives. Additional lives are gained; the requirement to obtain lives increases. Green enemies drop point bonus items that begin at 800 points, if collected continuously without detonating or losing a life, they increase by an additional 800 points. Pink enemies spawn rate. Mini-bosses drop yellow items. If the ship is destroyed without detonating, the player receives a 5-second penalty. Pulse bombs don't drop items or bonus but instead charge and detonate a wider range than normal once defeated. If the player runs out of lives or time, they lose the gameIn Every Extend Extra and Every Extend Extra Extreme, each stage has its own unique music, enemy design, bosses, it adds varying explosion types to the Every Extend template, which can link chains in different ways, as well as a "charge" feature. By holding down the explosion button, players can charge the bomb.
Quickens dropped by enemies increase the speed of both the player and the enemy, as well as the speed of that stage's music. Each stage is played out to a time limit, with a boss character appearing at a set point towards the end. Rather than attacking the boss directly, the player relies on destroying the required number of regular enemies near the boss to cause a'hit'. There are two modes in Every Extend: Heavy mode. Light mode is easier and has a single boss at the end of the stage named "AKR-I-C-E". Heavy mode is more difficult and offers a boss named "KW MOTOR". An alternative boss named "A-BA HEDRON" can be encountered if the player manages to collect seven quickens, have over 5 lives remaining and accumulated over 800,000 points. Bosses are required to be defeated using only chain attacksEvery Extend Extra adds four new modes:'Arcade','Caravan','Boss Attack', with the original Every Extend labeled as'Original'. In Arcade mode players must work their way through the stage and defeat the boss at the end in order to move on to the next stage.
Arcade mode is made up of seven stages as well as two special hidden stages. In Caravan, players can choose from any of the stages that were unlocked in Arcade mode and compete for a high score. Boss Attacks has to modes: Rush. In Solo, players can face-off against a single boss. In Rush, players can battle one after another; every Extend Extra Extreme comes in four main modes:'E4: The Game Unlimited','E4: The Game Time Limited','S4: Wiz Ur Muzik', and'R4: The Revenge'. E4: The Game Unlimited and E4: The Game Time Limited are the two main game modes. In "Unlimited", players can play as long as they want so long as they keep gaining lives, extending time. In "Time Limited", players cannot extend time. In "S4: Wiz Ur Muzik" players can choose their own music stored in the Xbox 360 hard drive. In'R4: The Revenge' players have the ability to shoot projectiles and attacking enemies directly, however the only hit that will count towards destroying the player is the green circle. Players can choose their movement speed and one of two modes of firing prior to the start of the game, "Four Way", "Spread".
Four way shoots projectiles from all points of your character, Spread shoots projectiles from one specific point of your character. Players are tasked with destroying a set number of enemies until they encounter the "Boss Enemy". Destroying any enemy will give players slight amounts of "Level" which increases the number of projectiles that players can fire by one, to a maximum level of 20; every 25 stages, bosses 1-4 will have an extra one spawn with them, however the fifth boss has increased health instead. The final stage is 100. Both Every Extend Extra and Every Extend Extra Extreme offer multiplayer modes; every Extend Extra offers multiplayer via PSP's ad-hoc mode and Every Extend Extra Extreme offers online multiplayer through Xbox Live. Every Extend was developed by Kanta Matsuhisa, he took inspiration from, Tetsuya Mizuguchi's own Rez. The game took three months for Matsuhisa to develop. Matsuhisa used the first month using DirectX for the first time and Windows program to draw 3D polygons and exercising model techniques.
The next month involved testing them with Matsuhisa's friends. The third and final month was used
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