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.
A handgun is a short-barrelled firearm that can be held and used with one hand. The two most common handgun sub-types in use today are semi-automatic pistols. In the days before mass production, handguns were considered a badge of office, much the same as a sword; as they had limited utility and were more expensive than the long-guns of the era, handguns were carried only by the few who could afford to purchase them. However, in 1836, Samuel Colt patented the Colt Paterson, the first practical mass-produced revolver, it was capable of firing 5 shots in rapid succession and quickly became a popular defensive weapon, giving rise to the saying "God created men, but Colt made them equal." Today, in most of the world, handguns are considered self-defence weapons used by police and military officers. However, in the United States and many other countries around the world, handguns are widely available to civilians and carried for self-defence. Firearms first appeared in China; the oldest known bronze barrel handgun is the Heilongjiang hand cannon, dated to 1288.
It weighs 3.55 kg. The diameter of the interior at the end of the barrel is 2.5 cm. The barrel is 6.9 inches long. The hand cannon has a bulbous base at the breech called the yaoshi or gunpowder chamber, where the explosion that propels the projectile occurs; the diameter of the Heilongjiang hand-gun's powder chamber is 6.6 cm. The walls of the powder chamber are noticeably thicker to better withstand the explosive pressure of the gunpowder; the powder chamber has a touch hole, a small hole for the fuse that ignites the gunpowder. Behind the gunpowder chamber is a socket shaped like a trumpet where the handle of the hand cannon is inserted; the bulbous shape of the base gave the earliest Chinese and Western cannons a vase-like or pear-like appearance, which disappeared when advancements in metallurgical technology made the bulbous base obsolete. The matchlock appeared in Europe in the mid-15th century; the matchlock was the first mechanism invented to facilitate the firing of a hand-held firearm.
The classic European matchlock gun held a burning slow match in a clamp at the end of a small curved lever known as the serpentine. Upon the pulling of a lever protruding from the bottom of the gun and connected to the serpentine, the clamp dropped down, lowering the smoldering match into the flash pan and igniting the priming powder; the flash from the primer traveled through the touch hole igniting the main charge of propellant in the gun barrel. On release of the lever or trigger, the spring-loaded serpentine would move in reverse to clear the pan. For obvious safety reasons the match would be removed before reloading of the gun. Both ends of the match were kept alight in case one end should be accidentally extinguished; the wheellock was the next major development in firearms technology after the matchlock and the first self-igniting firearm. Its name is from its rotating steel wheel to provide ignition. Developed in Europe around 1500, it was used alongside the matchlock; the wheellock works by spinning a spring-loaded steel wheel against a piece of pyrite to generate intense sparks, which ignite gunpowder in a pan, which flashes through a small touchhole to ignite the main charge in the firearm's barrel.
The pyrite is clamped in vise jaws on a spring-loaded arm. When the trigger is pulled, the pan cover is opened, the wheel is rotated, with the pyrite pressed into contact. A close modern analogy of the wheellock mechanism is the operation of a cigarette lighter, where a toothed steel wheel is spun in contact with a piece of sparking material to ignite the liquid or gaseous fuel. A wheellock firearm had the advantage that it can be readied and fired with one hand, in contrast to the then-common matchlock firearms, which must have a burning cord of slow match ready if the gun might be needed and demanded the operator's full attention and two hands to operate. On the other hand, wheellock mechanisms were complex to make, making them expensive. A flintlock is a general term for any firearm; the term may apply to a particular form of the mechanism itself, introduced in the early 17th century, replaced earlier firearm-ignition technologies, such as the matchlock and the wheellock. Flintlock pistols were used as a military arm.
Their effective range was short, they were used as an adjunct to a sword or cutlass. Pistols were smoothbore although some rifled pistols were produced. Flintlock pistols came in a variety of sizes and styles which overlap and are not well defined, many of the names we use having been applied by collectors and dealers long after the pistols were obsolete; the smallest were less than 15 cm long and the largest were over 51 cm. From around the beginning of the 1700s the larger pistols got shorter, so that by the late 1700s the largest would be more like 41 cm long; the smallest would fit into a typical pocket or a hand warming muff and could be carried. The largest sizes would be carried in holsters across a horse's back just ahead of the saddle. In-between sizes included the coat pocket pistol, or coat pistol, which would fit into a large pocket, the coach pistol, meant to be carried on or under the seat of a coach in a bag or box, belt pistols, sometimes equipped with a hook designed to slip over a belt or waistband.
Larger pistols were called horse pistols. Arguably the most elegant of the p
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
A shotgun is a firearm, designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug. Shotguns come in a wide variety of sizes, ranging from 5.5 mm bore up to 5 cm bore, in a range of firearm operating mechanisms, including breech loading, single-barreled, double or combination gun, pump-action, bolt-, lever-action, semi-automatic, fully automatic variants. A shotgun was a smoothbore firearm, which means that the inside of the barrel is not rifled but rifled shotgun barrels and slugs become available. Preceding smoothbore firearms, such as the musket, were used by armies in the 18th century; the direct ancestor to the shotgun, the blunderbuss, was used in a similar variety of roles from self-defense to riot control. It was used by cavalry troops because of its shorter length and ease of use, as well as by coachmen for its substantial power. In the 19th century, these weapons were replaced on the battlefield with breechloading rifled firearms, which were more accurate over longer ranges.
The military value of shotguns was rediscovered in the First World War, when American forces used 12-gauge pump action shotguns in close-quarters trench fighting to great effect. Since it has been used in a variety of roles in civilian, law enforcement, military applications; the shot pellets from a shotgun spread upon leaving the barrel, the power of the burning charge is divided among the pellets, which means that the energy of any one ball of shot is low. In a hunting context, this makes shotguns useful for hunting birds and other small game. However, in a military or law enforcement context, the large number of projectiles makes the shotgun useful as a close quarters combat weapon or a defensive weapon. Militants or insurgents may use shotguns in asymmetric engagements, as shotguns are owned civilian weapons in many countries. Shotguns are used for target shooting sports such as skeet and sporting clays; these involve. Shotguns come in a wide variety of forms, from small up to massive punt guns, in nearly every type of firearm operating mechanism.
The common characteristics that make a shotgun unique center on the requirements of firing shot. These features are the features typical of a shotgun shell, namely a short, wide cartridge, with straight walls, operating at a low pressure. Ammunition for shotguns is referred to in the USA as shotshells, or just shells; the term cartridges is standard usage in the United Kingdom. The shot is fired from a smoothbore barrel; the typical use of a shotgun is against small and fast moving targets while in the air. The spreading of the shot allows the user to point the shotgun close to the target, rather than having to aim as in the case of a single projectile; the disadvantages of shot are limited range and limited penetration of the shot, why shotguns are used at short ranges, against smaller targets. Larger shot sizes, up to the extreme case of the single projectile slug load, result in increased penetration, but at the expense of fewer projectiles and lower probability of hitting the target. Aside from the most common use against small, fast moving targets, the shotgun has several advantages when used against still targets.
First, it has enormous stopping power at more than nearly all handguns and many rifles. Though many believe the shotgun is a great firearm for inexperienced shooters, the truth is, at close range, the spread of shot is not large at all, competency in aiming is still required. A typical self-defense load of buckshot contains 8–27 large lead pellets, resulting in many wound tracks in the target. Unlike a jacketed rifle bullet, each pellet of shot is less to penetrate walls and hit bystanders, it is favored by law enforcement for its low penetration and high stopping power. On the other hand, the hit potential of a defensive shotgun is overstated; the typical defensive shot is taken at close ranges, at which the shot charge expands no more than a few centimeters. This means. Balancing this is the fact that shot spreads further upon entering the target, the multiple wound channels of a defensive load are far more to produce a disabling wound than a rifle or handgun; some of the most common uses of shotguns are the sports of skeet shooting, trap shooting, sporting clays.
These involve shooting clay discs known as clay pigeons, thrown in by hand and by machine. Both skeet and trap competitions are featured at the Olympic Games; the shotgun is popular for bird hunting, it is used for more general forms of hunting in semi-populated areas where the range of rifle bullets may pose a hazard. Use of a smooth bore shotgun with a rifled slug or, alternatively, a rifled barrel shotgun with a sabot slug, improves accuracy to 100 m or more; this is well within the range of the majority of kill shots by experienced hunters using shotguns. However, given the low muzzle velocity of slug ammunition around 500 m/s, the blunt, poorly streamlined shape of typical slugs (which cause them to lose
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Naoto Ohshima is a Japanese artist and video game designer best known for designing the Sonic the Hedgehog and Dr. Eggman characters from Sega's Sonic the Hedgehog franchise. Although Yuji Naka created the original tech demo around which Sonic's gameplay was based, the character in his prototype was a ball that lacked any specific features. Sonic Team considered numerous potential animal mascots before deciding on Ohshima's design, with an armadillo or hedgehog being the top choices because their spikes worked well with the concept of rolling into enemies. After leaving Sonic Team, Ohshima formed. There he went on to work on such games as Pinobee and Blinx: The Time Sweeper, in 2004, the sequel to Blinx, Blinx 2: Masters of Time & Space. In 2010, Artoon was absorbed into AQ Interactive; that same year, he and other key members of Artoon left to form Arzest. Early in his career, he was credited under the nickname "Big Island" in a number of games, a literal translation of his family name. Phantasy Star – Designer Space Harrier 3-D – Artist SpellCaster – Designer Phantasy Star II – Designer Tommy Lasorda Baseball – Designer Last Battle – Art director Sonic the Hedgehog – Character design Fatal Labyrinth – Designer Sonic CD – Director Knuckles' Chaotix – Original character concept Sonic 3D Blast – Advisor Nights into Dreams...
– Director, character designer Christmas Nights – Director, character designer Sonic R – Graphic advisor Sonic Jam – Supervisor Burning Rangers – Director, character designer, artist Sonic Adventure – Designer Pinobee: Wings of Adventure – Director, character designer Pinobee and Phoebee - Character designer The King of Fighters EX: Neo Blood – Art director Ghost Vibration – Game designer Blinx: The Time Sweeper – Director Blinx 2: Masters of Time and Space – Director Yoshi's Universal Gravitation – Producer Yoshi's Island DS – Senior producer Blue Dragon – Executive producer Vampire Rain – Producer Away: Shuffle Dungeon – Character designer FlingSmash – Senior producer Yoshi's New Island – Development producer Terra Battle – Character designer Mario & Sonic at the Rio 2016 Olympic Games – Supervisor Hey! Pikmin – Development producer Sega Stars: Naoto Ohshima
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