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Warhammer 40000: Inquisitor - Martyr Wiki

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Please feel free to contribute by creating new articles or expanding on existing ones.

About Warhammer 40,000: Inquisitor - Martyr

*Warhammer 40,000: Inquisitor - Martyr* is an action role-playing game (RPG) developed by NeocoreGames. The single player campaign pitches players into a grim and secret war among the stars as the agents of the ever-vigilant Inquisition. After the end of the campaign the story continues in a colossal sandboxed game set in the same secluded sector of this vast universe.

The game is set in the grim future, 41st Millennium of the Warhammer 40,000 Universe. The main location where the game takes place is called the Caligari Sector in the Segmentum Tempestus of the Milky Way Galaxy. [Read more...]

Content

* **Backgrounds**
	+ Crusader
	+ Assassin
	+ Psyker
	+ Tech-Adept
* **Character**
	+ Attributes
	+ Passive skill tree
	+ Psychic powers
	+ Perks
	+ Heroic Deeds
	+ Fate
	+ Power rating
	+ Suppression
	+ Ability resources

* **Inventory**
	+ Weapons
	+ Equipment
	+ Addons
	+ Crafting
	+ Item rarity
	+ Item patterns
	+ Consumables
* **Star Map**
	+ Caligari Sector
		- Tenebra Subsector
	+ Grand investigations
		- Mission types
	+ Priority assignment
	+ Tarot missions
	+ Weekly Glory and Influence

Game basics

* Inquisitorial rank
* Cover system
* Damage and resistance
* Ammunition and overheat
* Block and dodging
* Interactive and destructible objects
	+ Chests
	+ Weapon emplacements
* Traps
* Command bridge
* Enemy types

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Guides

* How to play guide for Warhammer 40,000: Inquisitor - Martyr
* Game support

Videos

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Patch 1.3

**Patch 1.3** is one of the Patches in the game The Madness of Little Emma.

## Patch notes

* 100 new items, that's right - we are now at 269 items total (not including small pickups), I think the number is pretty good for the time being;),
* a new playable character,
* a new boss in the first episode,
* removed small graphical artifacts in some of the bosses that still had them,
* added timer which is visible when game is paused (press esc), between levels and when you get to an ending,
* fixed the messed up room which could have big maggot stuck out of player range,
* charm effect changed - charmed monsters don't harm you and don't shoot bullets
* active items have cooldown outside of coins cost (usually a few seconds), some active items have use cost reduced (for example lolipop is free to use, but only once per 10 sec)
* fixed ball n' chain when the big bullet was flying leftwards.
* fixed some problems with sound when too many things were happening at once (like 54354 bullets hiting something)
* fixed ouija board+feather monster interaction - you no longer get stuck jumping
* cardinal cross now only affects your main bullet, so for example if you have comb or fork extra bullets won't fly in the straight line.
* secrets have a small platform above them, so you no longer can go stuck if the secret is at the bottom of a pit,
* boss monsters summoned by spirit no longer glitch the health bar,
* items related to bombs give 2 bombs when picked up
* shopkeeper calls you by your actual character name,
* Heartbomb cannot appear for Amelia,
* Zeppelin cannot appear for Elizabeth
* snowflakes don't proc on monster killed effects (like silver marble)
* if you start a ladder game and something is wrong, if you exit the game before leaving the first room, you should not lose points,
* perfume generates more clouds and they live longer,
* dolls shouldn't get stuck in the walls anymore
* final notice should no longer give you lots of health when you leave-enter the boss room after killing the boss
* shell slows lasts shorter and does not affect bosses,
* in the meantime I changed Emma's ladders to public so you can view them using steam interface,
* fixed some companions generating tons of blood when enemy bullet goes through them,
* a number of other small bug fixes and qol changes
Milk

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

 **Version introduced** | ?

**Milk** is one of the Items in The Madness of Little Emma.

Every fifth spit has a blue aura, and that projectile will damage any enemies within circle approximately three times the height of the player.
Patch 1.6

**Patch 1.6** is one of the Patches in the game The Madness of Little Emma.

## Patch notes

* all standard bosses have alternate colour version now (most of them are more difficult than ordinary), I did not have much time to playtest it, so if you find some of them too difficult let me know and I might consider tuning them down in a small update next week,
* alternate colour bosses will also appear for those who have only unlocked ending 1 (but with significantly lower chance), the probability noticeably goes up if you have unlocked ending 2,
* fixed a bunch of speeling mistakes,
* Elizabeth can also float up using left controller stick,
* moved dare button a little bit leftwards (so you don't fall on it if you press 'down' too long when entering the room from upper one)
* if you have Love Letter, you can access Love Burrow from The Riddle
* a bunch of new rooms and minor balance changes
Dinosaur

**Version introduced** | ?

**Dinosaur** is one of the Items in The Madness of Little Emma. With it, the player won't receive damage from any kind of explosion (though she will still be displaced).

## Tips

* This item is very useful when using Lipstick, Tomato, TV, Meat Grinder, Toy Car, and other items that cause explosions.
Elizabeth (Character)

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

**Elizabeth** is a character in the game The Madness of Little Emma. She is a ghost, and can fly.

 Fire rate
 Damage
 Luck
 Bombs
 Coints
 Special ability
* Her spit will pass through walls.
* She can fly.

 First in

## See also

* Character
	+ Emma
	+ Amelia
	+ Lucretia
	+ Marah
	+ Chloe
Patch 1.3.1

**Patch 1.3.1** is one of the Patches in the game The Madness of Little Emma.

## Patch notes

* bubble balloon doesn't get stuck on platforms anymore
* carrot doesnt change items/chests and everythng into frogs, only enemies,
* remote detonator fixed (bombs weren't disappearing when using it)
* if you have a baseball glove you can double tap right mouse button to put the bomb in place instead of throwing it
* meat bag no longer spawns invisible monsters
* lucky charm+tomato/tv no longer crashes the game
* raven no longer has dove sound when fighting
* a few descriptions fixes
Madness

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

**Madness** is an attribute that affects Emma. Madness measure the difficulty of the Enemies the player has to confront; the higher the madness level, the stronger the enemies will be. Current madness level in-game can be found among the other stats at the top-left corner. Madness can be increased by picking up Items, killng the Hangman or picking items from the Empty Shop, and can be decreased by picking up certain items like Prozac. When the player gets a madness level of 6 points, blood will start to rain from the ceiling in every room.

## How it works

There are two ways to measure the madness level of Emma. One is by the visible madness level, that is the madness level displayed in-game, while the other is by the "true" madness level, this one being the variable managed in the backend.

Emma starts with a base "true" madness level of 5 points, which equals to 0 in visible madness level points. Every time the player picks a special item, for example, the "true" madness level will increase, generally by 5 points, but it can be more depending on the item picked. The visible madness level is obtained by dividing the true madness level by 10 and rounding it down. So, for example, if the player's "true" madness level has a value of 25 points, the visible madness level will be of 2.
Patch 1.2.14

**Patch 1.2.14** is one of the Patches in the game The Madness of Little Emma.

## Patch notes

* phial decreases Emma's size properly
* sandstone not breaking into smaller spit at certain angles fixed
* all bullets can fly through platforms downwards
* spikes are much more visible
* fixed an uncommon crash after killing a boss when holding specific item combination
* new monsters, rooms and items
* whole new Valentine's themed episode (1-level long, with new unique monsters, bosses, rooms and themed items)
* expanded hud
* 2 new unlockable characters (each with completely different playstyle) (Elizabeth and Amelia)
* 2 new hidden/alternative end bosses
* 1 new ending cutscene expanding the story of Emma and Timmy (technically there are two, but one of them is pretty short and included in the second one)
* fixed light bugs in lantern so they no longer move to a single pixel after walking around a room a bit
* some active items disappearing after picking another one fixed
* general tidying up
* fixed visual artifacts (when some monsters blink after getting hit and in text)
* you can no longer get stuck in The Pit when holding Bubble
* explosions should no longer partially close the door when a secret was near
* new sight icon (when little sorrows mark Emma, or when you hold sniper sight)
* new ambient animals unique for each setting
* black baby heads properly aim at Emma now
* added sounds to some effects which did not have them previouosly
* portal effect changed
* 21 new achievements

Here is the notification for the update in steam news.

## See also[edit | edit source][edit | edit source]

* Patches
	+ Patch 1.01
	+ Patch 1.02
	+ Patch 1.032
	+ Patch 1.05
	+ Patch 1.2.15
	+ Patch 1.3
	+ Patch 1.3.1
	+ Patch 1.3.2
	+ Patch 1.4
	+ Patch 1.5
	+ Patch 1.6
	+ Patch 1.7
	+ Halloween Update
Bosses

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

The Madness of Little Emma is set to include many bosses.

## List of bosses

* The Mask
* Haunt
* Green Viper
* The Liquid Sisters
* You give me butterflies
* Alice
* Summer
* Autumn
* Red Viper
* Winter
* Spring
* April
* Entozoon
* Manless Face
* Sinister Mask
* Meat Bag
* Eidolon
* Spirit
* Lover
* Love
* Motherly Love
* Sweetheart
* Fountain
* L
* M L
The player

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

**The player** is the Character that can be controlled in The Madness of Little Emma.

## Variables

### Defaults

* Fire rate: 10
* Damage: 10
* Luck: 10
* Bombs: 2
* Coins: 0
* Madness: 5
* Bullets: 1
* Jumps: 1
* Speed: 1.0
* Jump initial: 0.28
* Jump force: 1.0
* Level: 1
* Bullet life: 700
* Bullet speed: 0.4
* Explode range: 42

## Controls

These are the default keys:

* **WASD** or **Arrow Keys**: movement.
* **Shift**: run.
* **Caps Lock**: automatically run.
* **Space**: jump (no difference with W)
* **Left-click**: shoot.
* **Right-click**: place bomb.
* **E**: activate Item.
Tragedy

**Version introduced** | ?

**Tragedy** is one of the Items in The Madness of Little Emma. When the player is under 2 health, their fire rate will be increased by 16.

## Integration

If Comedy is picked up, the message "comedy and tragedy are one" will be played in the map. The effect of both items start applying both at full and low health.
The Madness of Little Emma

**The Madness Of Little Emma** is a roguelike platformer taking inspiration from games such as Castlevania, Spelunky, Legend of Zelda, American Mcgee’s Alice and Binding of Isaac. Help Emma find her little brother who has disappeared in eerie circumstances.

## Description

Emma was living alone with her younger brother until one day he has disappeared in eerie circumstances. Help Emma find her brother and learn what has happened.

## Features

* Over 100 of hours of gameplay
* Over 250 Items
* 18 Bosses
* Over 50 unique Enemies
* Four Episodes
* Persistent Steam leaderboard
* A curious story
* 5 cutscenes (intro + 4 endings)
* XB360 Controller support
* Top-quality pixel art
* Cinematic music
* Achievements and unlockables
* Secrets

## Requirements

### Windows

* OS: XP
* Processor: 2.5 GHz
* Memory: 2 GB RAM
* Graphics: OpenGL Support, recommended dedicated graphics card
* Storage: 550 MB available space
* Additional Notes: installed JAVA (1.6 or higher) Microsoft Xbox 360 Controller or Direct Input compatible controller

### Mac OS X

* OS: Mac OS X 10.6+
* Processor: 2.5 GHz
* Memory: 2 GB RAM
* Graphics: OpenGL Support, recommended dedicated graphics card
* Storage: 400 MB available space
* Additional Notes: installed JAVA (1.6 or higher) Microsoft Xbox 360 Controller or Direct Input compatible controller

### SteamOS & Linux

* OS: Any Linux Distribution 2012+
* Processor: 2.5 GHz
* Memory: 2 GB RAM
* Graphics: OpenGL Support, recommended dedicated graphics card
* Storage: 400 MB available space
* Additional Notes: installed JAVA (1.6 or higher) Microsoft Xbox 360 Controller or Direct Input compatible controller

## Gameplay

The game is divided into different rooms. The player must defeat all the Enemies in each room to move to the next.

## External links

* Official site
* Steam
Top 10 Archive

The **Top 10 Archive** is a list of the top 10 scores at various dates.

## March 27th, 2016

1. Mig - 102916
2. floff - 77082
3. EverTheCynic - 61790
4. Sir Hamster - 59302
5. Ruhn - 51502
6. Sparx - 43641
7. DeathdruidX - 39254
8. hugeowl - 39115
9. Wywritiwy Poeta - 32768
10. bredbar - 31668

## March 10th, 2016

1. EverTheCynic - 52668
2. Sir Hamster - 52218
3. Ruhn - 51502
4. Mig - 45171
5. floff - 38439
6. bredbar - 36090
7. ArnoldCzarnymurz - 31886
8. DeathdruidX - 31261
9. Sparx - 28554
10. Kalamari Octopy - 28171
Toy Car

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

 **Version introduced** | ?

**Toy Car** is one of the Items in The Madness of Little Emma. It drops a toy car at the player's position, which is affected by gravity and will move in the direction you were facing when activated. Upon contact with an enemy or wall, it will explode.

## Tips

* This item can be used to help discover secrets.
* The Dinosaur can prevent self-damage when using this item, although you will still be displaced.
Side Levels

**Side Levels** are optional levels that can be accessed through certain means in The Madness of Little Emma. They contain extra items and secrets, and may or may not have special dangers within them, making them a risky place to visit.

They include but are not restricted to:

* Beehive (Level)
* Love Burrow (Level)
* Cave (Level)
* Burning Cave (Level)
* Dark Tunnel (Level)
* Crypt (Level)
* Doctor's Black Market (Level)
* Art Gallery (Level)
* Space (Level)
* Void (Level)
* Null (Level)
1970 in video gaming

## Notable events

* A number of games programmed in BASIC can be found in the DECUS library back-up tapes. Unfortunately, most games do not include the name of the programmer or the date when the program was written.

* SEGA released *Jet Rocket*, an electro-mechanical combat flight simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.
* SEGA's electro-mechanical *Missile* game was released in North America as *S.A.M.I.* by Midway.

## Hardware releases

1. ↑ decuslib10-01.
2. ↑ *Jet Rocket* at Museum of the Game
3. ↑ *S.A.M.I.* at Museum of the Game
Tomato

**Version introduced** | ?

**Tomato** is one of the Items in The Madness of Little Emma. Every 5th spit the player produces will become pink and explode.

## Tips

* This item can be used to help discover secrets.
* Increased fire rate is more valuable when using this item.
* This item should not be picked up if you already have the TV, as your spit already explodes on every shot.
* The Dinosaur can prevent self-damage when using this item, although you will still be displaced.
Space (Level)

**Space** is a side level in The Madness of Little Emma.

## Access

Space can be accessed by entering the open ceiling left above the initial room after Emma has just fallen from the previous level. This gap doesn't close even if the player explores the rest of that floor or even beats its boss and then comes back to enter Space. However, it will close if Emma enters and then exits Space, no matter if it was completed or not. Whenever Space is available, one of the Secrets of the current main level will contain Zepellin, allowing Emma to freely fly. It is highly recommended to obtain it before entering Space, for practical reasons.
This gap can also reached with a rocket jump. However, most if not all of the "doors" which connect the rooms in Space do not a conventional way of reaching them, thus the player should only enter if they have an item which grants them flight, since using rocket jumps in every room may only get them so far, and take a heavy toll on their health (this can be avoided with explosion damage nullification, obtained via a certain item).

## Strategy

ProTip: You better be able to fly.

ToDo
The Madness of Little Emma Wiki

**The Madness Of Little Emma** is a roguelike platformer taking inspiration from games such as Castlevania, Spelunky, Legend of Zelda, American Mcgee’s Alice and Binding of Isaac. Help Emma find her little brother who has disappeared in eerie circumstances.
Emma was living alone with her younger brother until one day he has disappeared in eerie circumstances. Help Emma find her brother and learn what has happened.

 **Main Pages**

Achievements
Bosses
Characters
Enemies
Episodes
Items
Patches
Spirit in a bottle

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

 **Version introduced** | ?

**Spirit in a bottle** is one of the Items in The Madness of Little Emma. The Spirit in a bottle will summon up to 3 spirits at no cost. When spirits are summoned, they attack enemies by running into them, dealing a small amount of damage. Upon dealing damage, they disappear, reappearing behind the character 3 seconds later.
TV

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

 **Version introduced** | ?

**TV** is one of the Items in The Madness of Little Emma. It makes the player spit bombs. Greatly reduces attack speed.

## Tips

* The Dinosaur can prevent self-damage when using this item, although you will still be displaced.
* This item can be used to help discover secrets.
* Using Piñata Bombs with this item can result in your spit dropping pickups.
12 Labours of Hercules VI: Race for Olympus

## International Release

 **and**
December 21, 2016

January 27, 2017

***12 Labours of Hercules VI: Race for Olympus*** is a strategy video game developed by Jetdogs Studios and Zoom Out Games, and published by Jetdogs Studios. It is available on Steam for Microsoft Windows, macOS and GNU/Linux.

## External Links

* 12 Labours of Hercules VI: Race for Olympus on Steam
* 12 Labours of Hercules VI: Race for Olympus on SteamDB
Запеченные грибы

Запеченные грибы при потреблении восстанавливают 10 . Так как у всех элементов, используемых для изготовления блюда, нет уровней качества, его нельзя улучшить, используя более качественные ингредиенты. Для получения более подробной информации по приготовлению еды смотрите раздел кулинария. Рецепт находится в ящике а подвале Милого дома.

## Рецепт

  3x **Запеченные грибы** |  5x Съедобный гриб
 5x Топливо
Золотой самородок

*Эта статья не закончена. Вы можете помочь, улучшив её.*

**Золотые самородки** являются довольно редким ресурсом, который можно получить различными методами, ни один из которых не является особенно надежным. Они могут быть либо обработаны в Слиток золота на II и III уровнях Плавильных печей, или разбит на несколько частей Золотого порошка для того чтобы быть использованным в Алхимии.

### Источники

* Во время исследования Подземелий, вы можете наткнуться на:

 •  Золотые рудные жилы, требующие кирки для добычи, каждая из которых дает 8-х самородков, (на 6, 9, 14 и 15 этажах). Перк Ювелир увеличивает количество добываемых самородков.
 •  Несколько Золотых големов на 15 уровне. Появляется 4 голема из которых выпадает 2-5 самородков.
* Работа с Железными блоками:

 •  Добыча Железного блока из железной жилы на северо-западе северного леса.
 •  Переработка Железного блока в Железную руду.
* При переработке Золотого карася на Кухонном столе.

 •  Поимка этой рыбы может оказаться очень сложной, каждая рыба содержит 1 самородок.
## Изучение

 20 |  2x Вера 2x Наука | -5 | Раскладывается на:порошок.

## Crafting

#### Ранее использованный материал

Золотую руду можно получить несколькими разными способами. Ни один из этих методов не является средством для последовательного получения золотой руды. Это выглядит относительно редко.

* Проходя через подземелье, вы иногда найдете вены, расположенные на уровнях 5+ (Самый быстрый из всех способов)
* Добывая бесконечную железную жилу, расположенную на северо-западе вдоль стены, в лесу у реки
* Превратив железные блоки в руду, вы иногда будете получать золотую руду
Whip

*This article is a stub. You can help The Madness of Little Emma Wiki by expanding it.*

 **Version introduced** | ?

**Whip** is one of the Items in The Madness of Little Emma.Using this item, Emma's projectile damage increases by 10 after she takes damage from an enemy. This bonus applies only in the current room.

Madness: 1 point
Каменный крест

**Каменный крест** - это могильное украшение, которое при установке на могилу даёт +3 . Установка или удаление могильного камня потребует 5-10. Старые или повреждённые могильные камни могут быть переработаны в полированный камень в камнетёсной мастерской II.

*Для дополнительной информации см. Кладбище.*

## Исследование

 30 |  3x Вера   3x Наука | -1 | Неразлагаемое
Деревянная наковальня

Деревянная наковальня используется для переработки слитков в используемые предметы и снаряжение. Улучшенные наковальни требуют меньших затрат энергии и производят улучшенное снаряжение.

## Производит

### Инструменты

  1x Кирка I |  2x Палка 3x Простые железные детали 1x Железный слиток | -20 | Затраты энергии -1Эффективность инструмента: 100%
007: The World Is Not Enough

## Basic Information

### Developer(s)

Eurocom, Black Ops Entertainment, 2n Productions

### Genre(s)

Action, First-person Shooter, Third-person Shooter

### Platform(s)

Nintendo 64, PlayStation and Game Boy Advance

## European Release

**PlayStation**
November 17, 2000

 **Nintendo 64**
December 8, 2000

 **Game Boy Advance**
September 28, 2011

## North American Release

**Nintendo 64**
November 1, 2000

 **PlayStation**
November 6, 2000

 **Game Boy Advance**
September 11, 2001
2015

***2015*** (pronounced *Twenty Fifteen*) is a video game development studio founded in 1997 by its President and CEO, Tom Kudirka. Currently, 2015 is located in Tulsa, Oklahoma. 2015 is perhaps most famous for the development of the highly successful PC game *Medal of Honor: Allied Assault*. Some members of this company later went on to form Infinity Ward, lead developer studio of the *Call of Duty* franchise.

## Games developed by 2015

* *SiN: Wages of Sin* – (1999) (PC mission pack)
* *Laser Arena* – (2000) (PC) (as *Trainwreck Studios*)
* *CIA Operative: Solo Missions* - (2001) (PC) (as *Trainwreck Studios*)
* *Medal of Honor: Allied Assault* – (2001) (PC)
* *Men of Valor* – (2004) (PC, Xbox)
101 Dalmatians: Escape from DeVil Manor

## North American Release

**Microsoft Windows**
1997

***101 Dalmatians: Escape from DeVil Manor*** is a video game published by Disney Interactive Studios.

The game was based on the 1996 live-action movie *101 Dalmatians* rather than the original Disney animated film *One Hundred and One Dalmatians*, although the character designs were based on the animated film.

The plot features two dalmatian puppies and their adventures escaping from captivity in Cruella De Vil's mansion. The game's perspective is from the puppies' point-of-view, called "Puppyvision".

## Voice Talents

* Corey Burton as (voice)
* April Winchell as Cruella de Vil

## External Links

* *101 Dalmatians: Escape from DeVil Manor* at MobyGames
* *101 Dalmatians: Escape from DeVil Manor* at the Internet Movie Database
09: The Galaxy Map

The Galaxy Map can be found on the top level of the Normandy. To direct the ship to visit a new location, approach the holographic galaxy and press [ E ].

The Galaxy Map has four levels of detail. When opened, you will see the entire Milky Way, with various colonized clusters highlighted. From here you can zoom in through levels of detail by using the mouse to move the red "crosshairs" over a destination and clicking the [ Left Mouse Button ]. The levels of detail are:

>Galaxy

>Cluster

>Star System

>Planet / Ship

To zoom out, click the [ Right Mouse Button ].

At the Planet / Ship level, you will see an image of the location on the left, and a text description on the right. If there is something of interest in the area, an action button appears at the bottom of the text description.

The [ Survey ] button indicates there are anomalies in the area than can be investigated using the Normandy's sensors. The [ Land ] button indicates you can explore the planetary surface. The [ Board ] button is similar, but used to indicate you can explore the interior of a space-borne object, such as a ship or station.

Some Star Systems include hidden objects. These can be found by looking for flashing points of light and hovering the crosshairs over them. When the crosshairs are over a hidden object, click the [ Left Mouse Button ] to "scan" and reveal the object. Hidden objects are frequently -- but not always -- in asteroid belts.
1972 in video gaming

## Notable releases

* The Shooting Gallery, the first light gun peripheral for a video game console, developed by Magnavox and Nintendo, is released.
* November: Atari releases *Pong*, the first commercially-successful video game.

## References

1. ↑ Martin Picard, The Foundation of Geemu: A Brief History of Early Japanese video games, *International Journal of Computer Game Research*, 2013
100% Orange Juice: Saki & Kyousuke Character Pack

## International Release

November 28, 2014

***100% Orange Juice: Saki & Kyousuke Character Pack*** is downloadable content for *100% Orange Juice*, developed by Orange\_Juice, and published by Fruitbat Factory, available on Steam for Microsoft Windows.

## External Links

* 100% Orange Juice: Saki & Kyousuke Character Pack on Steam
* 100% Orange Juice: Saki & Kyousuke Character Pack on SteamDB
100% Orange Juice: Acceleration Pack

## International Release

October 17, 2016

***100% Orange Juice: Acceleration Pack*** is downloadable content for *100% Orange Juice*, developed by Orange\_Juice, and published by Fruitbat Factory, available on Steam for Microsoft Windows.

## External Links

* 100% Orange Juice: Acceleration Pack on Steam
* 100% Orange Juice: Acceleration Pack on SteamDB
1974 in video gaming

## Notable releases

* February: Taito releases *Basketball*, an early example of sprite graphics, used to represent player characters and baskets. The same month, Midway licenses the game for a North American release under the title *TV Basketball*, making it the first Japanese game licensed for North American release.
* November: Taito releases *Speed Race*, designed by Tomohiro Nishikado. It introduces scrolling sprite graphics with collision detection, and features a racing wheel controller. Midway releases it as *Wheels* and *Racer* in the United States.

## References

1. ↑ 1.0 1.1 http://allincolorforaquarter.blogspot.co.uk/2013/11/video-game-firsts.html
2. ↑ *Basketball* at Museum of the Game
3. ↑ http://www.arcade-history.com/?n=speed-race&page=detail&id=19475
4. ↑ 4.0 4.1 Bill Loguidice & Matt Barton (2009), *Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time*, p. 197, Focal Press, ISBN 0-240-81146-1
5. ↑ *Speed Race* at Museum of the Game
1-4 players

A game that is **1-4 players** has a multi-player mode that can support up to four players simultaneously.

On console games that use split-screen multi-player, four is the most commonly-seen limit on the number of players; this is due to the screen resolution (since each player has their own section of the screen, the more pieces you section off, the more detail you lose in each section) and the number of controller ports available. It should be noted that this is not a hard-and-fast rule as there are various ways to deal with these issues (e.g. networked consoles, single-screen gameplay, controller sharing, etc...).
1973 in video gaming

## Notable releases

* Taito releases Tomohiro Nishikado's first video games, the four-player *Pong*-style sports games *Soccer* and *Davis Cup*.
* Taito releases *Astro Race*, an early racing video game, controlled using a four-way joystick controller.

## References

1. ↑ Chris Kohler (2005). *Power-Up: How Japanese Video Games Gave the World an Extra Life*. BradyGames. pp. 16-19. ISBN 0-7440-0424-1.
2. ↑ *Astro Race* at Museum of the Game
1-4 players alternating

A game that is **1-4 players alternating** has a multi-player mode that can support up to four players who alternate with one controller.

## Why Alternating?

Typically, when a game offers alternating mode, there is usually a restriction on the gameplay that makes this mode the only possible playable solution. Golf games such as *Mario Golf: Toadstool Tour* are a great example of this; while consoles have enough processing power to allow split screen display, it makes games like Golf unplayable.

Sometimes, alternating play modes also allows the game designers to stretch the restrictions on the platform or the design of the game. *Advance Wars: Dual Strike* (via Hot seat mode) and *Animal Crossing* are great examples of this.
11:45 A Vivid Life

**11:45 A Vivid Life** is one of the ten games presented in *Essays on Empathy*. This game, as a standalone game (before the release of Essays of Empathy), was released on October 25, 2018.

## Description

A short, weird tale about a girl who discovers her skeleton isn't hers, steals an x-ray machine, and flees to the countryside to investigate her own body.

This may be the most experimental game of the collection since it has an atypical narrative structure. The game doesn't have any canonical thread or outcome, but six of them intertwined... so it's your actions that will decide what genre of story you're playing through: from science fiction to paranormal to family drama.

## External links

* 11:45 A Vivid Life on the official Essays on Empathy website
04: Character Advancement

As the squad gains experience, they advance in level. All members of the squad level up together. At each level, characters gain Talent Points. Press [ U ] to access the squad menu. Here you can spend Talent Points to improve the squad's abilities. Remember to level up ALL of your squad members!

On the right side of the screen, you will see a list of Talents available to the currently selected character, with rows of "blocks" that tint green to indicate their current level of skill. Below the list is a number indicating the amount of Talent Points available to spend. To spend points, mouse over the Talent and click on it.

Moving your mouse over a Talent will highlight it and display its description. While your mouse is over a Talent, it will highlight, and display a description of it. By moving the mouse over the individual blocks that represent Talent levels, you can see the effects of each point of improvement. Blocks with icons in the unlock combat Powers or additional Talents.

If you don't want to select your Talents point by point, click the [ Auto Level Up ] button to automatically spend points on Talents appropriate to the character's class. If you are not satisfied with any changes, click the [ Undo Talent Points ] button to revert all changes. Note: once you exit the Squad Menu, you can no longer Undo.

On Shepard's page of the Squad Menu, you will see two meters on either side of the character portrait. These track Shepard's Paragon and Renegade reputations. If you act as a force for the betterment of all, you gain Paragon reputation. If you accomplish goals by any means necessary, you gain Renegade reputation.

Shepard's maximum level of persuasion skills is initially limited, but improves as you gain levels and cultivate a reputation.
1976 in video gaming

### Video Games

* January: SEGA releases *Heavyweight Champ*, the first video game to feature hand-to-hand fighting. It uses controls that simulate throwing actual punches.
* February: SEGA releases *Road Race*, a racing game that introduces pseudo-3D, forward-scrolling, third-person graphics.
* April: Taito releases *Speed Race Twin*, a sequel to *Speed Race* that allows simultaneous two-player competitive dual-screen gameplay and uses colour graphics.
* April: Atari releases *Breakout*, which inspires a number of *Breakout* clones.
* August: SEGA releases *Man T.T.*, also known as *Moto-Cross*, an early motorbike racing game, using a pseudo-3D, forward-scrolling, third-person perspective, similar to *Road Race*. It also introduces haptic feedback, causing the handlebars to vibrate during collisions. SEGA-Gremlin re-brands it as *Fonz*.
* October: Atari Inc. releases *Night Driver*, an early example of a first-person perspective racing video game.

## References

1. ↑ http://www.gamefaqs.com/arcade/567840-heavyweight-champ/data
2. ↑ 2.0 2.1 Spencer, Spanner, The Tao of Beat-'em-ups, *EuroGamer,* Feb 6 2008, Accessed Feb 23, 2009
3. ↑ Ashcraft, Brian, (2008) *Arcade Mania! The Turbo-Charged World of Japan's Game Centers*, (Kodansha International), p. 94
4. ↑ Nadia Oxford, 20 Years of Street Fighter, 1UP.com, 12/11/2007
5. ↑ http://www.arcade-history.com/?n=road-race&page=detail&id=14493
6. ↑ 6.0 6.1 *Road Race* at Museum of the Game
7. ↑ http://www.arcade-history.com/?n=speed-race-twin&page=detail&id=19477
8. ↑ *Speed Race Twin* at Museum of the Game
9. ↑ http://www.arcade-history.com/?n=man-t.t.&page=detail&id=26084
10. ↑ *Moto-Cross* at Museum of the Game
11. ↑ Mark J. P. Wolf (2008), *The video game explosion: a history from PONG to PlayStation and beyond*, p. 39, ABC-CLIO, ISBN 0-313-33868-X
12. ↑ *Fonz* at Museum of the Game
13. ↑ http://www.arcade-history.com/?n=night-driver-upright-model&page=detail&id=26054
198X

**info**

This game has a mini-wiki, which means it is either a smaller or an unpopular video game, which most likely has no full wiki (yet), but it does at least have some of the game's in-universe content documented on this wiki. You can check out the game's page's codex for a list of pages about the game and its contents.

## International Release

**Microsoft Windows**
June 20, 2019

**198X** is a video game of indie retro genre developed by Hi-Bit Studios and published by Hi-Bit Studios. It was released on Steam for Microsoft Windows on June 20, 2019.

## Premise

*Part 1 of arcade epic 198X. A coming-of-age story told through multiple games and genres. Experience the thrill of shooting, driving, jumping, fighting and role-playing in 5 full-blown arcade stages – combined with cinematic pixel-art storytelling.*

## External Links

* 198X on Steam
* 198X on SteamDB
11: Vehicle Movement

Basic movement control for the Mako are the same as walking:

Forward: [ W ]

Turn Left: [ A ]

Turn Right: [ D ]

Reverse: [ S ]

Press [ Spacebar ] to trigger the Mako's thrusters, allowing it to jump over obstacles and enemy missiles. The thrusters propel the Mako upwards relative to the ground. If parked on a 45-degree slope, the Mako will be propelled off to one side, not straight up.

Moving the mouse changes the facing of the Mako's turret and gun, but NOT the direction the Mako moves in. If the turret is not facing towards the front of the vehicle, you will not be able to see where you are driving.

Press [ E ] to enter and Q to exit the Mako. Exit the Mako to fight on foot or enter buildings and facilities.

Press [ N ] to leave an uncharted world and return to the Normandy.
2010 FIFA World Cup South Africa

## Basic Information

### Media

Blu-ray, DVD-ROM, UMD, Wii Optical Disc, Digital Download

### Platform(s)

PlayStation 3, Xbox 360, Wii, iOS and PlayStation Portable

## International Release

**PlayStation 3, Xbox 360, Wii, iOS and PlayStation Portable**
April 30, 2010

## North American Release

**PlayStation 3, Xbox 360, Wii, iOS and PlayStation Portable**
April 17, 2010

## Australian Release

**PlayStation 3, Xbox 360, Wii, iOS and PlayStation Portable**
April 29, 2010
10 Pin Deluxe

## North American Release

**Arcade machines**
1994

***10 Pin Deluxe*** is a 1984 arcade game by Bally Midway. It is a shuffle alley/ arcade game hybrid, capable of up to 6 player play. It used a puck as a ball, the position of which was monitored by the game until the puck reached a screen with bowling pins displayed on it. When the puck reached the screen, the game estimated which pins would be knocked down, and changed the display accordingly.

## External Links

* *10 Pin Deluxe* at Museum of the Game
* *10 Pin Deluxe* at the Gaming-History database
2002 FIFA World Cup

## European Release

**PlayStation 2 and Xbox**
April 26, 2002

 **Microsoft Windows and PlayStation**
April 26, 2002

 **GameCube**
May 3, 2002

## North American Release

**PlayStation 2 and Xbox**
April 22, 2002

 **Microsoft Windows, PlayStation and GameCube**
April 30, 2002

## Japanese Release

**PlayStation 2, Xbox and GameCube**
May 2, 2002

***2002 FIFA World Cup*** is an official World Cup game published by EA Sports.

An amalgamation between the game engines of FIFA 2002 and FIFA 2003, the game still incorporates the power bar for shots and crosses but with a steeper learning curve and higher chances of being penalized by the match referee. The national team kits are accurate along with player likeness and the stadia of the 2002 FIFA World Cup. Unlike the previous games in the FIFA series, the game had an original soundtrack performed by the Vancouver Symphony Orchestra. It was released for Microsoft Windows, PlayStation, PlayStation 2, GameCube, and Xbox.

## Reception

**2002 FIFA World Cup** received fairly positive reviews. GameSpot gave the GameCube version 7.4, while IGN gave it a 8.2/10. GameRankings gave it 80%.

## Lawsuit

Bayern Munich and German international goalkeeper Oliver Kahn successfully sued Electronic Arts for their inclusion of him in the game without his prior consent despite EA reaching an agreement with FIFPro, the body that represents all FIFA players. As a result, EA was banned from selling copies of the game in Germany and was forced to financially compensate Kahn.
12 Labours of Hercules III: Girl Power

## International Release

**,  and**
August 7, 2015

***12 Labours of Hercules III: Girl Power*** is a strategy video game developed by Jetdogs Studios and Zoom Out Games, and published by Jetdogs Studios. It is available on Steam for Microsoft Windows, macOS and GNU/Linux.

## External Links

* 12 Labours of Hercules III: Girl Power on Steam
* 12 Labours of Hercules III: Girl Power on SteamDB
2020s in video gaming

## Ninth generation (2020-)

*Main article:* Early history of video games
*See also: History of video games*
While the 2020s have only just started, it is expected to be dominated by the release of Sony and Microsoft's next entries in their video game console series, officially kicking off the ninth generation of video game hardware.
1944: The Loop Master

## North American Release

**Arcade machines**
June 20, 2000

## Japanese Release

**Arcade machines**
June 20, 2000

***1944: The Loop Master*** is a vertical scrolling shooter arcade game made by Capcom in 2000. Unlike previous games, the programming for this arcade was done by a separate company called 8ing/Raizing. The game is the 5th of a series of World War 2 vertical shooters made by Capcom. The game takes place in the heated battles of 1944 during the Second World War as a super ace pilot attempts to defeat an entire army.

## Gameplay

The arcade operates and plays like most standard shooters. The objective of every level is to shoot enemy planes, tanks, trains, turrets, battleships, and defeat the boss after each level. Unlike its predecessor, 19XX: The War Against Destiny, the game plays more like the early games in the series. Despite the opening description of the plane stats, both planes operate equally, and are only available to the first or second player respectively. The games does borrow from 19XX in that it has a form of charge up system. By holding the fire button down, the charge bar will fill, and when full, the plane will fly up and become temporarily invincible. The game also has the standard bomb button, which causes Tomahawk Missiles to fly up the screen doing major damage to any enemies they hit.

The health system in the game also works unlike the previous games in the series. The plane has a health bar which decreases after every hit. However, players start with only one life, and the game sparingly gives health boosts.

### Wingmen

The option of wingmen is much more present in this game than others in the series. A small golden plane icon flies down the screen at certain times which releases a wingmen icon. Wingmen add some extra fire-power, but are vulnerable to enemy fire.

Beginning with stage 8, wingmen fire laser shots.

### Stages

There are 15 stages in this game.

As an arcade board option, Stage select allows player to start the game at stage 1, 6, or 11. If stage layout is set to endless, player can also choose round number to 1, 2, or 3, with higher round being more difficult.

During any boss battle, there is an invisible time limit for each battle. The mission is failed when there is at least 1 core among all boss units are not destroyed within time limit. Mission failure does not change game progress, but it prevents the player from getting clear bonus.

After destroying Stage 15 boss *Appare Toride*, the game ends if stage layout is set to 1 loop, or the game continues with stage 1 with enemy firing faster bullets, if the stage layout is set to endless.

## External links

* 1944: The Loop Master at Capcom
* *1944: The Loop Master* at Museum of the Game
* *1944: The Loop Master* at GameFAQs
* ~~*1945 The World at War* a version of the 1942 game implemented as Java applet.~~[*dead link*]
007 Legends

## Content Descriptor(s)

**ESRB**
 Blood, Drug Reference, Mild Language, Mild Suggestive Themes and Violence

## European Release

**PlayStation 3 and Xbox 360**
October 19, 2012
**Microsoft Windows**
November 2, 2012
 **Wii U**
December 7, 2012

## North American Release

**PlayStation 3 and Xbox 360**
October 16, 2012
**Microsoft Windows**
November 1, 2012
 **Wii U**
December 11, 2012

***007 Legends*** is a first-person shooter game developed by Eurocom and published by Activision for the PlayStation 3, Xbox 360, Wii U and Microsoft Windows. The game was not released in Australia. *007 Legends* was meant to be a celebration of 50 years since the debut of James Bond (the game goes through the eras of the six actors of James Bond, such as Sean Connery in *Goldfinger* and Pierce Brosnan in *Die Another Day*). *Skyfall* is a DLC released for the PlayStation 3, Xbox 360, and Microsoft Windows versions of the game, while the Wii U game came bundled with it, based on the movie of the same name.

## Gameplay

Built on the same engine as *Goldeneye 007: Reloaded*, the gameplay is very similar; only minor tweaks are prevalent.
'n Verlore Verstand

### Platform(s)

Microsoft Windows, macOS, GNU/Linux, Nintendo Switch, PlayStation 4 and Xbox One

## Content Descriptor(s)

**ESRB**
 Alcohol Reference

## International Release

**Steam, Microsoft Windows, macOS and GNU/Linux**
February 1, 2016

## European Release

**Nintendo Switch**
December 6, 2018

## North American Release

**Nintendo Switch**
December 6, 2018

## External Links

* 'n Verlore Verstand on Steam
* 'n Verlore Verstand on SteamDB
1-2 players alternating

A game featuring a **1-2 players alternating** mode generally has a single mode in which two people can play, but only one player at a time. Sometimes this will mean that *(as is the case in Super Mario Bros.)* you can select "2 players", but only one character can be controlled at any given time; once that character dies, then the next player tries with their character. This constantly bounces back and forth between the gamers in a single session. Another form of 2 player alternating is *(as is the case in* Animal Crossing*, although that's 4 player alternating)* when there are multiple "files", with one belonging to each player. A player can then choose their file, playing where they left off from their last save.

Some games also lend themselves easily to Hot seat play. This can be done outside of the game and works as long as a game has defining breaks in gameplay. For example, if one player dies he can hand the controller to another player whos "turn" begins where he continues using the next life and continues on until his life is used up. There does not need to be any game mechanic within the game to allow this.

## Popular 1-2 players alternating games

* Super Mario Bros. (NES)
* Super Mario World. (SNES)
* Lost In Blue (Nintendo DS)
* Sword of Mana (GBA)
005

## North American Release

**Arcade machines**
December 1, 1981

***005*** is a 1981 arcade game by SEGA, in which the player's mission is to take a briefcase of secret documents to a waiting helicopter. It is one of the first examples of a stealth video game.

## Arcade cabinet

The game came in a fairly generic wood-grain panel cabinet. The sticker side art was optional, which made it easy to change the games around when necessary. The game boards were SEGA G80-compatible, and will work in any such cabinet. As with most early SEGA titles, the monitor is vertically mounted. The bezel around the monitor sported the standard instructions; the marquee showed a "005" logo and a flashlight.

## Official world record

Gamer Dwayne Richard holds the official world record for this game with a maximum possible 1,500,000 points.[*citation needed*]

## Arcade Specifications

 Cabinet
 Orientation
 System/Board
 Sound Chipset
 Colors
 Display

## External Links

* *005* at Museum of the Game
* *005* at the Gaming-History database
140 Soundtrack

## International Release

**Steam, Microsoft Windows, macOS and GNU/Linux**
June 20, 2017

***140 Soundtrack*** is downloadable content for *140*, developed and published by Carlsen Games. It is available on Steam for Microsoft Windows, macOS and GNU/Linux.

## Minimum & Recommended Specifications

 Storage | 100 MB

 Storage | 100 MB

 Storage | 100 MB

## External Links

* 140 Soundtrack on Steam
* 140 Soundtrack on SteamDB
128-bit

***128-bit*** can refer to a CPU or memory interface that is capable of addressing and transferring 128 bits of data per clock cycle. In more technical terms, this means processors can work with 128-bit binary numbers (decimal numbers up to 170,141,183,460,469,231,731,687,303,715,884,105,727); anything larger, and the computer would need to break the data into smaller pieces.