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The King of Fighters - Wikipedia, the free encyclopedia. The King of Fighters(ザ·г‚ング·オブ·ファイターズ,Za Kingu obu Fait. ДЃzu?), officially abbreviated KOF, is a series of fighting games developed by SNK Playmore (formerly SNK), which began with The King of Fighters '9. The series was originally developed for SNK's Neo Geo MVS arcade hardware, which served as the main platform for the series until 2. SNK retired the MVS in favor of the Atomiswave arcade board. Only two King of Fighters games were made on the Atomiswave platform (The King of Fighters Neowave and The King of Fighters XI) before SNK decided to discontinue using the platform for the series. The current arcade hardware for the series is the Taito Type X2, with its first usage coming with the release of The King of Fighters XII. Ports of the arcade games and original The King of Fighters games have been released for several video games consoles. Main series[edit]The first game in the series, The King of Fighters '9. SNK on August 2. 5, 1. The game featured characters from SNK's previous fighting game series Fatal Fury and Art of Fighting, as well as original characters (including characters from older games such as Ikari Warriors and Psycho Soldier, adapted for a versus fighting game). The success of the game led SNK to release yearly installments of the series and numbered the games for the year they were released. The King of Fighters '9. The King of Fighters '94; Cover artwork of the Neo Geo CD version: Developer(s) SNK: Publisher(s) SNK: Director(s) Masanori Kuwasashi: Producer(s) Takashi Nishiyama. July 2. 5, 1. 99. In addition to adding new characters, this game also began the first story arc of the series titled "The Orochi Saga". KOF '9. 5 was also the first game in the series that allowed the players to create their own team of three members, out of any character in the game.[2]The King of Fighters '9. July 3. 0, 1. 99. The Orochi Saga" and replaced the character sprites from the previous two years with newly drawn ones, improving the gameplay of the series as well. Depending on the playable characters in a team, an exclusive ending will be played.[3]The King of Fighters '9. July 2. 8, 1. 99. The Orochi Saga" story arc.[4]The King of Fighters '9. July 2. 3, 1. 99. Instead, the game was promoted as a "Dream Match" game that allowed players to choose most of the characters available from the previous titles, including ones that were supposedly dead. SNK refitted the Dreamcast version and renamed it The King of Fighters: Dream Match 1. D backgrounds.[5]On July 2. The King of Fighters '9. The NESTS Chronicles". The game introduces several new characters into the series, as well as the rule of a fourth member being added to each team and that a new tactic is introduced in this game as well. The tactic would be that a specific person from a team would be an assistant called a "Striker" and that this person would be able to aid the team for a few seconds in combat. The Dreamcast version was titled The King of Fighters: Evolution, with several improvements in the game such as new strikers and better animation.[6]The King of Fighters 2. July 2. 6, 2. 00. The King of Fighters 2003; Promotional poster: Developer(s) SNK NeoGeo: Publisher(s) SNK Playmore: Release date: Arcade JP December 12, 2003 Neo Geo INT March 11, 2003. Pages in category 'Games' The following 200 pages are in this category, out of 253 total. (previous 200).The NESTS Saga" as well as the last KOF game to be made by SNK before the bankruptcy. It adds a few new playable characters and a couple of Strikers (most of them being from previous KOF titles and other SNK titles as well such as Metal Slug and Kizuna Encounter).[7]The King of Fighters 2. November 1. 5, 2. Due to economic problems that SNK had at the time, the Korean company Eolith helped in the development of the game after SNK was bankrupted.[8]The King of Fighters 2. October 1. 0, 2. 00. KOF games and featured no story, similar to KOF '9. It was also developed by Eolith. A new KOF story arc called the "Tales of Ash" starts in The King of Fighters 2. December 1. 2, 2. KOF game to be released for the Neo Geo system. It allowed the players to change characters while playing, but the number of team members was reduced back to three. SNK, now SNK- Playmore, returned to the franchise development in this entry.[9] By 2. SNK abandoned yearly releases of the series and numbered future games in a more traditional manner; [1. © SEGA. SEGA and the SEGA logo are either registered trademarks or trademarks of the SEGA Holdings Co., Ltd or its affiliates. All rights reserved. Now you can upload screenshots or other images (cover scans, disc scans, etc.) for The King of Fighters 2003 (set 1) to Emuparadise. Do it now!
The King of Fighters XI, released on October 2. The King of Fighters XII was released in July 2. KOF XII uses newly- drawn 2. D sprites on detailed 2. D backgrounds. Producers informed that the game is one hundred percent hand drawn.[1. It is to be a storyless gathering of fighters, similar to KOFs '9. The story arc ends with The King of Fighters XIII, which features the entire roster from The King of Fighters XII as well as additional characters and was released during the summer of 2. The King of Fighters XIV was revealed at the Tokyo Game Show in September 2. It will be released on the Play. Station 4 sometime in 2. Other games[edit]The King of Fighters '9. Play. Station 2 as The King of Fighters '9. Re- Bout in Japan. This version has several new features like hi- res graphics, online play, team edit, a playable Rugal Bernstein, and the addition of Saisyu Kusanagi.[1. A remake for Ko. F '9. The King of Fighters '9. Ultimate Match was released in Japanese arcades on March 1. A remake for Ko. F 2. The King of Fighters 2. Unlimited Match has recently been released for the Play. Station 2, on February 2. Japan. In 2. 00. 4, SNK produced the first 3. D installment of the series, The King of Fighters: Maximum Impact. The game and its sequel KOF: Maximum Impact 2 and its 2 upgraded versions, revises much of the backstory for characters and settings from previous games. The producer of the Maximum Impact series, Falcoon, stated that the Maximum Impact games are in a different continuity from the original series of games.[1. Another spin- off video game, The King of Fighters Neowave, was released for the Xbox, Play. Station 2 and Arcade during 2. Like KOF '9. 8 and KOF 2. Neowave has no storyline and is considered a "dream match" game. The game is a gathering of numerous characters from previous installments, including characters like Mature and Vice from KOF '9. New Face Team from KOF '9. The character artwork was done by Tomokazu Nakano.[1. Two video games were released for the Game Boy Advance titled The King of Fighters EX: Neo- Blood and The King of Fighters EX2: Howling Blood respectively, featuring characters and backgrounds from KOF '9. A role- playing game was also created exclusively for the Play. Station under the name of The King of Fighters: Kyo, adaptating a manga with the same name.[1. An N- Gage version of the first Game Boy Advance game was released in 2. The King of Fighters Extreme, which added Bluetooth multi- player.[citation needed]Three pachinko slot games were developed for the series. The first, The King of Fighters, is based on the Orochi storyline and the second, The King of Fighters 2, is based on the fight of K' against the NESTS cartel.[2. The newest one, Maximum Impact, was released on January 1. D titles. None of these was released outside of Japan.[2. Six games for Japanese mobile phones have also been developed. While a few of them are fighting games, others are mini- games like volleyball and quizzes.[2. Several characters from the series also appear in crossover video games. Neo. Geo Battle Coliseum is a 2 on 2 tag team fighting game for the Atomiswave arcade board, and SNK Gals' Fighters is a fighting game for the Neo Geo Pocket Color. Along with the KOF, characters from other SNK series also star in both of these games.[2. Capcom also produced a series of similar crossover fighting games with SNK. The SNK- produced fighting games of this crossover include the Dimps- developed portable fighting game SNK vs. Capcom: The Match of the Millennium for the Neo Geo Pocket Color in 1. SNK vs. Capcom: SVC Chaos for the Neo Geo in 2. The games produced by Capcom are Capcom vs. SNK in 2. 00. 0 (followed by a minor upgrade, Capcom vs. SNK Pro, in 2. 00. Capcom vs. SNK 2, released in 2. All three games were produced for the NAOMI hardware and later ported to various consoles. Compilations[edit]In addition to the remakes of individual games such as Re- bout, Ultimate Match, and Unlimited Match, SNK Playmore has released compilations of their KOF games. Two KOF compilations were released in Japan for the Play. Station 2 as part of the Neo Geo Online Collection. The first compilation, The King of Fighters Orochi Hen(ザ·г‚ング·オブ·ファイターズ - г‚ЄгѓгѓЃз·Ё- ?, "The Orochi Compilation") features KOF '9. KOF '9. 6, and KOF '9. Orochi story arc. The compilation features a Color Edit mode that allows the player to create a custom color palette for every character in each game, the choice to play each game with original and arranged soundtracks, and an online versus mode which supports the MMBB service.[2. The second compilation, The King of Fighters NESTS Hen(ザ·г‚ング·オブ·ファイターズ - гѓЌг‚№гѓ„з·Ё- ?, "The NESTS Compilation"), features the original Neo Geo versions of KOF '9. KOF 2. 00. 0, and KOF 2. Dreamcast versions of each game. It has the same features as the previous compilation, but with online support available only for the Dreamcast games in the compilation.[2. A separately produced compilation titled The King of Fighters Collection: The Orochi Saga was released for the Play. Station 2, Play. Station Portable and Wii in North America, the PAL region, and Southeast Asia. This compilation has the same lineup of games as the Japanese Orochi Hen, along with KOF '9. KOF '9. 8, although the extra features are different, with an added Challenge Mode where the player must win certain matches against the CPU in KOF '9. Plot and characters[edit]The titular King of Fighters tournament originated from SNK '​s previous fighting game franchises, Fatal Fury and Art of Fighting. The first game in the series, KOF '9. Rugal Bernstein, who hosts the well- known fighting tournament to lure worthy adversaries into his trap so that he can kill them and turn them into stone statues, adding them to his collection of defeated martial artists. Description. Decorate the house so the dolls feel comfortable. How to play Family Dollhouse 3. Use the mouse to play this game. Category. Doll Games; Family Games. Holly Hobbie Dream Dollhouse, Help these four girls design their house. Meet Mrs. Goodbee With only a few plastic parts to snap in place, and with the three AA batteries already installed, the Mrs. Goodbee Talking Dollhouse is ready to go. Make this cute house a home with a little decoration and a lot of fun, then invite some friends over for a party! Robot Check. Enter the characters you see below. Sorry, we just need to make sure you're not a robot. For best results, please make sure your browser is accepting cookies. 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Interactive fiction - Wikipedia, the free encyclopedia. Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games.[1] In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text- only".[2] Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is text. Some users of the term distinguish between "interactive fiction" that focuses on narrative and "text adventures" that focus on puzzles. Raphael Ordoñez's Solution to Six Fearsome Heroes. Upon closer examination, we find that there are five statements dealing with only heroes or fear (Statements 3, 5. The solutions without frames as your Browser doesn't support frames. The C64 Walkthrough site offers solutions for the following games: 221b Baker Street A Accolade. Meanwhile, more expansive definitions of "interactive fiction" may include all adventure games, including wholly graphical adventures such as Myst. As a commercial product, interactive fiction reached its peak in popularity from 1. Due to their text- only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This meant that interactive fiction games were easily ported across all the popular platforms, including CP/M (not known for gaming or strong graphics capabilities). Today, a steady stream of new works is produced by an online interactive fiction community, using freely available development systems. The term can also be used to refer to literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series, and the collaborative "addventure" format has also been described as a form of interactive fiction.[4]Interactive fiction is sometimes used as a synonym for visual novel, a popular style of entertainment software in Japan.[5]Zork I is one of the first interactive fiction games, as well as being one of the first commercially sold. It is one of the most famous interactive fiction games. Here it is portrayed running on Gargoyle, a modern interpreter. Text adventures are one of the oldest types of computer games and form a subset of the adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output. Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a text parser. Parsers may vary in sophistication; the first text adventure parsers could only handle two- word sentences in the form of verb- noun pairs. Later parsers, such as those built on Infocom's ZIL (Zork Implementation Language), could understand complete sentences.[6] Later parsers could handle increasing levels of complexity parsing sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today. Despite their lack of graphics, text adventures include a physical dimension where players move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered.[2] These games are unique in that they may create an illogical space, where going north from area A takes you to area B, but going south from area B did not take you back to area A. This can create mazes that do not behave as players expect, and thus players must maintain their own map. These illogical spaces are much more rare in today's era of 3. D gaming,[2] and the Interactive Fiction community in general decries the use of mazes entirely, claiming that mazes have become arbitrary 'puzzles for the sake of puzzles' and that they can, in the hands of inexperienced designers, become immensely frustrating for players to navigate. Interactive fiction shares much in common with Multi- User Dungeons ('MUDs'). MUDs, which became popular in the mid- 1. IF; however, since interactive fiction is single player, and MUDs, by definition, have multiple players, they differ enormously in gameplay styles. MUDs often focus gameplay on activities that involve communities of players, simulated political systems, in- game trading, and other gameplay mechanics that aren't possible in a single player environment. Interactive fiction usually relies on reading from a screen and on typing input, although text- to- speech synthesizers allow blind and visually impaired users to play interactive fiction titles as audio games.[2]Writing style[edit]Interactive fiction features two distinct modes of writing: the player input and the game output. As described above, player input is expected to be in simple command form (imperative sentences). A typical command may be: pull lever. The responses from the game are usually written from a second- personpoint of view, in present tense. This is because, unlike in most works of fiction, the main character is closely associated with the player, and the events are seen to be happening as the player plays. While older text adventures often identified the protagonist with the player directly, newer games tend to have specific, well- defined protagonists with separate identities from the player. The classic essay "Crimes Against Mimesis"[7] discusses, among other IF issues, the nature of "You" in interactive fiction. A typical response might look something like this, the response to "look in tea chest" at the start of Curses: That was the first place you tried, hours and hours ago now, and there's nothing there but that boring old book. You pick it up anyway, bored as you are.[8]Many text adventures, particularly those designed for humour (such as Zork, The Hitchhiker's Guide to the Galaxy, and Leather Goddesses of Phobos), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from Curses, above, for an example). The late Douglas Adams, in designing the IF version of his 'Hitchhiker's Guide to the Galaxy', created a unique solution to the final puzzle of the game: the game requires the one solitary item that the player didn't choose at the outset of play. Some IF works dispense with second- person narrative entirely, opting for a first- person perspective ('I') or even placing the player in the position of an observer, rather than a direct participant. In some 'experimental' IF, the concept of self- identification is eliminated entirely, and the player instead takes the role of an inanimate object, a force of nature, or an abstract concept; experimental IF usually pushes the limits of the concept and challenges many assumptions about the medium. History[edit]Adventure[edit]Around 1. Will Crowther, a programmer and an amateur caver, wrote the first text adventure game, Adventure (originally called ADVENT because a filename could only be six characters long in the operating system he was using, and later named Colossal Cave).[9] Having just gone through a divorce, he was looking for a way to connect with his two young children. Over the course of a few weekends, he wrote a text based cave exploration game that featured a sort of guide/narrator who talked in full sentences and who understood simple two word commands that came close to natural English. Adventure was programmed in Fortran for the PDP- 1. Stanford University graduate student Don Woods discovered Adventure while working at the Stanford Artificial Intelligence Laboratory, and in 1. Crowther's source code (with Crowther's permission). Crowther's original version was an accurate simulation of part of the real Colossal Cave, but also included fantasy elements (such as axe- wielding dwarves and a magic bridge); Woods's changes were reminiscent of the writings of J. R. R. Tolkien, and included a troll, elves, and a volcano some claim is based on Mount Doom, but Woods says was not.[1. In early 1. 97. 7, Adventure spread across ARPAnet,[1. Internet to this day. The game has since been ported to many other operating systems, and was included with the floppy- disk distribution of Microsoft's MS- DOS 5. OS. Adventure is a cornerstone of the online IF community; there currently exist dozens of different independently- programmed versions, with additional elements, such as new rooms or puzzles, and various scoring systems. The popularity of Adventure led to the wide success of interactive fiction during the late 1. Many elements of the original game have survived into the present, such as the command 'xyzzy', which is now included as an Easter Egg in games such as Minesweeper. Adventure was also directly responsible for the founding of Sierra Online (later Sierra Entertainment); Ken and Roberta Williams played the game and decided to design one of their own,[9] but with graphics. By 1. 98. 2 Softline wrote that "the demands of the market are weighted heavily toward hi- res graphics" in games like Sierra's The Wizard and the Princess and its imitators. Such graphic adventures became the dominant form of the genre on computers with graphics like the Apple II.[1. Commercial era[edit]Adventure International[edit]Adventure International was founded by Scott Adams (not to be confused with the creator of Dilbert). In 1. 97. 8, Adams wrote Adventureland, which was loosely patterned after the original Advent. He took out a small ad in a computer magazine in order to promote and sell Adventureland, thus creating the first commercial adventure game. In 1. 97. 9 he founded Adventure International, the first commercial publisher of interactive fiction. By 1. 98. 2 Adventure International began releasing versions of its games with graphics.[1. The company went bankrupt in 1. Infocom[edit]The largest company producing works of interactive fiction was Infocom,[1. Zork series and many other titles, among them Trinity, The Hitchhiker's Guide to the Galaxy and A Mind Forever Voyaging. In June 1. 97. 7, Marc Blank, Bruce K. Panda's Bigger Adventure Walkthrough / Solutionhttp: //www. Do you want to play incredibly games? Do you want to enjoy exciting and new TD games? Are you bored of the same stuff of some poor websites? Be sure to check this fantastic website: http: //www. Awesome and fantastic games waiting for your fun! 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At the the title screen that says "press start", press D- Pad Left, D- Pad Right, Y, Y, XL, S. Lisa Costumes And Trophies. At the the title screen that says "press start", hit X, Y, X, X, Y, Left Trigger. Unlockables. Challenger. Win every time challenge. The Simpsons Game is an action/platformer video game based on the animated television series The Simpsons and loosely on the film, made for the Nintendo DS. The Simpsons Game is a video game which is available for the Wii, Nintendo DS, Xbox 360, PlayStation 3, PlayStation 2 and PlayStation Portable. Each version has an. Publisher: Electronic Arts Genre: Action Release Date: Oct 30, 2007 ESRB Rating: Teen 1UP'S The Simpsons Game Game Page. Clown Around. Win time challenge for Shadow of the Colossal Donut. Press Start To Play. Press Start. Chocolate Victory. Finish The Land of Chocolate. The Simpsons Game Bargain Bin Collectibles InsuranceThe Simpsons Game Bargain Bin Collectibles Etc CatalogHeist Hijinx. Finish Bartman Begins. 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Doggie Dazed. Finish Grand Theft Scratchy. Sparkling Defeat. Finish Big Super Happy Fun Fun Game. On The Matt. Finish Five Characters in Search of an Author. Cloud Nine. Finish Game Over. Goes To 1. 1Find all of the collectibles in Springfield. Dufftacular Finish. Find all of Homer's Duff Bottle Caps. Hairs To You. Find all of Marge's Try- n- Save Coupons. Doll Crazy. Find all of Lisa's Malibu Stacy Seals. Poster Paster. Find all of Bart's Krusty Kollectible Koupons. Worst Clich� Ever. Find all of the Video Game Clich� Moments. Complete Package. Finish every episode, find every collectible, and discover every Video Game Clich� Moment. Fast Times. Beat every episode target time. Heavenly Score. Get a perfect score on the final Boss battle. Pwnd. Dude, need help? You've died, like, 1. Chocolate Heaven. Win time challenge for The Land of Chocolate. Up And Atom. Win time challenge for Bartman Begins. Table Smasher 2. 00. Win time challenge for Around the World in 8. Bites. 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